Elite Units




Amphibious Croakillery


Personality: None.
Race: Frog.
Alignment: Neutral.
Unit Attributes: Wild, Large, Magical, Elemental, Aquatic, Bestial
Damage Affinity: Normal and Acid.
Roles: Artillery, Loyalty Manipulation, Area Damage.
Wild Terrain: Swamp and River.

Elite Unit's Design: The Amphibious Croakillery is designed as a long-range artillery unit. This is the only unit in the game that has a non-conditional 3 space ranged attack; and one of the few units that has an alternative attack with a range of 4. This unit's Lurker ability can be utilized to help better fortify key river and swamp terrain locations on the battle map. When this unit is able to use its Mucus Bomb ability correctly it can cause a devastating effect for any opponents' army by causing a collective loss of Loyalty across their units; likely resulting in those units recalling themselves from the battle map. This unit has a very high deployment and upgrade cost, but a somewhat low upkeep cost. Being a native swamp and river elemental unit, it is resistant to fire, ice, and death damage, but is vulnerable to thunder.



Beast Master


Personality: Untrusting of humanoids, non-conversational, curious, easily agitated, decisive and confident.
Race: Hobgoblin.
Alignment: Chaos.
Unit Attributes: Wild, Humanoid.
Damage Affinity: Normal.
Roles: Summoner, Combat Support, Siege.
Wild Terrain: Any.

Elite Unit's Design: The Beast Master is designed to bolster the offensive capabilities of bestial ally units, as well as providing a cost-effective means of deploying additional bestial squad units. The Beast Master can only be found in wild terrain, meaning that the player cannot directly deploy this unit from settlements or war camps. In addition, the unit's that it can deploy via Handler are also wild units. This requires the Beast Master to move around to various terrains across the battle map in order for the player to gain access to specific types of wild bestial squad units.



Blood Countess


Personality: Captivating, provocative, selfish, sadistic, obsessive, narcissistic, envious, deceitful, and prideful.
Race: Human and Horse.
Alignment: Law Evil.
Unit Attributes: Magical, Humanoid, Bestial, Mount.
Damage Affinity: Normal.
Roles: Anti-Humanoid, Growth Manipulation, Siege.

Elite Unit's Design: The Blood Countess is capable of speeding up the growth of your protected settlements, via Wealth, while also being capable of removing growth from any settlement; particularly your opponent's. This makes the Blood Countess one of the few units in the game that can manipulate settlement growth, and the only unit that can do so both positively or negatively. By using Bathe this unit gains a unique youth token which allows usage of her powerful Seduce ability. Through Seduce the Blood Countess can be used to hard-counter enemy elite humanoid units, by forcing them to leave your opponent's army and join yours. The Blood Countess practices an evil blood ritual that grants her unusually high HP, as well as, magic and death resistance. However, she is vulnerable to thunder damage. Given her Nobility, settlements would never dare attack her. She also comes with an entourage of indentured servants that uniquely bolsters your army size. The Blood Countess is moderately expensive to deploy, and slightly more expensive to maintain with upkeep.



Bounty Hunter


Personality: Reserved, focused, perfectionist, easily rattled when complications arise, adheres to a strict plan and schedule.
Race: Visha Kanya.
Alignment: Law.
Unit Attributes: Humanoid.
Damage Affinity: Normal and Death.
Roles: Anti-Humanoid, Gold Manipulation, Undead Healer.

Elite Unit's Design: The Bounty Hunter is designed to be the anti-humanoid assassin unit for a player's army. Ideally, a player would immediately place Bounty Hunters on the offensive in order to quickly earn bounty tokens for each humanoid unit it kills. Once a bounty hunter has killed a few targets the player will be able to cash out these bounties for gold and loyalty, if the bounty hunter hasn't already assisted with killing an opponent's warlord.



Choking Knightmare


Personality: Frightening, Domineering, Sadistic, Courageous, Dignified, and Opportunistic.
Race: Ifrit and Nightmare.
Alignment: Neutral Evil.
Unit Attributes: Magical, Armored, Humanoid, Flying, Mount, Bestial.
Damage Affinity: Normal, Magic, and Fire.
Roles: Damage Dealer, Combat Support, Tank.

Elite Unit's Design: The Choking Knightmare is a powerful anti-armored, flying, and defensively disruptive combat unit. This is one of the more powerful units in the game, and is quite expensive to deploy within a player's army. Being a sadist, this unit is eager to kill others, which leads to an easy means of building up loyalty while causing grief and loss to others. This unit detests life, and cannot be healed when receiving life-based damage (making it difficult to heal). This unit is vulnerable to acid and ice damage, as both its rider and mount have fire affinity. This unit's armor does offer it protection against normal, fire, and magic damage.



Desiccated Vishap


Personality: None.
Race: Dragon.
Alignment: Chaos Evil.
Unit Attributes: Wild, Large, Elemental, Flying, Aquatic, Bestial.
Damage Affinity: Normal and Acid.
Roles: Terrain Manipulation, Area Damage, Attrition.
Wild Terrain: Desert.

Elite Unit's Design: The Desiccated Vishap is the other elite dragon, that is chaos evil alignment, opposite of the Stratus Dragon. Being a desiccated and evil form of its once graceful and good-natured embodiment, this unit now seeks vengeance against the crimes committed against its peoples. A metaphor for war crimes committed during World War I, Death March grants this unit loyalty whenever an ally or enemy squad unit ends their turn in desert terrain; causing them to take fire damage and lose a squad member. This powerful offensive unit can Terracide the plains, turning them into deserts. Desert terrain causes occupying units to become vulnerable to fire, gain ice and magic resistance, take 1 fire damage, and have their upkeep costs doubled. Stone Warp ties into the mythos that Vishap could teleport across great distances which have worshiping monuments to these flying aquatic serpents. Stone Warp allows the Vishap a means of retreating from deep enemy territory, or as a method of covering multiple widespread war fronts. The Desiccated Vishap is vulnerable to death damage, and difficult to heal because of its life damage resistance. The Vishap is however immune to magic and acid damage, and resistant to normal and ice damage.



Fasted Monk


Personality: Disciplined, Focused, Energetic, Independent, Skeptical, Experimental, Odd.
Race: Orc.
Alignment: Chaos Good.
Unit Attributes: Humanoid.
Damage Affinity: Normal, Fire, Life.
Roles: Tank, Damage Dealer, Healer.

Elite Unit's Design: The Fasted Monk is designed to be a combat tanking unit. Due to its vulnerability to life damage, the Fasted Monk can heal twice as fast as any other unit in the game. This makes the Fasted Monk an ideal unit to backup with other healers. The Fast ability can significantly reduce its upkeep cost at the sacrifice of movement and health, while providing Loyalty. This unit leverages its buildup of Loyalty to provide benefits to mobility and recovery via Keto.



Firesworn Highlander


Personality: Incorruptible, Forthright, Principled, Sophisticated, Power-hungry.
Race: Giant.
Alignment: Law Good.
Unit Attributes: Wild, Large, Elemental, Magical, Humanoid.
Damage Affinity: Normal and Fire.
Roles: Damage Dealer, Anti-Plant, Unit Support.
Wild Terrain: Desert.

Elite Unit's Design: The Firesworn Highlander is one of three different types of Highlander units. These elemental giants are powerful enough to dominate the region, so long as they remain the only Highlander unit on the battle map. When another Highlander shows up, they are compelled to uphold their sworn oaths, and battle each other to the death. These proclaimed Immortal beings, can obtain substantial power by adhering to these oaths, and living honorable lives. Given their immense power, Highlander units are designed to be a metaphor of the "nuclear arms race". Once a player deploys a Highlander onto the battle map, other players are compelled to respond with a Highlander unit of their own. Warlords that earn the respect of a Firesworn Highlander can find themselves Anoited, and a more competent leader while this unit is by their side. Since these units are elemental giants, they each have key exploitable weaknesses. This unit is immune to fire damage, but vulnerable to ice. All Highlanders are resistant to death damage.



Fruitful Sycomore


Personality: None.
Race: Plant.
Alignment: Neutral.
Unit Attributes: Wild, Large, Magical, Plant, Armored.
Damage Affinity: None.
Roles: Gold Manipulation, Unit Support, Healer.
Wild Terrain: Forest.

Elite Unit's Design: The Fruitful Sycomore is designed as a healing support unit that boasts great defenses, and the ability to also generate income. Through Blossom and Farm its controlling player can generate gold, beyond what settlements and war camps can offer. This forces opponents to respond either through offensive aggression, or to adopt a similar greed-based strategy. Because the Fruitful Sycomore has a high deployment cost, it puts its owning player at a combat disadvantage since this unit has no attacking abilities. Additionally, like with other plant units, this unit can be hard-countered with fire damage. Due to its hardened wooden bark, and its Grounded roots, this unit has exceptional defenses and can protect its allies from thunder damage. Should any ally squad units fall in battle, the Fruitful Sycomore's Lifepod can revitalize them from death; restoring their lost squad members and size.



Gaveling Thunderbird


Personality: None.
Race: Avian.
Alignment: Law.
Unit Attributes: Elemental, Large, Magical, Flying, Bestial.
Damage Affinity: Normal and Thunder.
Roles: Area Damage, Artillery, Supply Manipulation

Elite Unit's Design: The Gaveling Thunderbird is designed as a powerful area damaging unit. It also serves as a hard counter to units on mountain terrain and/or large enemy units. The Gaveling Thunderbird is ideal for threatening the safety of enemy units occupying the highly beneficial mountain terrain. Being that river terrain penalizes occupying non-aquatic units with vulnerability to thunder damage, the Gaveling Thunderbird also counters units on river terrain. Hammerfall is cripplingly devastating for both damage output as well as its long range of 3. However, Hammerfall requires Loyalty, so the player must either pay a high gold cost to fund this ability, or use this unit's less effective Shock Beak to first generate the needed Loyalty; which places it in melee range for counter attacking. Levelment is a powerfully viable alternative for generating incidental Loyalty, but the player must be careful with positioning as this ability can backfire on their own units. This unit has a moderate deployment cost, but a higher upkeep cost to align with its high-offense abilities. This unit has a moderate HP pool, and immunity to thunder damage. To best counter this unit, it is advised to deploy units with thunder resistance or immunity, like the Stratus Dragon, Monastery Gargoyles, or plant units.



Gilded Shvod


Personality: None.
Race: Shapeshifter.
Alignment: Neutral.
Unit Attributes: Small, Magical, Bestial.
Damage Affinity: None.
Roles: Gold Manipulation, Attrition, Loyalty Manipulation.

Elite Unit's Design: The Gilded Shvod is designed as the best gold generating unit in the game. However, a significant degree of planning, care, and time must be spent before the player can start seeing a return on their fairly substantial investment. This can leave the player vulnerable as the Gilded Shvod is a non-combatant unit. Deploying a Gilded Shvod will likely pressure opponents to go on the offensive. If opponents are not able to quickly punish a player with a Gilded Shvod, then the gold generated via Shiny Gift will lead to a strong long-term economy.



Holy Diver


Personality: Emotional, Vindictive, Strong-willed, Impatient, Grand, Dogmatic.
Race: Human and Pegasus.
Alignment: Neutral Good.
Unit Attributes: Magical, Armored, Humanoid, Flying, Mount, Bestial.
Damage Affinity: Normal, Thunder, Life.
Roles: Anti-Mount, Healer, Anti-Armored.

Elite Unit's Design: The Holy Diver is a mobile flying combat unit. Its unique combination of flight and Mobility gives it the unique ability to safely dive from and return to the skies while initiating its attacks. Sacred Hand is an awesome clutch-healing ability, so long as the player ensures that the Holy Diver remains loyal to their cause. Players could find that gaining loyalty for such a grand yet impatient character could be a challenge, for an otherwise exceptional combat unit.



Hot Metal Golem


Personality: None.
Race: Golem.
Alignment: Neutral.
Unit Attributes: Large, Magical, Elemental, Armored, Construct.
Damage Affinity: Fire.
Roles: Tank, Combat Support, Damage Dealer.

Elite Unit's Design: The Hot Metal Golem is an anti-plant and anti-squad combat unit. Due to its Hot internal core nearby enemies become vulnerable to fire damage, while allies gain resistance against ice damage. The Hot Metal Golem is best utilized when engaged in the midst of clustered unit battles. Although the Hot Metal Golem is formidable in combat, it lacks a ranged attack to defend itself against flying units.

Golems are intended to be some of the strongest units in the game. Golems cannot be deployed by the normal means, and instead can only be upgraded into, or built via the Puppet Master's Construct ability. This makes the acquisition of a golem more nuanced and requires a degree of planning. A unique aspect of golem is that they are an Automaton; which prevents them from gaining or losing Loyalty. Golem are also susceptible to being controlled and owned by enemy Puppet Masters. To avoid this, it is best to keep a golem close to an ally Puppet Master controller. Golem are intended to be powerful war-machine constructs that have no allegiance to any particular warlord.



Hunter of the Night


Personality: Remorseless, strong-willed, determined, masculine, aggressive, hurried, and stubborn.
Race: Half-Orc and Half-Human.
Alignment: Chaos Good.
Unit Attributes: Magical, Humanoid.
Damage Affinity: Fire, Life, and Magic.
Roles: Anti-Evil, Damage Dealer, Healer.

Elite Unit's Design: The Hunter of the Night is designed to be the best counter against evil and undead enemy units. Each of its magically enhanced weaponry are tailored to combating these enemies. Firewhip scorches the undead. Silver Daggers can be thrown to reach those that lurk at a distance. The life damage of Holy Water will consecrate clustered undead, or used to purify the wounds of non-undead allies. Because this unit relies on these magical items and artifacts, its abilities require use of supply. If caught improperly provisioned, players will find this unit ineffective in combat. With a Whole-Hearted zeal to eradicate evil, the Hunter of the Night can maintain its forward aggression. This unit's conviction and Creed can instill bravery and confidence among allies, should their loyalty ever be shaken. Once this unit has served its purpose its controlling player would likely want to recall the unit, rather than continue to pay its high upkeep.



Ice Golem


Personality: None.
Race: Golem.
Alignment: Neutral.
Unit Attributes: Large, Magical, Elemental, Armored, Construct.
Damage Affinity: Ice.
Roles: Tank, Anti-Magical, Combat Support.

Elite Unit's Design: The Ice Golem is more versatile than the Hot Metal Golem, due to its ranged Ice Bolt attack. However, the Ice Golem isn't as capable when combating squad units. The Cold which emanates from the Ice Golem provides allies with fire resistance, while enemies receive ice vulnerability. Like with the Hot Metal Golem, the Ice Golem is best utilized when engaged in the midst of clustered unit battles. Be careful with the usage of Ice Bolt, as it comes at the cost of the Ice Golem's difficult to restore health.

Golems are intended to be some of the strongest units in the game. Golems cannot be deployed by the normal means, and instead can only be upgraded into, or built via the Puppet Master's Construct ability. This makes the acquisition of a golem more nuanced and requires a degree of planning. A unique aspect of golem is that they are an Automaton; which prevents them from gaining or losing Loyalty. Golem are also susceptible to being controlled and owned by enemy Puppet Masters. To avoid this, it is best to keep a golem close to an ally Puppet Master controller. Golem are intended to be powerful war-machine constructs that have no allegiance to any particular warlord.



Icesworn Highlander


Personality: Superstitious, religious, proud, determined, faithful, and graceless.
Race: Giant.
Alignment: Law.
Unit Attributes: Wild, Large, Elemental, Magical, Humanoid.
Damage Affinity: Normal and Ice.
Roles: Damage Dealer, Loyalty Manipulation, Anti-Magical.
Wild Terrain: Snowlands.

Elite Unit's Design: The Icesworn Highlander is designed as a low-upkeep powerful offensive unit, so long as it remains the only Highlander unit on the battle map. Highlanders are a direct countering strategy against opponents whom also deploy a Highlander unit. The Icesworn Highlander, when utilizing her Subzero Blade, has the opportunity to best the other Highlanders in one-on-one combat. A Highlander's Immortal ability makes them natural primary targets of one another, in an effort to be the only one standing across the battle map. This also boosts their loyalty which in-turn enhances their combat capabilities. Highlander units were metaphorically designed to promote a "nuclear arms race" state of urgency among players. Once the first player deploys a Highlander, others are likely to follow suit. Because of their Immortal ability, Highlanders have the potential to become the best combat unit in the game. Warlords that earn the respect of an Icesworn Highlander can grant her an intimidating confidence that'll Relegate, and invoke uncertainty and fear amongst her nearby enemies. However, being that Highlanders are elemental giants, they each have key exploitable weaknesses. This unit is immune to ice damage, but vulnerable to fire. All Highlanders are resistant to death damage.



Karpathian Vampire


Personality: Adventurous, Multi-tasking, Extroverted, Lonely, Romantic, Gluttonous, Vain.
Race: Dhampyr.
Alignment: Neutral Evil.
Unit Attributes: Magical, Undead, Humanoid.
Damage Affinity: Normal and Death.
Roles: Summoner, Infiltrator, Tank.

Elite Unit's Design: The Karpathian Vampire is designed to be a self-healing undead unit that is capable of free spawning itself while on the offensive. This unit, although not the most offensively capable, is highly opportunistic when used to land the killing blow on enemy humanoid units. If the opponent doesn't immediately address the Karpathian Vampire, it could easily multiply across the battlefield. Being Undead makes this unit vulnerable to both fire and life damage, but offers ice, thunder, and magic resistances.



Lightning Golem


Personality: None.
Race: Golem.
Alignment: Neutral.
Unit Attributes: Large, Magical, Elemental, Armored, Construct.
Damage Affinity: Thunder.
Roles: Tank, Anti-Armored, Area Damage.

Elite Unit's Design: The Lightning Golem is designed to be an anti-armored combat unit. This golem's default attack is ranged, and able to target multiple armored enemy units. This makes the Lightning Golem effective against other armored units, and an effective anti-flying unit with its natural ranged attack.

Golems are intended to be some of the strongest units in the game. Golems cannot be deployed by the normal means, and instead can only be upgraded into, or built via the Puppet Master's Construct ability. This makes the acquisition of a golem more nuanced and requires a degree of planning. A unique aspect of golem is that they are an Automaton; which prevents them from gaining or losing Loyalty. Golem are also susceptible to being controlled and owned by enemy Puppet Masters. To avoid this, it is best to keep a golem close to an ally Puppet Master controller. Golem are intended to be powerful war-machine constructs that have no allegiance to any particular warlord.



Lunar Huntress


Personality: Balanced, confident, enthusiastic, intelligent, methodical, private, dreamy (gets lost in her own imagination).
Race: Elf.
Alignment: Law.
Unit Attributes: Magical, Humanoid, Armored, Mount, Bestial.
Damage Affinity: Normal and Magic.
Roles: Movement Manipulation, Area Damage, Tank.

Elite Unit's Design: The Lunar Huntress is designed to be a fast-moving mobility manipulating unit. She works well against aquatic, flying, and magic damage dealing units. The Lunar Huntress's mythril armor grants immunity to magic damage, and resistance to normal and ice damage. Lunar Huntresses have an affinity with the 4 moons of this world, and leverage its gravitational influence as their own magical power. Lunar Rain allows her to target 2 additional units with Moon Arrow, allowing for a highly effective offensive suppressive fire. Gravity is a critically important tactical tool that allows players the ability to breach an enemy's defensive lines, or pullback an ally unit that is in a vulnerable position. With each Battle Cry event that occurs throughout a play session of the game, a New Moon occurs, which resupplies and empowers the Lunar Huntress.



Mire Creeper


Personality: None.
Race: Plant.
Alignment: Chaos Evil.
Unit Attributes: Wild, Large, Aquatic, Plant.
Damage Affinity: Acid and Death.
Roles: Loyalty Manipulation, Anti-Construct, Area Damage.
Wild Terrain: Swamps and Rivers.

Elite Unit's Design: The Mire Creeper is designed to be a low costing, and relatively high damage-dealing elite unit that is effective against constructs and squad units. The Mire Creeper has no ability to naturally generate Loyalty, which requires careful consideration when needing to use its Poison Spray ability. Because Poison Spray deals death damage, the Mire Creeper can be deployed as a highly effective healing unit for undead-based armies. The Mire Creeper is an aquatic unit, making it rather sluggish when outside of swamp or river terrain. Most plant units have no ranged attack, but the Mire Creeper does have a limited use Acid Volley which can allow it to defend itself against flying units. Like with other plants, the Mire Creeper is vulnerable to fire damage.



Mythical Siren


Personality: Captivating, Enthusiastic, Friendly, Sympathetic, Impressionable, Loquacious.
Race: Deviana.
Alignment: Neutral Good.
Unit Attributes: Wild, Small, Magical, Humanoid, Flying, Bestial.
Damage Affinity: Normal.
Roles: Disruptor, Infiltrator, Loyalty Manipulation.
Wild Terrain: Rivers and Mountains.

Elite Unit's Design: The Mythical Siren is designed as an insurgency promoting fast deployment support unit. This fairly weak and vulnerable unit requires special handling by the player to ensure its powerful Morning Call and Unknown Voice abilities are used to their greatest tactical strengths. These abilities provide offensive ambush strategies capable of surprising opponents with unsuspecting and immediately acting unit reinforcements. In addition, this unit can fly into key strategic locations and prevent opponents from being able to reinforce themselves within that region. When enough loyalty is built up, this unit can be used to fly headlong into the enemy front-lines and cause a disruptive loss of loyalty to multiple enemy units, via Slumber Song. The trade-off for having such powerful capabilities is a moderate deployment and upgrade cost, a relatively weak offensive combat capability, and vulnerability to normal damage with a low amount of health. Defensively, this unit at least boasts death and magic damage resistance. Players should leverage the Mythical Siren's excellent movement speed and initiative in order to avoid direct combat.



Ogre Tactician


Personality: Intense, brutal, cruel, disruptive, malicious, and resourceful.
Race: Ogre.
Alignment: Chaos Evil.
Unit Attributes: Large, Armored, Humanoid.
Damage Affinity: Normal.
Roles: Damage Dealer, Movement Manipulation, Loyalty Manipulation.

Elite Unit's Design: The Ogre Tactician is designed as a front-line armored disruptive infantry unit. This unit's moderately high HP, and resistances to normal, fire, and death damage make it ideal to be the first to rush headlong into an opponent's army. Given it's sheer size and usage of a massive heavy club, this unit isn't very effective at clearing out large numbers of squad units unless it is willing to spend supply on its supply limited javelin. It'll unleash a terrifying war cry as it prefers to brutalize weakened squad units. Tactical throw can displace an enemy unit from what would normally be a safe and protected spot behind enemy lines, and throw a key enemy target deep into hostile territory. Due to the ogre race's natural adverse affinity to magic, the Ogre Tactician is vulnerable to magic damage.



Pollinating Lyris


Personality: None.
Race: Plant.
Alignment: Chaos Good.
Unit Attributes: Wild, Small, Magical, Flying, Plant.
Damage Affinity: Life.
Roles: Healer, Summoner, Combat Support.
Wild Terrain: Forests and Snowlands.

Elite Unit's Design: The Pollinating Lyris is a powerful forwarding army support unit that needs to be kept safe just behind the front-lines in order to best support the war effort; especially if your army is heavily plant-based. The Pollinating Lyris can uniquely Sprout any plant-based unit from a wild forest terrain; and does so at half the typical deployment costs. Even the Wooden Golem can be deployed by the Pollinating Lyris via Sprout. This unit boasts a powerful area-of-effect life damage ability, Release, which will heal non-undead warlords and elite allies. Protective Pollen provides powerful defensive cover against opponent ranged attacks and resistance to acid damage. By utilizing the Lyris effectively, players can march their army through heavily entrenched enemy territory with minimal or reduced losses, via Protective Pollen and Release abilities. There are some drawbacks to the Pollinating Lyris. First, it has no offensive attacks. Second, it's HP is one of the lowest in the game for elite units. Finally, being a plant unit, it is vulnerable to fire damage.



Puppet Master


Personality: Hardworking, Artful, Busy, Neutral, Escapist.
Race: Half-Elf.
Alignment: Neutral.
Unit Attributes: Magical, Humanoid.
Damage Affinity: Acid.
Roles: Summoner, Anti-Construct, Unit Support.

Elite Unit's Design: The Puppet Master is designed as a golem support and countering unit. She has the ability to Control Golems, which can steal an enemy's golem to enlist it within the player's own army. When given enough time the Puppet Master can produce powerful Golems, and significantly enhance their operating efficiency and movement speed. The Puppet Master must be near the front lines in order to ensure that her Golems are as effective as they can be. Her proficiency with alchemy is more of a personal counter-measure for when she must deal with enemy construct units (or her own failed mistakes). The Puppet Master also boasts magical and acid resistance, and can be somewhat effective against squads units due to the explosive nature of the thrown Acid Flasks.



Quisling Cockatrice


Personality: None.
Race: Avian Reptilian.
Alignment: Chaos.
Unit Attributes: Wild, Elemental, Small, Magical, Flying, Bestial.
Damage Affinity: Normal.
Roles: Loyalty Manipulation, Tank, Infiltrator.
Wild Terrain: Forest, Mountain, Desert.

Elite Unit's Design: The Quisling Cockatrice is designed as one of the cheapest low upkeep loyalty manipulation elite units in the game. Through Petrify this unit both damages and causes a loss of loyalty for units targeted with Crush. The chaotic nature of this Idiotic creature requires players to Train this unit in order to avoid having it backfire, and attack their own units. Strategically, this unit is best utilized when it is deployed deep into enemy territory, and left alone to its own devices. So long as no allies are nearby, the player doesn't have to worry about training the Quisling Cockatrice. If left unchecked, this unit can cause an opponent to have unwanted recalling units. This unit is both small, and has flying capability, which makes it very mobile. Additionally, this unit has no defensive vulnerabilities; instead boasting resistance to normal, magic, and acid damage while also having immunity to thunder. These defenses make this unit surprisingly hard to kill, despite its low HP. An opponents best bet to counter a Quisling Cockatrice is to keep it contained with low-costing small bestial units, like the Children of the Night; triggering the Cockatrice's Murophobia.



Rotting Mermaid


Personality: Teacherly, Vindictive, Secretive, Ruined, Miserable, Decadent, Maternal.
Race: Merfolk.
Alignment: Neutral Evil.
Unit Attributes: Wild, Elemental, Magical, Undead, Humanoid, Aquatic.
Damage Affinity: Magic, Thunder, and Death.
Roles: Anti-Elemental, Terrain Manipulation, Undead Healer.
Wild Terrain: River.

Elite Unit's Design: The Rotting Mermaid is designed as one of the few terrain manipulation units. By flooding the plains with Dead Water she can uniquely augment the terrain into swamp. Swamp terrain provides a significant penalty to units that are not aquatic or undead. The Rotting Mermaid can besiege opponents with this debilitating swamp terrain; leading them to retreat from a particular war-front or risk exposure to the swamp's death vulnerability. Any ally undead within her vicinity benefit from her Corpse Float, which allows them to traverse swamp and river terrain unhindered. Deadbolt can be used to heal other undead units via its death damage. Being a Water-Born creature, she is naturally at an advantage when occupying swamp or river terrain. However, this also makes her vulnerable to thunder damage. The Rotting Mermaid is also the only undead unit that is resistant to fire damage.



Stormsworn Highlander


Personality: Conceited, Egocentric, Compassionate, Unfoolable, Paternalistic.
Race: Giant.
Alignment: Law Good.
Unit Attributes: Wild, Large, Elemental, Magical, Humanoid.
Damage Affinity: Normal and Thunder.
Roles: Damage Dealer, Loyalty Manipulation, Anti-Armored.
Wild Terrain: Mountains.

Elite Unit's Design: The Stormsworn Highlander is one of three different types of Highlander units. These elemental giants are powerful enough to dominate the region, so long as they remain the only Highlander unit on the battle map. When another Highlander shows up, they are compelled to uphold their sworn oaths, and battle each other to the death. These proclaimed Immortal beings, can obtain substantial power by adhering to these oaths, and living honorable lives. Given their immense power, Highlander units are designed to be a metaphor of the "nuclear arms race". Once a player deploys a Highlander onto the battle map, other players are compelled to respond with a Highlander unit of their own. Earning enough respect from a Stormsworn Highlander can in-turn earn respect from your fellow allies, via Reclaim. Since these units are elemental giants, they each have key exploitable weaknesses. This unit is immune to thunder damage, but vulnerable to magic. All Highlanders are resistant to death damage.



Stratus Dragon


Personality: None.
Race: Dragon.
Alignment: Law Good.
Unit Attributes: Large, Elemental, Flying, Armored, Wild, Bestial.
Damage Affinity: Normal, Ice, Thunder.
Roles: Anti-Armored, Area Damage, Damage Dealer.
Wild Terrain: Snowland.

Elite Unit's Design: The Stratus Dragon is the most powerful offensive combat unit in the game. Being a dragon, this unit is naturally armored and resistant to normal and ice damage; and is immune to thunder damage. The Stratus Dragon is the ruler of the skies and brings with it a storming tempest of pride-fueled power whenever it can demonstrate its aerial dominance. However, this rare snowland unit is also the most expensive unit to both deploy and maintain within a player's army.



Tamed Moonwalker


Personality: None.
Race: Canine.
Alignment: Neutral Good.
Unit Attributes: Wild, Large, Elemental, Magical, Bestial, Mount.
Damage Affinity: Magic and Ice.
Roles: Area Damage, Combat Support, Unit Support.
Wild Terrain: Forest and Snowland.

Elite Unit's Design: The Tamed Moonwalker is designed as a protective companion to be paired with another elite or warlord unit. By being Mountable certain units have the ability to become this unit's rider; increasing both their mobility and survivability. When ridden, the rider shares this unit's space, and is moved wherever this unit moves to during its turn. This can significantly raise the mobility of otherwise slower moving elite and warlord units. However, this ability does require careful coordination as both the rider and Tamed Moonwalker still act on separate initiative turns. Through Rider Bond the Tamed Moonwalker can redirect damage to itself rather than its targeted rider. Additionally, Loyalty can be quickly gained the longer these units remained paired together. Snap, Moon Breath, and Mystic Howl abilities ensures that this unit remains an offensive threat to opponents. Because of its elemental affinity, this unit is vulnerable to fire.



Titanic Troll


Personality: Leisurely, earthy, dominating, unambitious, moody.
Race: Troll.
Alignment: Chaos.
Unit Attributes: Wild, Elemental, Large, Humanoid.
Damage Affinity: Normal.
Roles: Artillery, Protector, Movement Manipulation.
Wild Terrain: Mountains.

Elite Unit's Design: The Titanic Troll is designed as an area controlling long-range artillery unit. This unit is the best defender for key strategic mountain-terrain points on the battle map. Once a Titanic Troll is positioned onto a mountain, opponents will be hard-pressed to get through that point, unless they are willing to incur heavy damages. This unit does however have a few exploitable weaknesses. First, it is vulnerable to both fire and acid damage. Second, this unit's attacks are very slow; requiring a full turn to attack which prevents them from moving during the same round. So once an opponent puts together an able set of countering units, the Titantic Troll is likely forced to hold its position as retreating will prevent them from being able to defend itself. Thankfully, the Quake ability can significantly slow down an approaching counter force allowing the Troll to either get an additional round of attacks before being surrounded, or allow the Troll to retreat from being routed or flanked by non-flying units. The troll's thick rock-hide skin and earthen elemental affinity grants this unit resistance to normal and thunder damage.



Toad Hermit


Personality: Freethinking, Absentminded, Frugal, Old-fashined, Odd.
Race: Gortsapo.
Alignment: Chaos.
Unit Attributes: Wild, Small, Humanoid, Aquatic, Bestial, Mount.
Damage Affinity: Magic.
Roles: Summoner, Loyalty Manipulation, Unit Support.
Wild Terrain: Swamps and Rivers.

Elite Unit's Design: The Toad Hermit is designed as a powerful summoner unit specializing in deploying elemental bestial creatures. When given enough time, this unit will deploy powerful elemental bestial creatures without needing to pay gold. This can lead to a long-term powerful advantage where the savings in gold results in a more financially efficient army. Through Bond and Link this unit can enhance existing elemental bestial units to remain on the offense while this unit waits in the safe distance. This character's Recharge solidifies this unit's independent nature, allowing it to prepare for another summon without needing to travel to a settlement or war camp to resupply itself. Opponents will be pressured to counter this unit by mobilizing a few units to go after it. It only takes a single unit near the Toad Hermit to disrupt the summoning process. When disrupted, the Toad Hermit will have to leverage its aquatic mobility in order to reach a quiet and solitary location to continue its summoning.



Venomous Manticore


Personality: None.
Race: Feline Dragon.
Alignment: Law Evil.
Unit Attributes: Large, Magical, Flying, Bestial.
Damage Affinity: Normal and Death.
Roles: Area Damage, Loyalty Manipulation, Undead Healer.

Elite Unit's Design: The Venomous Manticore is designed as one of two pro-evil units in the entire game. After killing its enemies the Venomous Manticore unleashes a Roar of Despair that fuels the sadomasochism of evil units. It is best to utilize its flying capabilities to snipe the killing blow of weakened enemy units. Players should be careful when applying cavalry-style tactics, intended to cleanup weakened enemies after the first wave of combat has been conducted, because of the manticore's sub-ideal survivability. Spike Spray is very effective against large collections of weakened squad units. In the event that enemy units are able to resist normal damage, the Venomous Manticore can Envenom its attacks to deal death damage. Envenom is also very effective for healing of ally undead units. So long as the slaughtering continues, the Venomous Manticore will be a loyal ally of your army.



Wise Shahmaran


Personality: Maternal, compassionate, faithful, peaceful, vindictive.
Race: Mardmara.
Alignment: Neutral Good.
Unit Attributes: Wild, Magical, Humanoid, Aquatic, Bestial.
Damage Affinity: None.
Roles: Loyalty Manipulation, Unit Support, Summoner.
Wild Terrain: Swamps and Rivers.

Elite Unit's Design: The Wise Shahmaran is designed as the most powerful loyalty manipulation unit in the game. Being a pacifist, however, she refuses to engage in offensive combat. By employing her as a strategician she can advise on how to best distribute loyalty among your allies. Her wisdom speaks volumes; providing an opportunity to form a sage allegiance between both friend and foe. Through multilateral diplomacy she is able to subvert enemy loyalty, and bolster the loyalty of allies. With the well thought-out execution of her advice, a warlord's army will remain confident in the long-term success of their war campaign. As a rare and unique aquatic Mardmara race, she is at home in the wild swamps and rivers of the Kefier region. Although she has a pure-heart, she can invoke vengeance upon her killers through rebirth into a reptilian squad unit.



Wooden Golem


Personality: None.
Race: Golem.
Alignment: Neutral.
Unit Attributes: Large, Magical, Elemental, Armored, Plant, Construct.
Damage Affinity: Normal.
Roles: Tank, Protector, Combat Support.

Elite Unit's Design: The Wooden Golem is designed to be the best defensive combat unit. This is the only golem that can naturally heal itself due to its plant attribute. As a large plant construct, it is well Grounded for channeling electricity, which supports nearby allies with thunder resistance. In addition, this golem can Fortify and aid in the repairing of a settlement or war camp's defensive points (DP).
Golems are intended to be some of the strongest units in the game. Golems cannot be deployed by the normal means, and instead can only be upgraded into, or built via the Puppet Master's Construct ability. This makes the acquisition of a golem more nuanced and requires a degree of planning. A unique aspect of golem is that they are an Automaton; which prevents them from gaining or losing Loyalty. Golem are also susceptible to being controlled and owned by enemy Puppet Masters. To avoid this, it is best to keep a golem close to an ally Puppet Master controller. Golem are intended to be powerful war-machine constructs that have no allegiance to any particular warlord.



Xiphos Cerberus


Personality: None.
Race: Canine and Reptilian.
Alignment: Neutral Evil.
Unit Attributes: Large, Elemental, Magical, Bestial.
Damage Affinity: Fire and Death.
Roles: Area Damage, Movement Manipulation, Anti-Bestial.

Elite Unit's Design: Xiphos Cerberus is designed as a mobile offensive unit, with the unique ability to force enemy units to flee from a particular location via Terror Howl. A typical play-style for Xiphos Cerberus is to charge the enemy's weakest bestial unit and kill it. Immediately afterwards, if it can utilize its mobility, the player can reposition it to Terror Howl a key enemy unit. Terror Howl's flexibility in forcing an enemy unit to move in a non-ideal way can result in opening up a pathway through an enemy's front-line, or protecting an ally from being attacked by the afflicted enemy. Xiphos Cerberus is expensive to deploy, but relatively cheap on upkeep. In addition, it is difficult to kill due to its moderately high HP, Flesh Feast ability, and its fire and death damage immunity. However, if the enemy is able to utilize ice damage, Xiphos Cerberus's key vulnerability will be exploited.



Ziggurat Mummy


Personality: Sanctimonious, Resentful, High-handed, Domineering, Authoritarian, Systematic.
Race: Vazio.
Alignment: Law Evil.
Unit Attributes: Magical, Undead, Humanoid.
Damage Affinity: Normal and Magic.
Roles: Loyalty Manipulation, Growth Manipulation, Disruptor.

Elite Unit's Design: The Ziggurat Mummy is a powerful undead unit capable of punishing defensive players whom tend to bunker-down within the confines of their protected settlements. By using Exodus, this unit can halt the progress of settlement growth, which can significantly impact players opting for a longer-term turtling strategy. In addition, Exodus will force the player to consider whether they should abandon their unit's defensive positioning within the borders of a settlement, else risk being cursed with decay. Decay also makes this unit incredibly powerful at shutting down the Loyalty gaining and usage of any opponent's units. Decaying units will also take damage until they die, unless they spend time and gold at a settlement or war camp to remove the curse. These abilities can put a crippling deadly drain on an opponent's army. Ziggurat Mummy's do have a high deployment and upkeep cost to makeup for their high power. Like with other undead, this unit is vulnerable to fire, but boasts resistances to magic, ice, and thunder damage.



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