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Required Skill : Melee 7+ |
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Speed – Low |
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Melee – Mid |
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HP per Unit - 350 |
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Field of Vision – Mid |
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# of Units - 25 |
Superior to Human Infantry overall, and tolerant to magic. Can use Elemental Boost. |
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Required Skill : Melee 1+, Range 1+ |
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Speed – Low |
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Melee – Low |
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HP per Unit - 300 |
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Field of Vision – Mid |
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Ranged Attack – Low (Mid with Boost) |
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Range – Mid |
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# of Units - 16 |
Can see further than Human Archers, but inferior to them overall. Has “Tree of Healing,” a basic healing spell, and can increase damage by 50% with Elemental Boost. Very useful, because they can learn other spells too. |
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Required Skill : Melee 6+, Range 6+, Riding 7+ |
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Speed – High |
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Melee – High |
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HP per Unit - 833 |
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Field of Vision – Mid |
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Ranged Attack – Low |
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Range – Mid |
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# of Units - 12 |
Cavalry Archers can attack enemy while moving at high speed. Their attack is always directed to the left of movement, and they can earn SP with the moving attack. Slower than regular Cavalry. |
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Required Skill : Melee 7+ |
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Speed – Low |
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Melee – Mid |
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HP per Unit - 360 |
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Field of Vision – Mid |
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# of Units - 25 |
They may look a bit weaker than Human Knights, but with Magic Boost their power easily surpasses that of Human Knights. Tolerant to magic spells. |
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Required Skill : Melee 3+, Frontal Attack 4+, Riding 4+ |
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Speed – High |
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Melee – High |
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HP per Unit - 833 |
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Field of Vision – Mid |
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Frontal Attack – Mid |
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# of Units - 12 |
Almost same as the Human Cavalry, but inferior in turning speed and attacking power. Their strength lies in the fact that they can use “Tree of Healing” while punching through enemy lines. |
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