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Units


Villager
The basic unit to capture villages and bases. Can also recruit multi-head dragon.
Skill Capture: Special Skill・Capture facility and tame multi-head dragon
Cost 1 Race Human
Attack Type Physical Range 1
Move 3 Move Type Walk
Recruit Method Base Recruit SP 12
Power Accumulate 16 EP Used Per Turn 0

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Warrior
Great mobility and high power against villager. Low cost and high SP make it a dependable unit in early stage of battle.
Cost 6 Race Human
Attack Type Physical Range 1
Move 6 Move Type Walk
Recruit Method Base Recruit SP 10
Power Accumulate 40 EP Used Per Turn 0

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Knight
Good balance between firepower and mobility.
Cost 12 Race Human
Attack Type Physical Range 1
Move 5 Move Type Walk
Recruit Method Base Recruit SP 8
Power Accumulate 48 EP Used Per Turn 0

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Heavy Knight
Strong offensive and defensive capability among ground forces. But it is expensive, slow and low on SP.
Cost 18 Race Human
Attack Type Physical Range 1
Move 4 Move Type Walk
Recruit Method Base Recruit SP 6
Power Accumulate 64 EP Used Per Turn 0

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Cockatrice
Provides fastest way to move land unit by land and sea. Predominantly for transportation, it has no attack ability and poor defense.
Cost 5 Race Breast
Attack Type N/A Range 0
Move 6 Move Type Walk+Swim
Recruit Method Base Recruit SP 0
Power Accumulate 32 EP Used Per Turn 0

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Archer
Basic indirect fight unit. Strong against villager and hawk man.
Cost 8 Race Human
Attack Type Physical Range 1-2
Move 5 Move Type Walk
Recruit Method Base Recruit SP 9
Power Accumulate 40 EP Used Per Turn 0

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Wizard
Inflicts devastating damage to land and sea units from a distance, at the price of being slow moving and exposed at close range.
Cost 15 Race Human
Attack Type Magic Range 2-5
Move 4 Move Type Walk
Recruit Method Base Recruit SP 6
Power Accumulate 56 EP Used Per Turn 0

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Cleric
A unit to cure HP. Yet with no offensive nor defensive capabilities, it is powerless against enemy attacks.
Skill Heal: Cure Magic・Range 2・Restore 20 HP
Cost 7 Race Human
Attack Type N/A Range 0
Move 4 Move Type Walk
Recruit Method Base Recruit SP 6
Power Accumulate 40 EP Used Per Turn 0

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Witch
Inflicts devastating damage to air units and octopus from a distance, at the price of being slow moving and exposed at close range.
Cost 13 Race Human
Attack Type Magic Range 2-5
Move 4 Move Type Walk
Recruit Method Base Recruit SP 6
Power Accumulate 40 EP Used Per Turn 0

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Dancer
A unit to supply SP and EP. Yet with no offensive nor defensive capabilities, it is powerless against enemy attacks.
Skill Spellcharge: Cure Magic・Range 1-2・Restore 5 SP (except self)
Excitation: Cure Magic・Area 3・Restore all EP (except self)
Cost 7 Race Human
Attack Type N/A Range 1
Move 4 Move Type Walk
Recruit Method Base Recruit SP 6
Power Accumulate 40 EP Used Per Turn 0

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Griffon
Air transport of loading one village. Essential for quickly moving villages into hard to reach areas. No offensive or defensive capabilities.
Cost 5 Race Breast
Attack Type N/A Range 0
Move 6 Move Type Fly
Recruit Method Sky Temple Recruit SP 0
Power Accumulate 32 EP Used Per Turn 2

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Hawk Man
Lost cost, versatile and ultimately expendable air unit that can engage ground and sea enemies.
Cost 9 Race Others
Attack Type Physical Range 1
Move 6 Move Type Walk+Fly
Recruit Method Sky Temple Recruit SP 12
Power Accumulate 48 EP Used Per Turn 2

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Holy Dragon
Provides superior firepower and mobility for air-to-air engagements. Cannot attack ground units and consumes EP at an alarming rate.
Cost 20 Race Dragon
Attack Type Physical Range 1
Move 9 Move Type Fly
Recruit Method Sky Temple Recruit SP 6
Power Accumulate 72 EP Used Per Turn 5

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Dark Dragon
The menace of the skies. Inflicts stupendous damage to all ground units.
Cost 22 Race Dragon
Attack Type Physical Range 1
Move 7 Move Type Fly
Recruit Method Sky Temple Recruit SP 6
Power Accumulate 72 EP Used Per Turn 5

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Water Dragon
A floating fortress at a high price. Inflict massive damage over long distances on everything but octopus.
Cost 25 Race Dragon
Attack Type Magic Range 1-6
Move 5 Move Type Swim
Recruit Method Swim Temple Recruit SP 9
Power Accumulate 88 EP Used Per Turn 2

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Lizard Man
Sea units can attack all ground and sea units. But its main target is the octopus.
Cost 8 Race Dragon
Attack Type Physical Range 1
Move 5 Move Type Swim
Recruit Method Swim Temple Recruit SP 9
Power Accumulate 64 EP Used Per Turn 2

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Octopus
Deadly unit against sea enemies. Can only be attacked by lizard man or other octopus.
Cost 10 Race Breast
Attack Type Physical Range 1
Move 5 Move Type Swim
Recruit Method Swim Temple Recruit SP 6
Power Accumulate 72 EP Used Per Turn 2

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Multi-head Dragon
Extremely powerful unit that villagers can recruit. Remain neutal until recruited. Recommend to capture these where possible.
Cost N/A Race Dragon
Attack Type Physical Range 1
Move 5 Move Type Walk
Recruit Method Village Recruit SP 9
Power Accumulate 88 EP Used Per Turn 0

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Skeleton
It uses physical attack, summoned by the necromancer.
Cost N/A Race Familiar
Attack Type Physical Range 1
Move 3 Move Type Walk
Recruit Method Necromancer summon SP 6
Power Accumulate 0 EP Used Per Turn 0

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Ghost
A familiar summoned by necromancer that can fly and uses magic attack.
Cost N/A Race Familiar
Attack Type Magic Range 2-3
Move 3 Move Type Walk+Fly
Recruit Method Necromancer summon SP 6
Power Accumulate 0 EP Used Per Turn 2

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Pumpkin Head
A familiar summoned by wicce uses its its self-destruction skill to attack other units.
Skill Evanescence: Magic Attack・Area 2・Self-destruction to cause HP20 damage to all nearby units
Cost N/A Race Familiar
Attack Type N/A Range 0
Move 1 Move Type Walk
Recruit Method Wicce summon SP 1
Power Accumulate 0 EP Used Per Turn 0

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