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Clergy

-Acolyte
-Archangel
-Healer
-Paladin
-Priest
-Shield Maiden
-Templar

Clergy units are healers and defenders, they also have 1 unit capable of converting enemies. Although high damage output is not the strongpoint of the majority of clergy units, their ability to preserve allies under normally lethal attacks proves to be an invaluable asset for not only defense but is also great when attacking a well entrenched enemy. A great use of clergy units is to have them preserver your higher point value units.

Acolyte
Acolyte

Cost: 50

The Acolyte is a unit that is well worth its low cost. Its ability to heal makes it much more difficult for your opponent to wage a war of attrition against you. Its "ignore enemy damage for 1 attack" is extremely useful offensively and defensively. It is great for allowing troops to close range without sustaining much damage and also allows units such as riders to infiltrate or close range with an enemy without getting killed by an "attack approaching enemies" unit. Be extremely careful with this skill though, it does not protect against skills that instantly kill your unit. An example of this would be a catapults obliteration skill or the cavalry's "kill units under 4 power" skill. Also this skill blocks only damage, it does not prevent your unit from getting stunned or poisoned.

Video Guide

Archangel
Archangel

Cost: 550

The Archangel is the only non wyrm class unit to cost 550 points. While it has a large amount of health, it has only mediocre attack and armor values. The Archangels flight skill also makes it very maneuverable. Its aegis spell is what makes this unit particularly costly. Every turn this unit casts a spell which protects each allied unit from one attack or spell. When used in combination with units that have the dodge ability, it forces your opponent to have to attack twice before being able to inflict damage upon these units, which is a huge obstacle to overcome. Since the Archangel returns to its castle upon death, the only way to permanently get rid of it is to possess it somehow or turn it into a toad or demon.

Video Guide

Healer
Healer

Cost: 200

The Healers abilities allow already powerful units to virtually become juggernauts. The ability to raise an ally's life by 1 stacks, so a player can continually raise a units life throughout the course of the game if they wished. The heal damaged ally only triggers if the attack ally does not perish during the attack. This spell allows the you to take more liberties when planning an attack since one of your units can absorb a hit and not take any damage unless the damage inflicted was a killing blow. It also forces your opponent to have to make 1 extra attack to use up the Healers once per turn ability.

Paladin
Paladin

Cost: 150

The Paladin is a great all around unit. It is not too expensive and its passive ability that reduces all damage to 1 makes it a virtual tank. When combined with a unit that boosts maximum hp or heals, the Paladin becomes even more difficult to kill than it already is. When your opponent is finally able to finish the Paladin off, your army is rewarded with a +1 boost to their maximum life. The Paladins resistance to physical attacks forces your opponent to engage it at range, swarm it with units or attempt to incapacitate it or destroy it with special abilities.

Priest
Priest

Cost: 200

The Priest on its own, is an extremely weak unit, but coupled with support units such as shield maidens and acolytes is a force to be reckoned with. The ability to gain control over enemy units makes it extremely risky for an opponent to attack you, and the Priests heal ability is nice to have as well.

Shield Maiden
Shield Maiden

Cost: 150

The Shield Maiden is a particularly valuable unit, its uses range from protecting attacking troops from taking damage while en route to their target to defending high value units such as casters. The Shield Maiden can protect units at the front of the lines while being positioned at the rear, which allows her to be healed easily. The protect ally spell does not protect units from instakill abilities or effects, such as stun or poison.

Templar
Templar

Cost: 200

While a bit pricey, Templars work well on both offense and defense. Their ability to become invulnerable allows you to move the Templar into the thick of an enemy line and present an immoveable and indestructible obstacle, but since the Templar becomes stunned when it transitions out of invulnerability, the skill is a bit unwieldy. Also, the Templar heals itself whenever it attacks, which forces the enemy to have to kill the Templar immediately when it chooses to engage it with melee units.

 
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