8. Angel
Health 170
Damage 35-70
Attack 24
Defense 22
Speed 7
Initiative 8
Special Abilities Large creature. Flying. Hates demons
Growth +1
8A. Archangel
Health 220
Damage 50-50
Attack 25
Defense 25
Speed 8
Initiative 9
Special Abilities Large creature. Flying. Shield. Holiness. Resurrection
Growth +1
8B. Seraph
Health 200
Damage 25-75
Attack 28
Defense 24
Speed 8
Initiative 10
Special Abilities Large creature. Flying. Undead killer. Smite. Vampirism. Mind protection. Holy flame
Growth +1
Holy Flame* - damage is dealt by the fire element, dealing twice as much damage to undead and demons.
Comments:
The Empire has three strong melee units (pikeman, griffin, knight), two ranged units (archer, monk), two support units (peasant, swordsman), and one multi-class unit (angel). Overall, it is a well-balanced faction; despite its apparent weakness, it is compensated by the highest income and growth.
Heroes: Knight
Priest
Special ability: Vassal (brings income to the treasury, depending on the hero's level, and reduces the cost of hiring Imperial troops)
Native school of magic: Light
Dwellings:
1. Peasant village/Estates
2. Shooting range/Archery range
3. Barracks/Guard post
4. Barracks/Garrison
5. Griffin tower/Griffin bastion
6. Monastery/Cathedral
7. Knight arena/Knight castle
8. Altar of Light/Celestial Altar
Special building: Face of the Almighty
Diplomacy:
Alliance: Elves
Peace: Dwarves, Atlanteans
War: Dark Elves, Undead
Hatred: Demons
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