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Flatlands
Drylands
Woodlands
Highlands
Darklands

Wetlands
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#/#
Healing
(Energy/Point)
#
Resurrect
(Cost)

First Turn
Block

First Turn
Move

First Turn
Attack

Shielded From
Flatlands (Example)
Combat Spirits
Name
Cost
Def
Maint
Attack
P/R
Move
R/C
Vision
Nature
Class
Family
*Special*
*Alesian Archer
3
1
1
1/2
1/1
2
Human
Alesian
Archer
None
Alesian Harberdiers
3
3
1
3/1
1/1
1
Human
Alesian
Fighter
None
Alesian Swordsmen
3
2
0
2/1
1/0
1
Human
Alesian
Fighter
None
Atlantis Bowmen
4
1
1
2/2
2/1
2
Mythic
Atlantis
Archer
Atlantis Conscripts
1
1
0
1/1
1/1
1
Mythic
Atlantis
Militia
Atlantis Shaman
4
1
1
1/1
1/1
1
Mythic
Atlantis
Priest
Once per turn can do 1pt of damage to any drylands spirit
(Cost=3)
*Baldur the Good
8
5
3
4/2
2/1
2
Deity
None
None
2/17
*Banshee
5
3
2
0/1
1/1
2
Undead
None
Fighter
Once per turn can reduce the attack power of one enemy combat spirit by -1
(Cost=3)
Barbarian Raiders
2
2
1
1/1
2/1
3
Human
Barbarian
Scout
Beowulf
7
7
2
5/1
1/1
1
Hero
None
Fighter
Berserker
4
4
1
3/1
1/1
2
Human
Barbarian
Fighter
2/13
Crossbowmen
4
1
1
3/2
1/1
2
Human
Barbarian
Archer
*Frost Giant
6
4
2
4/2
2/1
2
Mythic
Giant
Fighter
Can act as a defender with a blocking range of 1 and a blocking power of 2
The Huntsman
4
2
1
2/1
1/1
2
Human
None
Fighter
Once per turn can take control of a Canine spirit (including War Dogs)
(Cost=4)
Moat Monster
7
6
4
3/1
0/9
1
Mythic
Dragon
Fighter
*Orion
8
4
4
4/2
1/2
2
Deity
None
None

Can remove one Animal spirit from play per turn
(Cost=5)
Prince of Atlantis
3
2
1
1/1
1/0
2
Mythic
None
Leader
Once per turn can grant +1 attack power and +1 vision to all friendly atlantis spirits
(Cost=5)
Restless Spirit
0
1
1
0/1
2/0
2
Undead
None
Scout
Savarian Wizard
3
1
2
1/1
2/1
2
Human
Savarian
Mage
Once per turn can cast Hasten spell on any combat spirit granting +1 movement range
(Cost=3)
Saxon Armorer
4
3
1
0/1
1/1
1
Human
Saxon
Artisan
Once per turn can increase current and maximum defense of any combat spirit +1
(Cost=3)
*Saxon Knights
5
4
2
2/1
3/1
3
Human
Saxon
Fighter
Saxon Pikemen
3
4
1
2/1
1/1
1
Human
Saxon
Fighter
None
Sea Dragon
6
7
2
4/1
1/1
2
Mythic
Dragon
Fighter
5
Sea Nymphs
1
1
0
1/1
1/1
2
Mythic
Nymph
Fighter
Siberian Tigers
3
2
1
2/1
2/1
2
Animal
Feline
Fighter
*Siren
3
1
1
0/1
1/2
1
Mythic
Nymph
Fighter
Once per turn can take control of any Human spirit located in a wetlands space
(Cost=3)
*Thor
7
6
3
6/1
1/1
2
Deity
None
None
6
Once per turn can do 2pts of damage to any spirit or castle
(Cost=5)
Valkries
3
3
1
3/1
1/1
2
Mythic
Norse
Fighter
2/1
Viking Pillagers
4
2
1
2/1
1/1
1
Human
Viking
Fighter
Can reduce the current and maximum defense of any defender spirit by -1
(Cost=3)
War Dogs
3
2
0
2/1
2/1
2
Mythic
Canine
Fighter
Immune to spells that target animals
Defender Spirits
Name
Casting Cost
Defense
Maint
Block P/R
Vision
Nature
Class
Family
Special
Atlantis Castle
3
3
0
0/2
2
Object
None
None
None
*Barbarian Camp
4
4
0
1/2
2
Object
None
None
None
Guardian Angel
6
1
3
0/4
4
Deity
None
None
5
Sea Dragon's Lair
5
4
0
1/2
2
Object
None
None
Warrior's Mound
2
3
0
0/1
1
Object
None
None
Energy Spirits
Name
Casting Cost
Defense
Maint
Vision
Nature
Class
Family
Energy Produced
*Special*
*Fishing Village
0
3
0
1
Object
None
None
None
Hot Springs
0
1
0
1
Object
None
None
None
Mineral Springs
1
1
0
1
Object
None
None
Once per turn can grant a woodlands combat spirit +1 attack power
(Cost=3)
*Naiad's Fountain
0
1
0
1
Object
None
None
None
Neried's Spring
1
1
0
1
Object
None
None
Once per turn can heal 2pts of damage on any combat spirit
(Cost=2)
Tethy's Well
1
1
0
1
Object
None
None
None
*Trading Post
1
1
2
1
Object
None
None
None
Waterfall
0
1
0
1
Object
None
None
None
Water Wheel
0
1
0
1
Object
None
None
None
Spells
Name
Casting Cost
Effect
Arctic Blizzard
5
Does 1pt damage to all spirits located on a highlands space
Battle Frenzy
5
Increases attack power of all fighter spirits in play by +2
Blue Moon
4
Increases attack power of all wetlands combat spirits +1
Bolt of Lightning
6
Does 3pts of damage to any spirit or castle on the playing field
*Curse of the Deep
4
Destroys any drylands spirit located in a wetlands space
Fallen Hero
6
Targeted hero is killed
Fresh Mounts
3
Reduces movement cost of a friendly human spirit -1
Gusting Winds
5
All archer spirits currently in play lose -1 to their attack range
(Note: This spell will not affect spearmen, slingers, etc; only "archer" spirits)
*Invasion Fleet
4
Destroys a defender spirit currently located on a wetlands space
*King's Favor
2
Grants a wetlands spirit currently located on a wetlands space +1 combat bonus and +1 vision range
Magic Cannon
2
Increases blocking power of a defender spirit +1
*Mermaid's Prize
4
An enemy Human spirit in a wetlands space is removed from play
Meteor Strike
7
Does 1pt of damage to all spirits in play including both castles
*Mjolnir
4
Does 2pts of damage to the enemy castle
Neptune's Blessing
4
Increases attack power of any wetlands combat spirit by +2
Noble Sponsor
3
Reduces maitenance cost of any combat spirit -2
Rampaging Colossus
7
Destroys all object spirits in play
Reinforcements
4
Grants a wetlands spirit located on a wetlands space +2 attack power and +2 maximum defense
*Snowstorm
3
Reduces the current defense of a drylands spirit by -3
Tradewinds
2
Grants +1 movement range to any wetlands combat spirit
Treachery
4
Caster gains control of any flatlands spirit
Tsunami
4
Reduces current defense of any spirits located on a wetlands space -2
War Chant
7
Increases current and maximum defense of all friendly combat spirits by +2

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