Academy units

Academy Views: 4 Last Edited
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Apprentice Creatures
Apprentice
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.

Gargoyle Creatures
Gargoyle
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.

Obsidian Gargoyle Creatures
Obsidian Gargoyle
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.

Cabir Creatures
Cabir
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-.

Colossus Creatures
Colossus
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.

Titan Creatures
Titan
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.

Arcane Eagle Creatures
Arcane Eagle
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.

Cabir Master Creatures
Cabir Master
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.

Disciple Creatures
Disciple
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.

Djinn Creatures
Djinn
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.

Djinn Channeler Creatures
Djinn Channeler
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.

Golem Creatures
Golem
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.

Healing Tent Creatures
Healing Tent
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.

Large Pyramid Creatures
Large Pyramid
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.

Rakshasa Creatures
Rakshasa
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.

Rakshasa Raja Creatures
Rakshasa Raja
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.

Sandstone Golem Creatures
Sandstone Golem
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.

Simurgh Creatures
Simurgh
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.

Small Pyramid Creatures
Small Pyramid
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.