- Attack
- 10
- Defense
- 8
- Min damage
- 9
- Max damage
- 12
- Hit points
- 43
- Speed
- 3
- Initiative
- 13
- Ranged
- Yes
- Morale
- 5
- Luck
- 0
No payment is required to enter the Academy, but students, regardless of age, are obliged to spend four years in military service. For the first two years of service, they are considered apprentices.
- Attack
- 3
- Defense
- 6
- Min damage
- 1
- Max damage
- 2
- Hit points
- 17
- Speed
- 4
- Initiative
- 11
- Ranged
- No
- Morale
- 0
- Luck
- 5
Gargoyles are winged statues animated by magic. The ability to fly gives gargoyles a tactical advantage, so mages treat these constructs with great care and, as a rule, protect them from enemy magic with powerful spells.
- Attack
- 3
- Defense
- 6
- Min damage
- 2
- Max damage
- 2
- Hit points
- 19
- Speed
- 5
- Initiative
- 13
- Ranged
- No
- Morale
- 0
- Luck
- 5
The first gargoyles were quite fragile and slow, which made them vulnerable in battle. Obsidian gargoyles are significantly tougher, and their improved design allows them to cover great distances through the air.
- Attack
- 2
- Defense
- 2
- Min damage
- 2
- Max damage
- 3
- Hit points
- 12
- Speed
- 4
- Initiative
- 14
- Ranged
- Yes
- Morale
- 0
- Luck
- 5
Cabirs are a variety of fire spirits summoned by wizards to assist in magical forges and laboratories. Cabirs lack ingenuity, but they are dutiful and hardworking, and also handle fire excellently. Most often, they build structures and repair constructs, such as golems and titans-.
- Attack
- 20
- Defense
- 25
- Min damage
- 69
- Max damage
- 92
- Hit points
- 420
- Speed
- 4
- Initiative
- 16
- Ranged
- No
- Morale
- 0
- Luck
- 5
The first titans were created by the Shantirians in ancient times. In their work, they used expensive materials, including star silver. For a long time, mages tried to recreate these huge, complex constructs. The first result of their labors were the colossi. Of course, they cannot be compared to the titans of the past, however, they too are formidable opponents.
- Attack
- 20
- Defense
- 25
- Min damage
- 69
- Max damage
- 92
- Hit points
- 420
- Speed
- 4
- Initiative
- 17
- Ranged
- Yes
- Morale
- 0
- Luck
- 5
Few Shantirian titans remain, so mages guard them like the apple of their eye. The results of studying these magical constructs are used to create miniature copies. However, even they are capable of dealing colossal damage to the enemy. Their size and weight allow titans to trample their enemies, and their huge fists can release destructive magical charges.
- Attack
- 19
- Defense
- 19
- Min damage
- 44
- Max damage
- 66
- Hit points
- 400
- Speed
- 7
- Initiative
- 36
- Ranged
- No
- Morale
- 0
- Luck
- 5
In his treatise «On the Nature of the World of Spirits» the renowned scholar Sar-Aggret compiled a classification of magical entities. He noted that powerful spirits often take the form of majestic birds. Apparently this is why the strongest entities that the mages of the House of Anima managed to summon took the shape of ghostly eagles woven from magic.
- Attack
- 2
- Defense
- 4
- Min damage
- 3
- Max damage
- 4
- Hit points
- 14
- Speed
- 4
- Initiative
- 16
- Ranged
- Yes
- Morale
- 0
- Luck
- 5
Some Cabirs can earn special treatment from mages thanks to their skills and knowledge, and then they receive the rank of elder Cabirs. They help service and repair constructs, the design of which they understand perfectly.
- Attack
- 12
- Defense
- 10
- Min damage
- 9
- Max damage
- 13
- Hit points
- 50
- Speed
- 3
- Initiative
- 16
- Ranged
- Yes
- Morale
- 5
- Luck
- 0
For the last two years of military service, students spend in the rank of adepts. Now they are under the command of a master and must assist in the upbringing of new disciples. A Master mentor or battle mage teaches adepts the intricacies of combat magic.
- Attack
- 5
- Defense
- 7
- Min damage
- 10
- Max damage
- 14
- Hit points
- 60
- Speed
- 5
- Initiative
- 31
- Ranged
- No
- Morale
- 0
- Luck
- 15
Djinns are powerful spirits from the Magic World. They are called reflections of the greatness of Sar Ilam. In appearance, djinns resemble humans and can take both male and female forms, depending on various factors, including the time and place of summoning.
- Attack
- 5
- Defense
- 7
- Min damage
- 10
- Max damage
- 14
- Hit points
- 75
- Speed
- 6
- Initiative
- 35
- Ranged
- No
- Morale
- 0
- Luck
- 15
Djinn mediums are valuable allies: their affinity with the currents of magic makes it possible to strengthen a mage's abilities, while their secret knowledge helps to weaken the enemy.
- Attack
- 3
- Defense
- 6
- Min damage
- 5
- Max damage
- 7
- Hit points
- 30
- Speed
- 4
- Initiative
- 12
- Ranged
- No
- Morale
- 0
- Luck
- 5
Golems are magical constructs used by the mages of the Silver Cities as their primary fighting force. In battle, they are relentless. Golems may differ in appearance and size, depending on the creator's fantasy, but, as a rule, they resemble humans.
- Attack
- 0
- Defense
- 5
- Min damage
- 30
- Max damage
- 30
- Hit points
- 300
- Speed
- 0
- Initiative
- 8
- Ranged
- Yes
- Morale
- 0
- Luck
- 0
Mages prefer to keep their distance from battles, sending their loyal servants to the front lines. However, they never leave their charges to fate. Healers and alchemists help the wounded in tents. Some mage-commanders assign Cabirs to the tents, who repair constructs damaged in battle.
- Attack
- 0
- Defense
- 10
- Min damage
- 70
- Max damage
- 110
- Hit points
- 3000
- Speed
- 0
- Initiative
- 100
- Ranged
- Yes
- Morale
- 0
- Luck
- 0
To destroy castle fortifications, powerful spells are required, therefore large pyramids have a more complex construction. They allow for the focusing of a destructive flow of magic, which is most suitable for this purpose.
- Attack
- 14
- Defense
- 14
- Min damage
- 21
- Max damage
- 27
- Hit points
- 130
- Speed
- 4
- Initiative
- 22
- Ranged
- No
- Morale
- 5
- Luck
- 0
Rakshasas are half-human, half-lion. Mages armed them with enchanted blades, which the rakshasas wield with mastery. Furthermore, their beastly speed and reflexes make rakshasas perhaps the most dangerous melee fighters in all of Ashan.
- Attack
- 14
- Defense
- 14
- Min damage
- 23
- Max damage
- 29
- Hit points
- 150
- Speed
- 5
- Initiative
- 29
- Ranged
- No
- Morale
- 5
- Luck
- 0
The abilities of rakshasa rajas are enhanced by magic. An additional pair of arms makes them much more dangerous in combat, and their bodies are covered in protective tattoos. Rakshasa rajas rely on the help of ancient air spirits, thanks to which these warriors become even more agile.
- Attack
- 3
- Defense
- 9
- Min damage
- 6
- Max damage
- 8
- Hit points
- 37
- Speed
- 5
- Initiative
- 14
- Ranged
- No
- Morale
- 0
- Luck
- 5
One of the main disadvantages of golems is their clumsiness. For a long time, mages tried to make their bodies lighter and more mobile. During recent experiments, it was found that ceramic arenite sandstone is best suited for a golem's body. Although these creatures still do not possess the grace of blade dancers, they are much more agile than their predecessors.
- Attack
- 22
- Defense
- 22
- Min damage
- 55
- Max damage
- 77
- Hit points
- 440
- Speed
- 8
- Initiative
- 39
- Ranged
- No
- Morale
- 0
- Luck
- 5
For a long time, Simurghs were considered merely a myth popular among academy students. But one day they were finally discovered in the whimsical expanses of the Magic World. It took a long time (and not one dozen unsuccessful attempts with catastrophic consequences) for mages to succeed in understanding the nature of these powerful creatures and subjecting them to their will.
- Attack
- 5
- Defense
- 5
- Min damage
- 16
- Max damage
- 24
- Hit points
- 500
- Speed
- 0
- Initiative
- 15
- Ranged
- Yes
- Morale
- 0
- Luck
- 0
Pyramids are created from magic-conducting materials and rare crystals. They allow for the focusing and directing of magical energy. Originally, pyramids were used to conduct complex rituals, but now they are also used in battle, sending deadly magical charges at the enemy.