Knighthood of Aurora Argentum
Posted: Wed Aug 29, 2018 1:48 pm
Knighthood of Aurora Argentum

History
• StormSaint and his trusted Retinue ended up unknowingly travelling through an interdimensional portal also called a "Gate". The covergence of the realms was brief, but they were not the only beings to be pulled through. The Order used diplomacy to prove that they are not an enemy of the people's of the empire. Through stringent negotiations and deeds performed, The Knighthood became staunch allies to the empire and Warfell, an find out the cause of the Gates. Perhaps this can lead to answers to the recent sightings of deamons and other sinister creatures... The Order was reestablished to stop the Undead that plague the land of Age of Fantasy, they will help the Empire and Warfell against the Undead, the deamons summoned by them, and those who are seen as accomplices, such as the nefarious warlocks of the Veriengar clan, who have been sharing secrets with liches to learn the spell Hell of Pain by Sacrifice.
Ecology/Society
Little is known of their Homeland. In fact, few individuals know about the Gates and the possibilities of where they even lead. But, The Order has established "Regions" by which they hold vigil over the land. Their Citidel, Haven, is by far the most famous of these Mountian Fortresses. These people are long-lived and slow to trust, but they are Honor-bound, compassionate, and protective.
They train from a young age (7 years) to become able to cobmat the forces of evil. Depending upon their personal aptitude, they train in various ways. Converts may also take upon themselves the mantle to protect their peers, but such honor is not taken lightly. Rigorous practice and testing of the mind, body, and faith are constants in this society. Everyone who is a part of this Order, is to come together. Working together as well as alone, these individuals come to be able to accomplish great works.
Religion, Relations, and Magic
The people of the Order of Aurora Argentum Look to the heavens for aid. The things they see are stars that form constellations, they believe that these are signs of what actions to take. Since the stars change position, especially radically when prophecies come to pass, they see them as directions from the Gods.
Hence their banner is a 4-tipped star with a dawn-burst in the center (the sun counts as a star).
Their main magic is Etherial. Their magic revolves around light, and they believe that there is a balance between the light (healing) and Storms. The storms of their homeworld meant that the God's were displeased. Evil has spread and it must be stopped. So the God's have appointed individuals who are pure in heart and deed, Saints, to use their power to stop the unnatural evils of the world before it consumes life itself.
Natural relations (General Races)
Humans(+): being that many are humans to begin with, they forge alliances easily, if the cause is just.
Elves(+): both have a common goal, to protect life, while their priorities may differ, they cherish the same things, but in different ways
Dwarves(+/-): they are able to relate by their almost unsurmountable sense of honor, but wealth or the laws of mortal affairs mean little to the order.
Scaledfolk (+/-): they have little interaction. So many greet with suspicion and mistrust. There are few instances where certain actions could end in outright hostility. (ie: sacrifices)
Orcs(-): their views often clash, one bent on conquest, the other on perserving life. Thus, there are many battles between the orcs and the Knighthood.
Undead(-): being that they are unnaturally perserved by the dark magics that were twisted from true light (Etherial magic). They are the sworn enemies of the Knighthood. Not to mention, they are rumored to have caused the rifts (Gates between the demonic/devil planes and the world of mortals).
Their magic comes in 2 forms.
Etherial (Light): used for healing and defense. It is mentioned to remove unnatural afflictions
Etherial (Tempest): comes in the form of "Celestial Lightning". It comes from the sky. It strips enemies of their powers as well as dealing damage to them.
Units

Argentum Grand Cathedral (Mini Mega) (Tier 3)
Description: A bastion of the Knighthood of Aurora Argentum, this place is a centerpiece for worship and Healing. When dark times come, it is a beacon, a rally to preserve the good peoples of the world.
Hp: 850
Power:7
Range:7
Vision: 8
Actions/Turn: 3
AOE:1
Carry Capacity: 4
Heal Rate: 10
Armor: 2/8
Construction rate: 250%
Mend rate: 250%
Spell resist 100%
Active Effects: None.

Argentum Cathedral (Tier 1)
Description: A place of healing and worship, these areas are sacred. No evil monster can tread on hallowed ground.
Cost: 7
Hp: 60
Armor: 0
Pierce Armor: 5
Carry Capacity: 3
Vision: 3
Heal Rate: 10 hp
Spell range: 3
Construction rate: 50%
Mend rate: 50%
Spell resist 100%
Active Effects: Aura: Heal (Heal Rate 10) - range 3


Argent Battle Tower(Ballista Tower) (Tier 1)
Description: These towers keep vigil over the land. They are also a formidable means of defense, for they house Silverite Ballistas in it's canopy
Cost: 12
Hp: 100
Attack: 12
Range: 6
AOE: 1 (half of catapult/ more accurate) no miss chance
Armor: 3
Pierce Armor: 8
Vision: 8
Carry Capacity: 1
Action/Turn: 1
Construction rate: 50%
Mend rate: 50%
Spell resist 100%
Attack Image: Balista attack

Argent Pavaise Crossbowman (Tier 2)
Description: these devout soldiers wear chainmail and are adept with a crossbow.
Cost: 5
Hp: 17
Att: 7 (8 deployed)
Range: 6 (7 deployed)
Armor: 3
Pierce: 2 ( 6 deployed)
Vision: 7
Speed: 3, (0 deployed)
Action/ Turn: 1
Spells: Deploy Shield
Argent Guardian (Tier 2)
Description: These devout soldiers bear swords and shields into battle, they may not be fast, but their swings are Known to bring down many a monster.
Cost: 5
Hp: 37
Att: 12
Range: 1
Armor: 3
Pierce: 5
Vision: 4
Speed: 3
Action/Turn: 1
Argent Sverdestave (Tier 2)
Description: These devout soldiers carry a special weapon, the Sverdestave. They are Specially trained to bring down creatures that would normally bring ruin to Armies such as dragons, deamons, and Giants. They are also recruited for their ability to take out cavalry as well
Cost: 6
Hp: 37
Attack: 10
Range: 1
Armor: 3
Pierce: 3
Vision: 5
Speed: 3
Action/Turn: 1
Bonus: Heavy Cavalry 450%, Light Cavalry 250%
Goven Herløv (this is how it should be spelled) (Tier 1)
Goven: Isthimus term meaning human, Herløv: Nordic word meaning: paladin or holy warrior)
Description: They are the Auxiliary force to employ. These devout soldiers are equipped with a mace. This makes them devastating to armored units. And skeletons.
Cost: 3
Hp: 27
Attack: 14
Range: 1
Armor: 2
Pierce: 2
Vision: 4
Speed: 3
Action/Turn: 1
Spell resist: 30%
Bonuses: Standard vs Buildings
Spells: heal (7hp)
Purpose: low cost Argent Unit
Argent Clerist
Description: These soldiers were trained to provide their skills as both healers and warriors in the thick of battle
Cost: 5
Hp: 38
Attack: 16 (hammer) AOE 1
Range: 1
Armor: 3
Pierce: 3
Speed: 3
Vision: 6
Action/Turn: 1
Spell Resistance: 70%
Bonuses: Standard vs Buildings
Spells: Mass Heal, Etherial Will, Exorcism

Argent Cavalier (Tier 2)
Description: The perfect example of a Knight in Shining Armor. These warriors can fight and heal, from horseback.
Cost: 6
Hp: 48
Attack: 17
Armor: 3
Pierce: 3
Speed: 5
Vision: 6
Action/ turn: 1
Spell resist: 30%
Heal rate - 10
Spell range - 0
Bonuses: 50% to all foot units

Argent Emissary (Tier 2)
Description: Scouts, Messangers, and in times of war, Lancers. These devout soldiers are adept at striking down enemy cavalry and charging weak flanks. To route an enemy, You need these!
Cost: 4
Hp: 36
Attack: 11
Armor: 2
Pierce: 2
Speed: 6
Vision: 7
Action/Turn: 1
Spell resist: 30%
Heal rate - 10
Spell range - 0
Bonuses: 150% to cavalry, 250% to heavy cavalry.

Silverite Ballista (Tier 1)
Description: Bound by Silverite, a silver/mithril alloy,this siege weapon is sturdy. Don't worry, it is a devestation to troops crossing any field of battle. Hazards may include being impaled.
Cost: 5
Hp: 20
Attack: 12
Power range: 1
Range: 6
Armor: 2
Pierce Armor: 6
Speed: 2
Vision: 8
Acton/Turn: 2
Spell Resistance: 100%

Silver-Winged Falcon (Tier 1)
Description: These intelligent Avions are adept at spotting enemies movements, they also are known for ruining the days of other air units
Cost 3
Hp: 20
Attack: 8 (Full damage vs air units)
Range:1
Speed: 5
Armor:1
Pierce Armor: 1
Vision: 7 (Can see stealthed units)
Falcons were used by Falconiers, to hunt and kill other birds of prey.

Argent Saint (Tier 3)
Description: The priests of the Order, These clerics cannel Etherial magic. They are also dangerous with a hammer should the need arise.
Cost: 8
Hp: 25
Attack: 2
Range: 1
Armor: 2
Pierce: 2
Vision: 5
Speed: 3
Spell Resistance: 50%
Action/Turn: 1
Heal rate: 18
Spells:
Etherial Storm: Fireball-like ability, range - 5, damage - 10, applies disenchant. Cooldown - 4 turns.
Etherial Bolt: Magic Missle-like ability, range - 5, Damage - 7, applies disenchant.
Heal: range - 4
Etherial Will: Target ally gains +5 attack and +1/+1 armor. Range - 4, no cooldown.
Exocism: Range 6, Cooldown 6

Etherial Storm Dragon (Tier 1)
Description: Moody and foul-Tempered, these creatures are highly territorial. But, aside from that, they are stubborn and will help put a "rain" on the enemy's day.
Cost: 6
Hp: 65
Attack: 18
Range: 1
Speed: 5, flying
Armor: 1/1
Vision: 6
Action/Turn: 1/1
Bonuses: None.
Abilities:
Etherial Storm: Fireball-like ability, range - 5, damage - 10, applies disenchant. Cooldown - 4 turns.

Seeker
Description: Seeking not only to call out to unite the world against evil, but to turn evil upon itself...
Agents were dispatched to disrupt enemy movements, capture key positions and even act as ambassadors.
Human (Elite Argent) Tier 3
Gem Cost: 6
Cost: 5
Hp: 30
Attack: 13
Range: 1
Armor: 2
Pierce Armor: 2
Movement: 3,
Sight: 5
Action/Turn: 1
Dodge Arrows: 30%
Dodge Melee: 30%
Dodge Counter: 30%
Spell Resistance: 70%
Abilities:
Heal: heal rate (10), range 3
Convert: 30%, range 3
Bonuses:
Swordsmen, Spearmen, Archers, Skirmishers 50%
Undead 10%


Sacred Tracker (Tier 3)
Sacred Tracker (Elite unit) Knighthood of Aurora Argentum
Description: The king has commissioned these men to hunt down and destroy the Undead, no matter what the cost, no matter where they hide! These specialized combatants are trained at the CHURCH to hunt these abominations to extinction.
The Sacred Tracker is equipped with a leather hauberk to protect themselves from the biting zombies and ghouls, but it allows them to remain light on their feet. They wield a Crossbow to kill The elite Undead from afar, ( we all know that liches and vampires hide behind the hordes of zombies and skeletons, crossbows are believed to be a vampire hunting weapon), he also has a silver sword to strike down the fiends when they get close. The fabled silver swords are the weapons that they are trained to use even at a young age.
Recruited From: CHURCH, Argentum Cathedral/Grand Cathedral
Gem cost: 7
Cost: 7 turns
Hp: 37
Attack: 12 (Ranged)
Attack: 16 ( Melee)
Range: 7 (Ranged)
Range: 1 (Melee)
Armor: 3
Pierce Armor: 3
Speed: 3 (1) Mountains
Sight:7
Action per turn: 2/2
Dodge Melee: 30%
Dodge Ranged: 30%
Dodge Counter: 30%
Spell Resistance: 100%
Size: 1x1
Bonuses
All undead: 100%
Vampire: 200%
Demon, Lesser: 200% (only if it is implemented)
Werewolf: 200% (due to silver, and only if it is implemented)
Active Effects:
Burning Weapon (Silver)
Team Hunting: +1 attack for every other Sacred Tracker within AOE 3
Abilities:
Heal: 20hp
Switch Stance (as Faramir)

Celestial Dragon (Tier 3)
Description: these benevolent creatures are very intelligent. They seek to aidthose that are hurt. But to those that oppress, BEWARE!
Aura: Heal 10hp
Cost: 12
Hp: 110
Attack: 13
Power range: 1
Range: 2
Armor: 3/3
Speed: 5 (Flying)
Vision: 7
Actions/Turn: 1
Spell resist: 100%
Heal rate - 15
Bonuses: None.
Abilities:
Etherial Storm: Fireball-like ability, range - 5, damage - 10, applies disenchant. Cooldown - 4 turns.
Disenchant Weapon (Passive)
Heal: Range-4

Titan (Tier 3)
Description: These Giants are staunch allies of the Knighthood. They know a lot about masonry. Thus, they can build and destroy buildings with ease.
Cost: 6
Hp: 100
Attack: 16
Range: 2
Armor: 7
Pierce: 7
Speed: 2 (1 Water/1Mountians)
Vision: 6
Action/Turn: 1
Mend Rate: 10
Bonuses: Vs Buildings
Spells: none
Devout Survivor

Description: Originally victims of atrocities untold, this individual looks to repay the debt. They have no formal training, but will do anything it takes to survive. Thus, their methods are seen as... Crude.
Cost: 2
Hp: 17
Att: 7
Range: 1
Armor: 0/0
Speed: 3 (1 mountians)
Vision: 6
Action/Turn: 2
Spell Resistance: 20%
Bouses: standard vs infantry
Spells:
First aid (Research) heals 10hp, range 1
Sling Stones: dmg 7, range 4, no cooldown
Techs
Smite: Research time: 5 turns, Exorcism Damage in AOE 1, Range 1, cooldown 3, must have Exorcism tech first.
First Aid: 10hp, Range 1. Research time: 3 turns
Sanctified Smithing: Adds +1 Attack, +1/+1 Armor to all humans units (10 turns)
Tier: 1 (Blush of Dawn)
Unlock:
Smite tech
Silver-Winged Falcon
Goven Herløv
Silverite Ballista
Etherial Storm Dragon
Devout Survivor
Argent Cathedral
Argent Battle Tower
Tier: 2 (Sunrise)
Unlock:
Argent Guardian
Argent Pavaise Crossbowman
Argent Sverdestave
Argent Saint
Argent Emissary
Argent Cavalier
Argent Clerist
Tier: 3 (Daybreak)
Unlock:
Tech: Self Heal
Seeker
Titan
Sacred Tracker
Celestial Dragon
Argentum Grand Cathedral
Special Notes
•Argent Units ARE affected by Blacksmith Upgrades
• ALL Argent units Gain the Smite and First Aid tech unless mentioned otherwise.
History
• StormSaint and his trusted Retinue ended up unknowingly travelling through an interdimensional portal also called a "Gate". The covergence of the realms was brief, but they were not the only beings to be pulled through. The Order used diplomacy to prove that they are not an enemy of the people's of the empire. Through stringent negotiations and deeds performed, The Knighthood became staunch allies to the empire and Warfell, an find out the cause of the Gates. Perhaps this can lead to answers to the recent sightings of deamons and other sinister creatures... The Order was reestablished to stop the Undead that plague the land of Age of Fantasy, they will help the Empire and Warfell against the Undead, the deamons summoned by them, and those who are seen as accomplices, such as the nefarious warlocks of the Veriengar clan, who have been sharing secrets with liches to learn the spell Hell of Pain by Sacrifice.
Ecology/Society
Little is known of their Homeland. In fact, few individuals know about the Gates and the possibilities of where they even lead. But, The Order has established "Regions" by which they hold vigil over the land. Their Citidel, Haven, is by far the most famous of these Mountian Fortresses. These people are long-lived and slow to trust, but they are Honor-bound, compassionate, and protective.
They train from a young age (7 years) to become able to cobmat the forces of evil. Depending upon their personal aptitude, they train in various ways. Converts may also take upon themselves the mantle to protect their peers, but such honor is not taken lightly. Rigorous practice and testing of the mind, body, and faith are constants in this society. Everyone who is a part of this Order, is to come together. Working together as well as alone, these individuals come to be able to accomplish great works.
Religion, Relations, and Magic
The people of the Order of Aurora Argentum Look to the heavens for aid. The things they see are stars that form constellations, they believe that these are signs of what actions to take. Since the stars change position, especially radically when prophecies come to pass, they see them as directions from the Gods.
Hence their banner is a 4-tipped star with a dawn-burst in the center (the sun counts as a star).
Their main magic is Etherial. Their magic revolves around light, and they believe that there is a balance between the light (healing) and Storms. The storms of their homeworld meant that the God's were displeased. Evil has spread and it must be stopped. So the God's have appointed individuals who are pure in heart and deed, Saints, to use their power to stop the unnatural evils of the world before it consumes life itself.
Natural relations (General Races)
Humans(+): being that many are humans to begin with, they forge alliances easily, if the cause is just.
Elves(+): both have a common goal, to protect life, while their priorities may differ, they cherish the same things, but in different ways
Dwarves(+/-): they are able to relate by their almost unsurmountable sense of honor, but wealth or the laws of mortal affairs mean little to the order.
Scaledfolk (+/-): they have little interaction. So many greet with suspicion and mistrust. There are few instances where certain actions could end in outright hostility. (ie: sacrifices)
Orcs(-): their views often clash, one bent on conquest, the other on perserving life. Thus, there are many battles between the orcs and the Knighthood.
Undead(-): being that they are unnaturally perserved by the dark magics that were twisted from true light (Etherial magic). They are the sworn enemies of the Knighthood. Not to mention, they are rumored to have caused the rifts (Gates between the demonic/devil planes and the world of mortals).
Their magic comes in 2 forms.
Etherial (Light): used for healing and defense. It is mentioned to remove unnatural afflictions
Etherial (Tempest): comes in the form of "Celestial Lightning". It comes from the sky. It strips enemies of their powers as well as dealing damage to them.
Units
Argentum Grand Cathedral (Mini Mega) (Tier 3)
Description: A bastion of the Knighthood of Aurora Argentum, this place is a centerpiece for worship and Healing. When dark times come, it is a beacon, a rally to preserve the good peoples of the world.
Hp: 850
Power:7
Range:7
Vision: 8
Actions/Turn: 3
AOE:1
Carry Capacity: 4
Heal Rate: 10
Armor: 2/8
Construction rate: 250%
Mend rate: 250%
Spell resist 100%
Active Effects: None.
Argentum Cathedral (Tier 1)
Description: A place of healing and worship, these areas are sacred. No evil monster can tread on hallowed ground.
Cost: 7
Hp: 60
Armor: 0
Pierce Armor: 5
Carry Capacity: 3
Vision: 3
Heal Rate: 10 hp
Spell range: 3
Construction rate: 50%
Mend rate: 50%
Spell resist 100%
Active Effects: Aura: Heal (Heal Rate 10) - range 3
Argent Battle Tower(Ballista Tower) (Tier 1)
Description: These towers keep vigil over the land. They are also a formidable means of defense, for they house Silverite Ballistas in it's canopy
Cost: 12
Hp: 100
Attack: 12
Range: 6
AOE: 1 (half of catapult/ more accurate) no miss chance
Armor: 3
Pierce Armor: 8
Vision: 8
Carry Capacity: 1
Action/Turn: 1
Construction rate: 50%
Mend rate: 50%
Spell resist 100%
Attack Image: Balista attack
Description: these devout soldiers wear chainmail and are adept with a crossbow.
Cost: 5
Hp: 17
Att: 7 (8 deployed)
Range: 6 (7 deployed)
Armor: 3
Pierce: 2 ( 6 deployed)
Vision: 7
Speed: 3, (0 deployed)
Action/ Turn: 1
Spells: Deploy Shield
Description: These devout soldiers bear swords and shields into battle, they may not be fast, but their swings are Known to bring down many a monster.
Cost: 5
Hp: 37
Att: 12
Range: 1
Armor: 3
Pierce: 5
Vision: 4
Speed: 3
Action/Turn: 1
Description: These devout soldiers carry a special weapon, the Sverdestave. They are Specially trained to bring down creatures that would normally bring ruin to Armies such as dragons, deamons, and Giants. They are also recruited for their ability to take out cavalry as well
Cost: 6
Hp: 37
Attack: 10
Range: 1
Armor: 3
Pierce: 3
Vision: 5
Speed: 3
Action/Turn: 1
Bonus: Heavy Cavalry 450%, Light Cavalry 250%
Goven: Isthimus term meaning human, Herløv: Nordic word meaning: paladin or holy warrior)
Description: They are the Auxiliary force to employ. These devout soldiers are equipped with a mace. This makes them devastating to armored units. And skeletons.
Cost: 3
Hp: 27
Attack: 14
Range: 1
Armor: 2
Pierce: 2
Vision: 4
Speed: 3
Action/Turn: 1
Spell resist: 30%
Bonuses: Standard vs Buildings
Spells: heal (7hp)
Purpose: low cost Argent Unit
Description: These soldiers were trained to provide their skills as both healers and warriors in the thick of battle
Cost: 5
Hp: 38
Attack: 16 (hammer) AOE 1
Range: 1
Armor: 3
Pierce: 3
Speed: 3
Vision: 6
Action/Turn: 1
Spell Resistance: 70%
Bonuses: Standard vs Buildings
Spells: Mass Heal, Etherial Will, Exorcism
Argent Cavalier (Tier 2)
Description: The perfect example of a Knight in Shining Armor. These warriors can fight and heal, from horseback.
Cost: 6
Hp: 48
Attack: 17
Armor: 3
Pierce: 3
Speed: 5
Vision: 6
Action/ turn: 1
Spell resist: 30%
Heal rate - 10
Spell range - 0
Bonuses: 50% to all foot units
Argent Emissary (Tier 2)
Description: Scouts, Messangers, and in times of war, Lancers. These devout soldiers are adept at striking down enemy cavalry and charging weak flanks. To route an enemy, You need these!
Cost: 4
Hp: 36
Attack: 11
Armor: 2
Pierce: 2
Speed: 6
Vision: 7
Action/Turn: 1
Spell resist: 30%
Heal rate - 10
Spell range - 0
Bonuses: 150% to cavalry, 250% to heavy cavalry.
Silverite Ballista (Tier 1)
Description: Bound by Silverite, a silver/mithril alloy,this siege weapon is sturdy. Don't worry, it is a devestation to troops crossing any field of battle. Hazards may include being impaled.
Cost: 5
Hp: 20
Attack: 12
Power range: 1
Range: 6
Armor: 2
Pierce Armor: 6
Speed: 2
Vision: 8
Acton/Turn: 2
Spell Resistance: 100%
Silver-Winged Falcon (Tier 1)
Description: These intelligent Avions are adept at spotting enemies movements, they also are known for ruining the days of other air units
Cost 3
Hp: 20
Attack: 8 (Full damage vs air units)
Range:1
Speed: 5
Armor:1
Pierce Armor: 1
Vision: 7 (Can see stealthed units)
Falcons were used by Falconiers, to hunt and kill other birds of prey.
Argent Saint (Tier 3)
Description: The priests of the Order, These clerics cannel Etherial magic. They are also dangerous with a hammer should the need arise.
Cost: 8
Hp: 25
Attack: 2
Range: 1
Armor: 2
Pierce: 2
Vision: 5
Speed: 3
Spell Resistance: 50%
Action/Turn: 1
Heal rate: 18
Spells:
Etherial Storm: Fireball-like ability, range - 5, damage - 10, applies disenchant. Cooldown - 4 turns.
Etherial Bolt: Magic Missle-like ability, range - 5, Damage - 7, applies disenchant.
Heal: range - 4
Etherial Will: Target ally gains +5 attack and +1/+1 armor. Range - 4, no cooldown.
Exocism: Range 6, Cooldown 6
Etherial Storm Dragon (Tier 1)
Description: Moody and foul-Tempered, these creatures are highly territorial. But, aside from that, they are stubborn and will help put a "rain" on the enemy's day.
Cost: 6
Hp: 65
Attack: 18
Range: 1
Speed: 5, flying
Armor: 1/1
Vision: 6
Action/Turn: 1/1
Bonuses: None.
Abilities:
Etherial Storm: Fireball-like ability, range - 5, damage - 10, applies disenchant. Cooldown - 4 turns.
Seeker
Description: Seeking not only to call out to unite the world against evil, but to turn evil upon itself...
Agents were dispatched to disrupt enemy movements, capture key positions and even act as ambassadors.
Human (Elite Argent) Tier 3
Gem Cost: 6
Cost: 5
Hp: 30
Attack: 13
Range: 1
Armor: 2
Pierce Armor: 2
Movement: 3,
Sight: 5
Action/Turn: 1
Dodge Arrows: 30%
Dodge Melee: 30%
Dodge Counter: 30%
Spell Resistance: 70%
Abilities:
Heal: heal rate (10), range 3
Convert: 30%, range 3
Bonuses:
Swordsmen, Spearmen, Archers, Skirmishers 50%
Undead 10%
Sacred Tracker (Tier 3)
Sacred Tracker (Elite unit) Knighthood of Aurora Argentum
Description: The king has commissioned these men to hunt down and destroy the Undead, no matter what the cost, no matter where they hide! These specialized combatants are trained at the CHURCH to hunt these abominations to extinction.
The Sacred Tracker is equipped with a leather hauberk to protect themselves from the biting zombies and ghouls, but it allows them to remain light on their feet. They wield a Crossbow to kill The elite Undead from afar, ( we all know that liches and vampires hide behind the hordes of zombies and skeletons, crossbows are believed to be a vampire hunting weapon), he also has a silver sword to strike down the fiends when they get close. The fabled silver swords are the weapons that they are trained to use even at a young age.
Recruited From: CHURCH, Argentum Cathedral/Grand Cathedral
Gem cost: 7
Cost: 7 turns
Hp: 37
Attack: 12 (Ranged)
Attack: 16 ( Melee)
Range: 7 (Ranged)
Range: 1 (Melee)
Armor: 3
Pierce Armor: 3
Speed: 3 (1) Mountains
Sight:7
Action per turn: 2/2
Dodge Melee: 30%
Dodge Ranged: 30%
Dodge Counter: 30%
Spell Resistance: 100%
Size: 1x1
Bonuses
All undead: 100%
Vampire: 200%
Demon, Lesser: 200% (only if it is implemented)
Werewolf: 200% (due to silver, and only if it is implemented)
Active Effects:
Burning Weapon (Silver)
Team Hunting: +1 attack for every other Sacred Tracker within AOE 3
Abilities:
Heal: 20hp
Switch Stance (as Faramir)
Celestial Dragon (Tier 3)
Description: these benevolent creatures are very intelligent. They seek to aidthose that are hurt. But to those that oppress, BEWARE!
Aura: Heal 10hp
Cost: 12
Hp: 110
Attack: 13
Power range: 1
Range: 2
Armor: 3/3
Speed: 5 (Flying)
Vision: 7
Actions/Turn: 1
Spell resist: 100%
Heal rate - 15
Bonuses: None.
Abilities:
Etherial Storm: Fireball-like ability, range - 5, damage - 10, applies disenchant. Cooldown - 4 turns.
Disenchant Weapon (Passive)
Heal: Range-4
Titan (Tier 3)
Description: These Giants are staunch allies of the Knighthood. They know a lot about masonry. Thus, they can build and destroy buildings with ease.
Cost: 6
Hp: 100
Attack: 16
Range: 2
Armor: 7
Pierce: 7
Speed: 2 (1 Water/1Mountians)
Vision: 6
Action/Turn: 1
Mend Rate: 10
Bonuses: Vs Buildings
Spells: none
Devout Survivor
Description: Originally victims of atrocities untold, this individual looks to repay the debt. They have no formal training, but will do anything it takes to survive. Thus, their methods are seen as... Crude.
Cost: 2
Hp: 17
Att: 7
Range: 1
Armor: 0/0
Speed: 3 (1 mountians)
Vision: 6
Action/Turn: 2
Spell Resistance: 20%
Bouses: standard vs infantry
Spells:
First aid (Research) heals 10hp, range 1
Sling Stones: dmg 7, range 4, no cooldown
Techs
Smite: Research time: 5 turns, Exorcism Damage in AOE 1, Range 1, cooldown 3, must have Exorcism tech first.
First Aid: 10hp, Range 1. Research time: 3 turns
Sanctified Smithing: Adds +1 Attack, +1/+1 Armor to all humans units (10 turns)
Tier: 1 (Blush of Dawn)
Unlock:
Smite tech
Silver-Winged Falcon
Goven Herløv
Silverite Ballista
Etherial Storm Dragon
Devout Survivor
Argent Cathedral
Argent Battle Tower
Tier: 2 (Sunrise)
Unlock:
Argent Guardian
Argent Pavaise Crossbowman
Argent Sverdestave
Argent Saint
Argent Emissary
Argent Cavalier
Argent Clerist
Tier: 3 (Daybreak)
Unlock:
Tech: Self Heal
Seeker
Titan
Sacred Tracker
Celestial Dragon
Argentum Grand Cathedral
Special Notes
•Argent Units ARE affected by Blacksmith Upgrades
• ALL Argent units Gain the Smite and First Aid tech unless mentioned otherwise.