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Name Class Type Cost Birth Rate Death Rate Number Offense Defense Movement Sterile? Comments
Peasants Mortal Basic 10s 5m D D/2 10 1 1 1 no none
Workmen Mortal Basic 10s 5m D/2 D 10 2 1 1 no Used to build Buildings.
Monks Mortal Basic 10s 5m 0 D-4 10 0 0 1 yes Counts for double Mana.
Militia Mortal Basic 10s 5m D-4 D 10 3 2 1 no none
Town Priest Mortal Priest1 1s 10m 0 0 1 0.5 0 1 yes Mana in space is increased by one half. Only one priest mana bonus may count per space
Theologian Mortal Priest1 1s 10m 0 0 1 0.5 0 1 yes The highest ranking Priest in the same space also becomes a Theologian as long as they share the space (complete with ability to change others to Theologians).
Reformer Mortal Priest1 1s 10m 0 0 1 0.5 0 1 yes May turn three Mortals who worships the same God, per turn, to same Reformation status as Reformer. Mortals that worship the same god, but have a different reformation status may fight.
High Priest Mortal Priest2 5s 20m 0 0 1 0.5 0 1 yes Mana in this space is doubled if there is a Temple in the space. Only one priest mana bonus counts per space.
Psychopomp Mortal Priest2 5s 20m 0 0 1 0.5 0 1 no You choose which Afterlife Souls from this space are sent to.
Missionaries Mortal Priest2 25s 50m D-4 D/2 5 1 0 1 yes May convert Mortals to their religion. May convert 3 per Missionary per turn.
Bishop Mortal Priest3 10s 30m 0 0 1 0.5 0 1 yes Allows Temples to train Priests. This card is currently unused until I can come up with a better use for a bishop
Inquisitor Mortal Priest3 10s 30m 0 0 1 4 3 1 yes May kill one other mortal of same religion in same space per turn
Arch-Bishop Mortal Priest4 15s 50m 0 0 1 0.5 0 1 yes Draw an extra card each time you draw cards.
Hierophant Mortal Priest4 15s 50m 0 0 1 1 1 1 yes Allows you to build Megalith.
Pope Mortal Priest5 20s 60m 0 0 1 0 0 1 yes May turn any number of Militia in the same space to Crusaders for 1 soul and 5 mana per crusader, may seize control of 5 Basic Mortals in the same space per turn.
Dalai Lama Mortal Priest5 20s 60m 0 0 1 0 0 0 yes May convert 3 to his religion per turn, no fighting is allowed in his space.
Infantry Mortal Soldier1 20s 10m 0 D-2 10 4 3 1 no None.
Sappers Mortal Soldier2 20s 10m 0 D 10 1 0 1 no May destroy Buildings in space, or a Wall next to space. Half as many sappers are needed to destroy a building as workmen to build it.
Pike Mortal Soldier2 40s 40m 0 D-2 20 3 5 1 no Attack becomes 6 and defense becomes 7 when attacked by Horse Mortals, if there are less than ten in the group and no barracks in the space they become Infantry.
Catapults Mortal Soldier2 10s 20m 0 D-2 5 4 1 1 no May attack any Mortals in same space, adjacent space, or a space in a straight line adjacent to an adjacent space. (as long as there is a difference in religions) Slow (may not move and attack in the same turn)
Elite Infantry Mortal Soldier2 20s 25m 0 D-2 10 5 4 2 no None.
Mountaineers Mortal Soldier2 20s 25m 0 D 10 4 3 1 no May move into and out of Mountains.
Archers Mortal Soldier2 20s 25m 0 D-2 10 5 2 1 no May attack any Mortal in same space or adjacent space. (as long as there is a difference in religions)
General Mortal Soldier3 5s 25m 0 0 1 1 7 1 no All Soldiers or Horse that you control of same religion as General in same space add one half to attack and defense. This does not stack with more generals
Weaponsmaster Mortal Soldier3 5s 25m 0 0 1 5 5 1 no Needed for troop training. This card is currently unused and will probably be removed
Horsemen Mortal Horse1 40s 10m 0 D-2 10 4 3 3 no None
Camels Mortal Horse1 40s 10m 0 D-2 10 3 2 2 no Deserts do not double the death rate of Camels.
Cavalry Mortal Horse2 40s 25m 0 D-2 10 5 4 4 no None.
Horse Archers Mortal Horse2 40s 25m 0 D-2 10 5 2 3 no May attack any Mortal in same space or an adjacent space. (as long as there is a difference in religions.)
Knights Mortal Horse3 50s 50m 0 D-3 5 6 7 3 yes None.
Messiah Mortal Special 30s 60m 0 0 1 0 0 1 yes All in space are automatically converted to same religion as Messiah and are now under your control. An Immaculate Conception must be played to bring Messiah into play.
Vampire Mortal Special 1s 25m 0 0 1 1 5 1 yes May kill one Basic Mortal per turn, if it does not kill a Basic Mortal it dies, may turn one Mortal per turn into a Vampire.
Prostitute Mortal Special 1s 20m 0 0 1 1 1 1 no May prevent 5 non-sterile Mortals from doing anything.
Jotuns Mortal Special 50s 25m 0 0 5 8 3 1 yes May move into and out of Mountains, death rate is not doubled by Tundra space.
Assassin Mortal Special 5s 25m 0 0 1 8 0 4 no Attacks Mortals as if they were not in a group.
Horses Mortal Special 10s 10m D D/2 10 0 2 2 yes May carry 1 Mortal for movement, do not produce Mana or Souls. Do not count for control of Gods.
Oxen Mortal Special 10s 10m D D/2 10 0 2 1 yes Do not produce Mana or Souls, used to move Buildings. Do not count for control of Gods.
Wolves Mortal Special 10s 25m D D/2 10 5 3 2 yes Do not produce Mana or Souls. Not -1 to attack in Forest. Do not count for control of Gods.
Explorer Mortal Special 1s 25m 0 0 1 1 1 1 no May connect two border spaces, from unconnected Land areas, with any Land from your hand. This mortal is no longer being used
Sailors Mortal Special 10s 10m D/2 D 10 1 1 1 no Needed for Ship movement.
Crusaders Mortal Special 20s 50m 0 D+1 20 5 2 1 no Half of the Crusaders that die from DR become Peasants instead of Souls