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Flatlands
Woodlands
Wetlands
Highlands
Darklands

Drylands
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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
Casting Cost
Def
Maint
Attack
P/R
Move
R/C
Vision
Nature
Class
Family
*Special*
Arabian Knights
5
3
0
3/1
2/1
2
Human
Arabian
Fighter
2/1
Beduin Scouts
0
1
1
1/1
2/0
2
Human
Arabian
Scout
Camel Riders
3
2
0
1/1
2/0
2
Human
Persian
Fighter
None
Charax Sorceress
5
2
2
0/1
1/1
1
Mythic
None
Mage
Can cast Solar Flare spell for 5pts
Desert Jackals
1
1
1
1/1
2/0
3
Animal
Canine
Scout
Drylands Shaman
5
1
1
1/1
1/0
1
Human
Egyptian
Priest
Once per turn can do 1pt of damage to any spirit or castle
Fixed Catapult
5
3
2
2/3
0/9
3
Object
Machine
Archer
Fixed Catapult can not move
Lesser Fire Elemental
3
2
0
4/1
1/3
2
Mythic
Elemental
Fighter
*Mounted Bowmen
4
3
2
1/2
3/2
3
Human
Egyptian
Archer
Nile Crocodiles
5
5
1
3/1
1/0
1
Animal
None
Fighter
Osirus
6
7
2
2/1
1/1
2
Deity
None
None
5
Can remove any wetlands spirit from play
(Cost=7)
Parthian Archers
5
1
2
1/3
2/1
3
Human
Parthian
Archer
Parthian Slaves
2
1
0
1/1
1/0
1
Human
Parthian
Slave
Parthian Spearmen
3
2
1
1/2
2/1
2
Human
Parthian
Spearmen
None
*Parthian Warlord
4
3
1
1/1
1/1
1
Human
None
Human
Once per turn can increase the move, current and maximum defense of all friendly Parthian spirits by +1
(Cost=4)
Persian Axemen
3
4
1
2/1
1/1
2
Human
Persian
Fighter
None
*Persian Janissaries
5
4
2
2/2
1/1
2
Human
Persian
Archer
None
Ramses
4
4
1
2/1
1/0
2
Hero
Egyptian
Leader
Once per turn can grant +1 attack power to all dryland fighter spirits
(Cost=5)
Sphinx
7
5
2
5/1
1/2
2
Mythic
Egyptian
Fighter
Once per turn can grant +2 attack power to any flatland combat spirit
(Cost=5)
6
*Sultan of Persia
5
2
1
1/1
1/0
2
Human
None
Leader
Once per turn can increase the attack power of all friendly Persian spirits by +1
(Cost=5)
Sumerian Nomads
2
2
0
1/1
1/0
2
Human
Sumerian
Fighter
1/1
Sumerian Pikemen
3
3
0
1/1
1/1
1
Human
Sumerian
Fighter
None
Sumerian Warriors
4
2
1
2/1
1/0
2
Human
Sumerian
Fighter
Unseen Stalker
6
6
2
2/1
2/0
1
Mythic
None
Fighter
War Chariot
3
2
1
3/1
2/2
3
Object
Machine
Fighter
Weapons Master
3
3
2
1/1
1/1
1
Human
Parthian
Artisan
Once per turn can grant +2 attack power to any fighter spirit
(Cost=4)
Defender Spirits
Name
Casting Cost
Defense
Maint
Block P/R
Vision
Nature
Class
Family
Special
Drylands Bastion
4
3
1
0/2
2
Object
None
None
Drylands Fort
4
4
0
1/2
2
Object
None
None
2/1
Flaming Wall
5
5
1
3/1
1
Mythic
None
None
Parthian Stronghold
3
4
0
0/1
1
Object
None
None
Sumerian Citadel
6
6
3
0/3
3
Object
None
None
None
Energy Spirits
Name
Casting Cost
Defense
Maint
Vision
Nature
Class
Family
Energy Produced
*Special*
Drylands Palace
0
2
0
1
Object
None
None
None
*Library of Alexandria
2
1
0
1
Object
None
None
None
Lost City
0
1
0
1
Object
None
None
2
*Merchant Caravan
1
1
2
1
Object
None
None
None
Pyramid
1
1
0
1
Object
None
None
None
Stone Obelisk
0
1
0
1
Object
None
None
None
Turkish Bath
0
1
0
1
Object
None
None
None
Spells
Name
Casting Cost
Effect
Animal Rage
5
Increases attack power of all animal spirits in play by +2
Antediluvian Curse
5
Removes all atlantis combat spirits from play
*Blue Shield
5
Protects a friendly combat spirit from attacks by wetlands combat spirits
Boiling Oil
3
Increases blocking power of a friendly defender spirit by +2
(Does not affect plants)
*Column of Fire
8
Damages enemy castle for 4 points of damage
*Council of Generals
7
Increases the attack power and movement range of all friendly combat spirits by +1
*Delilah's Scissors
6
Reduces hero spirits attack power -4
*Dispel Shields
5
Removes all shields from any combat spirit
Emancipation
7
Increases attack power +3 and movement range +1 of all friendly slave spirits
Eye for an Eye
5
Does 3pts of damage to both player's castles
Flame Strike
2
Does 1pt of damage to any spirit
*Fortification
4
Increases the current defense of the home castle by +2
Fortify Defenders
5
Increases current and maximum defense of all friendly defender spirits by +2
(Does not affect plants)
*Golden Apple
5
Raises the current and maximum defense of a Mythic spirit by +2 and reduces it's movement cost -1
*Hero's Quest
6
Removes an opposing Hero spirit from play
Hunting Party
3
Reduces current defense power of an animal spirit by -2
Internal Power
4
Reduces a spirits maitenance cost to zero
*Lost Patrol
5
Removes a Human spirit in a drylands space from play
Magic Carpet
2
Increases enchanted spirit's movement range by +2 at a maintenance of +3
Pacifism
5
Reduces attack power of all enemy fighter combat spirits -1
*Prisoner of War
6
Causes a combat spirit to change sides but loses it's attack power
Sandstorm
5
Buries all spirits currently located in a dryland space
Solar Flare
3
Removes one energy spirit from play
Sphinx's Blessing
3
Grants +2 attack power to any flatland combat spirit
Sunstroke
2
Reduces movement and attack power of any spirit currently in a drylands space by -1
*Tribute
5
Removes all enemy Barbarian spirits from play

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