Angie started her magic training as a young and eager novice, going through many of the arcane books with ease. Her higher aptitude towards magic showed great promise to her tutors, but also a great danger if those skills were not controlled. The restraints that were placed on her training made her bitter and not prone to advise. After mastering the basics of magic, her thirst for power grew, giving her a desire to study the rare type of magic called elemental evocation.
That forbidden doctrine of the Infernal realm teaches mages to forget books and scrolls and gives their essence to their chosen element. It was apparent that Angie took the most chaotic of all arcane elements -fire – for it represented her raw hunger for power. Under the Infernal mages’ tutelage, she bonded herself with the pure essence of fire and heat, thus accepting chaos and destruction. In the process, she lost her normal physical form and became half-human, half elemental – the fire’s supreme sorcerer. These days she is known as Angie, the Flame Walker, High Sorceress of Inferno.
Angie summons a blazing fire to the targeted area.
WALL OF FIRE
Angie creates a Wall of Fire on the closest enemy unit dealing it magic damage.
Angie launches a cone of fire that deals magic damage in a cone in front of her.
Celestial beings have waged a bloody war for eons. Worlds came and went, and countless souls have lived their lives, never knowing about the eternal struggle. Their fight was not about good against evil, light against darkness; it was just like any other war. One side, one ideal against the opposition. Armaros was captured during the battle, chained and kept as a prisoner for centuries.
Upon his escape, he had had enough and descended through the ether. Still considered an enemy to one side and a deserter to the other, he had no choice but to stay in the world called Amyrion. As a foreigner and exile, there was only one place for him – Zeraneth. To repay their hospitality, Armaros decided to teach them the secrets of celestial magic and the ways of reanimating bodies after death.
Armaros unleashes the power of his chains, stunning all enemy units within the spell range.
When a unit with Mark of Greed dies, Armaros gains temporary health points.
Armaros releases a cone of bones dealing attack damage.
The highest of the Amyrion peeks once sheltered the secretive race of Ice giants. Those a bit primitive but nomadic people were famous for their abnormal strength and elemental aptitude to ice and frosty climate. Some of them were given the ability to control the weather, some to take a form of an ice block and some just used it as the best weaponry for the hunt.
Every generation a prime defender is chosen to protect the clan from the invading armies searching for the legendary frost-silver. The time has come for Glacenir the Unshattered to take the mantle of the clan guardian. During one of his collaborating expedition for the Nordic realm, a raiding party of the Infernal zealots was on the move to claim the lost secrets of smelting frost-silver for their ongoing unholy crusade.
Upon his return, Glacenir found his home, the birthplace of the Ice giants all devastated and in ruin, with just a couple of his kin still alive. His sadness and grief had taken over his mind, so he did the unthinkable. He renounced his human side and bathe himself in the elemental forge of frost-silver, thus boding the living frost silver with his own body. Glacenir so became the ultimate weapon of the ice giants retribution in the incoming wars.
Glacenir summons a wall of ice. Frostwall cannot be destroyed and blocks all movement.
Glaciner gains additional armor, magic resistance, and additional health.
Permanent aura around Glacenir that reduces enemy attack damage.
Malgerious was tutored and trained for that sacred Order. Holy scrolls, parchments, and endless combat training was his life. However, the Temple’s sacred council spotted his keen sense for justice and a gift for sensing any impurity around him. They knew he was destined for more than battle.
His training had to be focused on more obfuscated arts. Deep inside the Order, lies another council – The Justicars. They were zealots who pursued the code of divine law of Primordials above all else, with the creed: Judgement is not the punishment, but the merciful cleansing of the corrupt soul.
Malgerious needed to forget all the piousness and forgiveness the priests of the Order have taught him through the years, and embrace the lawful and zealot practices of the Justicars. In the end, there is only one Justicar spreading authority every generation, until he meets his honored end in battle. Until that day, Malgerious still roams Amyrion, hunting evildoers and delivering justice to the wicked with his most holy of armaments.
Malgerious does magic damage around himself and the targeted area.
Malgerious gains additional magic resistance and armor.
Basic attacks deal additional magic damage for the set amount of attacks.
Originating from the hidden oasis conclave deep in the deserts of Amyrion, Xannti honed her archery skills as one of the last warrior maidens of the late Lizard prince. In addition to her training to become an all-seeing eye for the prince’s trading caravans, her lizardfolk lineage gave her the perfect set of skills for concealing herself in the midst of battle.
Using her special tricks to track her prey and dispatch it from afar, she was the best scout in all the realms of Amyrion. After losing her beloved sovereign, she started to find a new purpose in life amongst the magical armies of Sahar. You can always find her in pursuit of the strongest of enemies, just for the sake of a new kill and a nice trophy adorning her belt.
Her sacred companion is not some mere living creature, but her trustful bow made from the core of a rare palm tree combined with the most toxic of snakes that are hidden in the oasis of her homeland. Enhanced with magic and alchemy from the best scholars of Sahar, her arrows are tipped with a splash magical acid that burns her enemies.
Fires a volley of toxic arrows in an area dealing damage.
Slows movement and attack speed of the target.
Does additional toxic damage.
Mandra hails from the Woodlands of Trakay. This vast forest kingdom is well known for its strict laws and preservation of nature. Throughout the ages, many realms viewed their peacefulness as a weakness. Trakay never fell to conquerors, with every invasion pushed back, and no prisoners taken.
Mandra is a fierce warrior and experienced battle medic. As one of the dryads, her purpose is to keep an ever-watchful eye over the realm of Trakay and all creatures within its borders. Her distaste for all outlanders is not without reason.
Long ago, in her youth, she ran into a small group from a human army battalion. Careful but curious, she followed them to a sacred pond and monitored their interactions with nature. Shock and confusion flooded her mind when she saw what came next – the butchering of the forest and its inhabitants. Enraged by the scene in front of her eyes, she summoned nature’s wrath and swiftly punished the intruders.
Since that day, the Secret Grove of Trakay has remained untainted by arrogant and foolish invaders. Even now, you can hear her whispers in a forest, waiting for the next challenge.
Mandra shields all units in selected area giving them additional health shield.
Entangles all enemy units in a radius, stopping their movement.
Primary target and all enemies around it get a significant de-buff.
Lekor was a regiment leader of the Haldrum Legion. Lifelong service in the army hardened him, making him merciless to enemies but just to fellow brothers in arms. His armor was always clean, blades ever-sharp, and no man in the mercenary Legion could ever doubt his loyalty to the banner. Service was his life and blood his honor, which in the end was his downfall.
After refusing to execute prisoners of war, his punishment was severe. High commanders of the Legion knew that death meant nothing to such a man who had embraced it long ago. As a soldier and seasoned officer, a veteran of hundreds of battles, Lekor had long since accepted his fate. To break his will, they needed a punishment far greater than death.
Every single man under Lekor’s command was executed for following their commander’s lead. He was forced to watch and listen to his men scream for mercy. After the slaughter of his men, Lekor was given a choice – obey the high commanders’ orders to execute the prisoners in service of the Legion of Haldrum or disobey and be banished forever.
That night, he left the camp and vowed never to serve the will of lesser men, and to protect those who serve under his command. Owning allegiance to no man, he melted his armor, crafted new weapons and continued his search for redemption in the service of a Primordial that would accept his atonement.
Jumps from his location to a targeted point, dealing magical damage.
GUARD THE WEAK
Boosts armor of all surrounding friendly units.
Taunts all enemy units around him and blocks all incoming magic damage.
Deep in the heart of Amyrion lies a mountainous area called Zeraneth. It is the kingdom of misfits and exiles. All races and backgrounds are welcome to live in the underground city of Diamare. For generations, Zeraneth maintained necessary diplomatic relations with other kingdoms. Every topic was open to discussion, except one; Zeraneth would not offer extradition of their captives.
Elassin was brought to Zeraneth at a very young age. Like many refugees before him, he was accepted as one of their own and was raised as such. The open-door policy was not to be mistaken for charity or a warm-hearted act. Their kingdom specializes in information trade, and no one has better infiltrators, spies, or other agents of similar craft.
Ever since his childhood Elassin was trained in the arts of poison making, close combat, and disguise. To be a spy for Zeraneth was honorable, but to take lives for it was the most rewarding. To become an agent of Zeraneth, Elassin had to embrace pain and suffering as a vital part of his life. Every day was a new challenge and a new opportunity to get closer to his first assignment.
Now, after years of blood, tears, and sweat – he only needs a name.
Elassin creates a clone anywhere on the map. While the clone persists Elassin gains a bonus attack damage.
Boosts damage of himself and all friendly units in a radius.
Causes the next 3 attacks to deal magic damage.