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Relics

-Aegis Relic
-Banishing Relic
-Clockwork Relic
-Command Relic
-Evasive Relic
-Explode Relic
-Flying Relic
-Parry Relic
-Reset Relic
-Stun Relic
-Vampiric Relic
-Vitality Relic

The nature class is probably one of the most varied classes, although an emphasis is placed on stunning or immobilizing a unit or canceling its movement. But do not be mislead into thinking that the sole purpose of the nature class is to temporarily incapacitate or not allow enemies to retreat; the nature class features fearsome high damage units such as the channeler or chieftain who can claim a significant portion of an opponents army if not given adequate consideration. Also units such as the barbarian and berserker when used effectively can create massive devastation and disorder among your opponents' ranks.

Aegis Relic
Aegis Relic

Cost: 150

The Aegis Relic grants the chosen unit one of the more powerful abilities, the ability to dodge a single spell, attack, or skill each turn. Its versatility makes it useful in almost any situation.

Banishing Relic
Banishing Relic

Cost: 50

The Banishing Relic grants the chosen unit with a one-time use ability, the ability to return to the castle at any moment. This can be useful for hit and run tactics, as you do not have to leave your units vulnerable to a counter attack. The ability does not cost the unit actions to use.

Clockwork Relic
Clockwork Relic

Cost: 100

The Clockwork Relic makes the chosen unit inorganic, granting it immunity to all spells and skills. This is ideal when facing an opponent with many casters.

Command Relic
Command Relic

Cost: 50

The Command Relic gives control of a particular unit to your ally. Be aware that using this will stun the chosen unit.

Evasive Relic
Evasive Relic

Cost: 100

The Evasive Relic grants the chosen unit the ability to dodge a single skill or attack each turn. This may seem worse than the Aegis Relic, but its lower cost means more room for other units in yor army, though it is not ideal when facing an oppenent with many casters.

Explode Relic
Explode Relic

Cost: 100

The Explode Relic grants the chosen unit with a one-time use ability, the ability to explode and damage all surrounding units. This can be especially devastating when given to a unit with ranged movement. The ability to explode does not cost the unit actions to use.

Flying Relic
Flying Relic

Cost: 150

The Flying Relic grants the chosen unit the gift of flight. Units with flight can move at no cost to actions or commands and can move over other units. Because moving costs no actions, all other actions can be spent on the unit's attacks or abilities. Be aware that using this will stun the chosen unit.

Parry Relic
Parry Relic

Cost: 100

The Parry Relic grants the chosen unit the ability to dodge attacks and counter attack if the unit is within melee range. Ranged attacks made against the chosen unit will still be dodged, but no counter attack will be executed.

Reset Relic
Reset Relic

Cost: 100

The Reset Relic grants the chosen unit with a one-time use ability, the ability to reset its stats. This can be used to remove poison, any effects that have reduced its life, and so on. The ability to reset does not cost the unit actions to use.

Stun Relic
Stun Relic

Cost: 50

The Stun Relic grants the chosen unit the ability to stun units that it successfully attacks. When given to ranged units, it will only stun within a range of 2.

Vampiric Relic
Vampiric Relic

Cost: 100

The Vampiric Relic grants the chosen unit the ability of vampirism. With each attack made against an organic unit, the chosen unit's life and maximum life increase by 1.

Vitality Relic
Vitality Relic

Cost: 100

The Vitality Relic grants the chosen unit the ability to heal upon movement. With each step, the units life increases by 1. The relic also gives the unit an extra 2 maximum life upon use.

 
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