Arcane Phoenix | |
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Monstrous Beast |
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1 | ![]() |
1850 | ![]() |
450 |
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Armour-Piercing |
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Rebirth |
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Attuned to Magic |
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Death from Above |
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Armour | 50 | ||
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Leadership | 90 | ||
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Speed | 80 | ||
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Melee Attack | 46 | ||
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Melee Defence | 40 | ||
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Weapon Strength | 440 | ||
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Charge Bonus | 58 |
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To the Asur, the fabled airborne companions of Asuryan the Creator are both the harbingers of woe and bearers of hope.
The Arcane Phoenix is a majestic and fearsome creature, with a wingspan typically as great as any of the mighty war-eagles of the High Elves. They are cloaked in blazing feathers that can turn the sharpest arrow, their true power bound to their nature as a creature of spirit and fire; the living embodiments of the destructive and purging Wind of Aqshy. Flames dance across their pinions to sear their prey whenever they attack, a long pair of feathered tails leaving a spray of blazing sparks and embers in their wake as they swoop across the battlefield. Wizards go to great lengths to bind Arcane Phoenixes to their will whenever they appear, both to command their considerable power as well as to keep their destructive wrath out of the hands of their enemies.
The Phoenix's spiralling dive whips the Winds of Magic into a swirling vortex of magical flame.
Upon death, the potent arcane energies of the Phoenix erupt into a magnificent pyre.
Some creatures, such as the Phoenix, are infused with magic and use the arcane Winds to fly upon and immerse themselves in.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
This unit has magical attacks and becomes stronger when the winds of magic are in full gale.
While airborne, this unit can use a special attack to damage enemies below.
When death is imminent, this unit has a chance of regaining some of its health.
Battle Entity Stats | |
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Unit Size | Large |
Unit Type | Giant |
Hit Points | 8 |
Walk Speed | 3.00 |
Run Speed | 8.00 |
Acceleration | 8.00 |
Deceleration | 10.00 |
Charge Speed | 10.00 |
Ch. Dist. to Commence Run | 30.00 |
Ch. Dist. to Adopt Pose | 30.00 |
Ch. Dist. to Pick Target | 30.00 |
Turn Speed | 150 |
Strafe Speed | 1.00 |
Land Unit Stats | |
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Unit Category | Melee Infantry |
Unit Class | Melee Infantry |
Move Action Points | 2100 |
Melee Attack | 46 |
Melee Defence | 40 |
Charge Bonus | 58 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 90 |
Bonus Hit Points | 7150 |
Unit Stats | |
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Unit Caste | Monster |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 2 |
Recruitment Cost | 1850 |
Upkeep Cost | 450 |
Unit Size | 1 |
Melee CP | 1850 |
Missile CP |
Melee Weapon | |
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Weapon Size | Medium |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | |
Weapon Damage | 140 |
Weapon AP Damage | 300 |
Building Damage | 100 |
Armour | |
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Armour Value | 50 |
Shield | |
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Missile Block Chance | 0 |