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#
BAAZARIA
#
 Gold Cost:  #  1
 Generates:  #   Gold
  Rank:  #  1
  Movement:  #  1
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Regenerate  #  3

#
 Gold Cost:  #  2
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Flying
  Evade 3

#
 Gold Cost:  #  3
 Generates:  #   Mana
  Rank:  #  4
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Windblast (1 use)

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  3
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Captain
  Agility

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  2
  Health:  #  1

   Spells and Abilities:
  Slayer (1 use)

#
 Gold Cost:  #  4
 Generates:  #   Mana
  Rank:  #  4
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Reanimate  #  5
  Necrotic Orb  #  3

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  1
  Movement:  #  2
  Attack:  #  2
  Health:  #  5

   Spells and Abilities:
  Regenerate  #  5

#
 Gold Cost:  #  6
 Generates:  #   Mana
  Rank:  #  5
  Movement:  #  2
  Attack:  #  1
  Health:  #  3

   Spells and Abilities:
  Captain
  Deathwave  #  7
  Paralyze  #  5

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  3
  Health:  #  3

   Spells and Abilities:
  Multi-Attack
  Regenerate  #  5

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  2
  Attack:  #  3
  Health:  #  3

   Spells and Abilities:
  Captain
  Range 2 (1 use)
  Agility

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  1
  Movement:  #  1
  Attack:  #  2
  Health:  #  9
#
 Gold Cost:  #  6
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  3
  Attack:  #  5
  Health:  #  2

   Spells and Abilities:
  Flying
  Evade 4
  Frenzy

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  2
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Captain
  War Horn (1 use)

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  4
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Captain
  Range 2
  Execute (1 Use)
  Ambush (1 use)

#
 Gold Cost:  #  5
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  3
  Attack:  #  3
  Health:  #  1

   Spells and Abilities:
  Flying
  Immune to spells and ranged attacks
  Range 2 (1 Use)

The undead in the Baazaria swamps are a dangerous foe. They can use death magic and abilities to hit enemies from all over the board. Baazaria players can gain control of key areas quickly by using Asanbosam and Wraiths, and then slow down the battle with a wall of Zombies. Once that is established, units use death magic to corrode and destroy, resulting in a Baazaria victory. Generals of the undead must make sure they have enough mana to achieve victory and strike with some spells, as some of Baazaria’s ground melee units sometimes can’t hold up to tougher ground troops. Baazaria is a great choice for a player that likes to play for a longer strategy and control the board.

#
DOOM SAND
#
 Gold Cost:  #  1
 Generates:  #   Gold
  Rank:  #  1
  Movement:  #  1
  Attack:  #  0
  Health:  #  1

   Spells and Abilities:
  Plus 1 gold per round

#
 Gold Cost:  #  2
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  3
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Flying

#
 Gold Cost:  #  3
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  1
  Health:  #  3

   Spells and Abilities:
  Evade 2
  Kidnap 2

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  2
  Health:  #  1

   Spells and Abilities:
  Range 2
  Evade 2

#
 Gold Cost:  #  4
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Sandstorm  #  5

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  4
  Health:  #  3

   Spells and Abilities:
  Captain
  Range 2 (1 use)

#
 Gold Cost:  #  5
 Generates:  #   Mana
  Rank:  #  4
  Movement:  #  2
  Attack:  #  1
  Health:  #  2

   Spells and Abilities:
  Spell Ward(1 use)
  Fireball  #  6

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  2
  Health:  #  5
#
 Gold Cost:  #  7
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  3
  Attack:  #  3
  Health:  #  3

   Spells and Abilities:
  Flying
  Scorchblast (1 use)

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  3
  Attack:  #  5
  Health:  #  4
#
 Gold Cost:  #  7
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  3
  Attack:  #  3
  Health:  #  3

   Spells and Abilities:
  Captain
  Flying
  Wave of Blades  #  8
  Teleport  #  5

#
 Gold Cost:  #  9
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  8
  Health:  #  8

   Spells and Abilities:
  Natural Toughness (1 use)
  Menace

#
 Gold Cost:  #  7
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  2
  Attack:  #  1
  Health:  #  2

   Spells and Abilities:
  Meteor Storm  #  8
  Spell Ward(1 use)

#
 Gold Cost:  #  5
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Teleport  #  5
  Mystic Sliceblade  #  5

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  2
  Attack:  #  2
  Health:  #  3

   Spells and Abilities:
  Captain
  Kidnap 2
  Dominion

The harsh and wild desert is home to ancient monsters, outlaws, and diabolical mages set on obtaining wealth and power. The Doom Sand faction has all the tools to be a disruptor. They can easily send an opponents plan off the rails and use their versatility to create vulnerable targets for either their devastating spells or enormous predators. Doom Sand generals know that the way they win is to find the opponent’s weakness and expose it. Doom Sand will have trouble with Factions that stick to one very focused attack method throughout the game. This is a great faction for a player who likes to change their strategy on the fly as well as for one who likes to thwart other player’s strategies.

#
KRAGG
#
 Gold Cost:  #  1
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  3
  Attack:  #  1
  Health:  #  1

#
 Gold Cost:  #  2
 Generates:  #   Gold
  Rank:  #  1
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Range 2

#
 Gold Cost:  #  3
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  3
  Attack:  #  3
  Health:  #  1

   Spells and Abilities:
  Bullrush

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  3
  Attack:  #  3
  Health:  #  2

   Spells and Abilities:
  Flying

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  2
  Health:  #  3

   Spells and Abilities:
  Captain

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  2
  Health:  #  3

   Spells and Abilities:
  Captain
  Range 2

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  1
  Movement:  #  2
  Attack:  #  3
  Health:  #  5

#
 Gold Cost:  #  5
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  2
  Attack:  #  1
  Health:  #  2

   Spells and Abilities:
  Spell Ward(1 use)
  Shockwave  #  4

#
 Gold Cost:  #  7
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  4
  Health:  #  6

   Spells and Abilities:
  Natural Toughness (1 use)
  Frenzy
  Mauler

#
 Gold Cost:  #  7
 Generates:  #   Gold
  Rank:  #  1
  Movement:  #  2
  Attack:  #  6
  Health:  #  8

   Spells and Abilities:
  Natural Toughness (1 use)

#
 Gold Cost:  #  7
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  4
  Health:  #  5

   Spells and Abilities:
  Range 2 (1 use)
  Bonecrush

#
 Gold Cost:  #  9
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  4
  Health:  #  9

   Spells and Abilities:
  Flying
  Immune to flying melee attacks

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Flying
  Hunter

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  6
  Attack:  #  5
  Health:  #  4

   Spells and Abilities:
  Natural Toughness (1 use)
  Onslaught
  Overkill

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  3
  Health:  #  4

   Spells and Abilities:
  Range 2
  Mauler
  Versatile

The monsters of the Kragg mountains know three things. They are big, they are strong, and they love to smash. Kragg has the strongest melee attackers in Graviterrus and they also have a lot of toughness to boot. Add in a few key range strikes and some gargantuan birds of prey and the strategy for victory is easy: Be aggressive and go for the kill in all situations! This strategy can be hurt, however, as Kragg units often have low rank, so more intelligent factions are able to establish their strategies and assaults prior to Kragg leaders. Kragg’s ability to dominate the ground battle makes them a good choice for aggressive players.

#
PARADA
#
 Gold Cost:  #  1
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  1
  Health:  #  2

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  3
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Captain
  Evade 5
  Flying
  Agility
  Jolt  #  3

#
 Gold Cost:  #  3
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  3
  Attack:  #  2
  Health:  #  1

#
 Gold Cost:  #  3
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Range 3

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Skirmish

#
 Gold Cost:  #  4
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  1
  Attack:  #  2
  Health:  #  6

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  3
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Range 2
  Skirmish
  Versatile

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  2
  Health:  #  5

   Spells and Abilities:
  Skirmish
  Natural Toughness (1 use)

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  2
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Captain
  Range 2
  Parry 2

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  3
  Health:  #  1

   Spells and Abilities:
  Range 3
  Precision

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  2
  Attack:  #  4
  Health:  #  4

   Spells and Abilities:
  Captain

#
 Gold Cost:  #  9
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  1
  Attack:  #  5
  Health:  #  13

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  4
  Health:  #  2

   Spells and Abilities:
  Evade 4
  Skirmish
  Agility

#
 Gold Cost:  #  7
 Generates:  #   Mana
  Rank:  #  4
  Movement:  #  2
  Attack:  #  1
  Health:  #  2

   Spells and Abilities:
  Jolt  #  3
  Tornado  #  9

#
 Gold Cost:  #  8
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  3
  Attack:  #  6
  Health:  #  6

   Spells and Abilities:
  Bullrush

The kingdoms of the Parada forests have always held warriors that know exactly how to use the terrain. Elves and Centaurs dart in and out making accurate and swift ranged attacks, and the Giants and Treefolk tower over tiny enemies. Parada generals can use their skills with ranged attacks to whittle down enemy frontlines and weaken high health units so the hulking protectors can finish them off easily for victory. Parada can have problems if they are drawn out of the forest, as their range cover becomes more difficult and their large units can move to slowly. Parada is a good fit for players who like to strike quickly and from distance and can stick to a clear battle strategy!

#
ZERMANO
#
 Gold Cost:  #  1
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  0
  Health:  #  1

   Spells and Abilities:
  Flying
  +1 Mana per turn

#
 Gold Cost:  #  2
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  1
  Health:  #  3

#
 Gold Cost:  #  3
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Jolt  #  3

#
 Gold Cost:  #  3
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  3
  Attack:  #  1
  Health:  #  2

   Spells and Abilities:
  Immune to Range
  Flying

#
 Gold Cost:  #  3
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Fire Orb  #  3

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  3
  Health:  #  3

   Spells and Abilities:
  Aquatic
  Multi-Attack

#
 Gold Cost:  #  5
 Generates:  #   Mana
  Rank:  #  4
  Movement:  #  2
  Attack:  #  2
  Health:  #  3

   Spells and Abilities:
  Captain
  Ice Missile  #  5
  Paralyze  #  5

#
 Gold Cost:  #  5
 Generates:  #   Mana
  Rank:  #  4
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Lightning Bolt  #  5

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  1
  Attack:  #  2
  Health:  #  4

   Spells and Abilities:
  Captain
  Plunge
#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  3
  Health:  #  5
#
 Gold Cost:  #  6
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  3
  Attack:  #  4
  Health:  #  2

   Spells and Abilities:
  Flying
  Immune to Range
  Blizzard  #  7

#
 Gold Cost:  #  6
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  5
  Health:  #  5

   Spells and Abilities:
  Aquatic
  Natural Toughness (1 use)

#
 Gold Cost:  #  14
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  9
  Health:  #  15

   Spells and Abilities:
  Captain
  Aquatic
  Multi-Attack

#
 Gold Cost:  #  7
 Generates:  #   Mana
  Rank:  #  4
  Movement:  #  2
  Attack:  #  1
  Health:  #  2

   Spells and Abilities:
  Vaporize  #  9
  Vaporize  #  3
  Dominion

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  2
  Health:  #  4

   Spells and Abilities:
  Malleable
  Immune to spells and ranged attacks

The wizards of the Zermano islands have allied with the local cultures to produce an army that can win by rifling off spells from distance to slow oncoming forces. Summoning and using fearsome aquatic beasts, Zermano is able to untilize the water barriers better than any other faction. Zapping enemies with spells and ambushing them with monsters of the deep is a good way to win, but watch out for speed and range if you are leading Zermano. If enemies can get behind the front lines or get clean shots, Zermano’s low health could become an issue. Zermano is a great faction for a player who likes surprising their opponent and changing the score quickly!

#
ZYAN
#
 Gold Cost:  #  1
 Generates:  #   Gold
  Rank:  #  1
  Movement:  #  1
  Attack:  #  0
  Health:  #  1

#
 Gold Cost:  #  3
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  2
  Health:  #  1

   Spells and Abilities:
  Range 2

#
 Gold Cost:  #  2
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  2
  Health:  #  1

#
 Gold Cost:  #  2
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  3
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Tactician

#
 Gold Cost:  #  4
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  3
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Flying

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  1
  Health:  #  3

   Spells and Abilities:
  Phalanx

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  2
  Health:  #  4

   Spells and Abilities:
  Captain
  Skirmish

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  3
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Phalanx
  Joust

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  4
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Captain
  Flying
  Tactician

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  2
  Attack:  #  3
  Health:  #  3

   Spells and Abilities:
  Menace
  Parry 2

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  3
  Attack:  #  1
  Health:  #  5

   Spells and Abilities:
  Captain
  Flying
  Phalanx

#
 Gold Cost:  #  7
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  3
  Attack:  #  4
  Health:  #  4

   Spells and Abilities:
  Captain
  Flying
  Skirmish
  Fire Orb  #  3

#
 Gold Cost:  #  8
 Generates:  #   Gold
  Rank:  #  5
  Movement:  #  2
  Attack:  #  2
  Health:  #  5

   Spells and Abilities:
  Captain
  Range 2
  Inferno Oil (1 use)

#
 Gold Cost:  #  12
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  7
  Health:  #  7

   Spells and Abilities:
  Captain
  Parry 4
  Overpower

#
 Gold Cost:  #  7
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  3
  Attack:  #  4
  Health:  #  5

   Spells and Abilities:
  Captain
  Flying
  Skirmish
  Fire Orb  #  3

The largest, most organized, and most disciplined army belongs to Zyan. This applies to the ground and air. Zyan’s expertise on the battlefield will allow for victory by using their various captains and high rank to activate first, shouting the key commands and ordering organized strikes for victory before the opponent knows what hit them! Zyan could struggle against top end units with high health or powerful spells, because they don’t have a lot of strong individual units. Therefore, generals need to understand the need to move as one unit, and can work together to march down the battlefield. Players who love unit synergy and tactical challenges will love Zyan!

#
PRIMUS
#
 Gold Cost:  #  3
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Shockwave  #  4

#
 Gold Cost:  #  3
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  1
  Health:  #  3

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  1
  Health:  #  3

   Spells and Abilities:
  Parry 2

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  2
  Health:  #  1

   Spells and Abilities:
  Range 2 (1 use)

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  2
  Health:  #  1

   Spells and Abilities:
  Range 2
  Ambush (1 use)
  Snipe (1 use)

#
 Gold Cost:  #  5
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  1
  Attack:  #  4
  Health:  #  5

   Spells and Abilities
  Aquatic

#
 Gold Cost:  #  6
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  5
  Health:  #  7

   Spells and Abilities:
  Amphibious

#
 Gold Cost:  #  5
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  3
  Attack:  #  3
  Health:  #  3

   Spells and Abilities:
  Flying

#
 Gold Cost:  #  5
 Generates:  #   Mana
  Rank:  #  4
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Runestone(1 use)
  Shockwave  #  4

#
 Gold Cost:  #  7
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  5
  Health:  #  5

   Spells and Abilities:
  Menace
  Multi-Attack

#
 Gold Cost:  #  8
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  3
  Health:  #  5

   Spells and Abilities:
  Captain
  Parry 4
  War Horn (1 use)

#
 Gold Cost:  #  9
 Generates:  #   Mana
  Rank:  #  5
  Movement:  #  3
  Attack:  #  3
  Health:  #  6

   Spells and Abilities:
  Bullrush
  Joust

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  2
  Health:  #  4

   Spells and Abilities:
  Severing Bite
  Stealth
  Spikeskin

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  1
  Health:  #  8

   Spells and Abilities:
  Parry 2
  Spikeskin

#
 Gold Cost:  #  8
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  3
  Attack:  #  6
  Health:  #  4

   Spells and Abilities:
  Flying
  Stealth on Jungle tiles
  Spikeskin

The kingdom in the Jungle has survived and thrived thanks to it’s vicious army of Amazons and it’s connection with the primeaval monsters of the jungle. Primus can win through relying on their Amazons to hold the field or on the massive beasts to overwhelm their opponents with size and strength. A good mix of monsters and amazons makes Primus a difficult faction to beat. Primus can have difficulties with skilled lower and middle level units occupying the battlefield and winning the resource war, making it impossible to afford their expensive, albeit powerful, monsters. Players who like using big, powerful units will really like Primus, as well as those who like to build up forces over time.

#
MOONSHADOW
#
 Gold Cost:  #  3
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  2
  Health:  #  1

#
 Gold Cost:  #  1
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  3
  Attack:  #  1
  Health:  #  1

#
 Gold Cost:  #  4
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Flying
  Paralyze  #  5
  Poison Orb  #  4

#
 Gold Cost:  #  3
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Flying
  Poison Orb  #  4

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  3
  Health:  #  1

   Spells and Abilities:
  Skirmish
  Range 2 (1 use)

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Captain

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  2
  Attack:  #  2
  Health:  #  1

   Spells and Abilities:
  Evade 2
  Range 2
  Versatile
  Agility

#
 Gold Cost:  #  6
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  3
  Attack:  #  2
  Health:  #  3

   Spells and Abilities:
  Flying
  Piercing Sting (1 use)

#
 Gold Cost:  #  6
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  4
  Health:  #  5

   Spells and Abilities:
  Deteriorate  #  5

#
 Gold Cost:  #  8
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  2
  Attack:  #  3
  Health:  #  3

   Spells and Abilities:
  Captain
  Range 2 (1 use)
  Swiftstriker
  Evade 3

#
 Gold Cost:  #  7
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  4
  Attack:  #  3
  Health:  #  3

   Spells and Abilities:
  Joust

#
 Gold Cost:  #  7
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  3
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Evade 3
  Range 2
  Slayer (1 use)

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  3
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Flying
  Agility
  Immune to Range

#
 Gold Cost:  #  8
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  2
  Attack:  #  5
  Health:  #  6

   Spells and Abilities:
  Deteriorate  #  5
  Pain Torrent (1 Use)
  Menace

#
 Gold Cost:  #  8
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  2
  Attack:  #  1
  Health:  #  3

   Spells and Abilities:
  Captain
  Flying
  Lightning Bolt  #  5
  Lightning Storm  #  8

A different kind of power lies in the shadows. One that utilizes stealth, ambush and curses to cripple an oncoming army. Moonshadow generals will get achieve victory by focusing assassinations and well placed ranged attacks on high point units. They can also evade and ignore various ranged and spell attacks making them difficult to hit. The Moonshadow are equipped to deal with enemies on the ground, but the units that patrol the skies will struggle against the winged soldiers and flying beasts of other factions. Moonshadow is a great faction for players who like unconventional ambush style attacks and playing the odds by attempting bold and dangerous maneuvers.

#
IHALABAN
#
 Gold Cost:  #  3
 Generates:  #   Gold
  Rank:  #  3
  Movement:  #  2
  Attack:  #  2
  Health:  #  1

   Spells and Abilities:
  Captain

#
 Gold Cost:  #  3
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  2
  Health:  #  2

   Spells and Abilities:
  Flying

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  3
  Attack:  #  3
  Health:  #  1

#
 Gold Cost:  #  4
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  2
  Attack:  #  1
  Health:  #  2

   Spells and Abilities:
  Range 2
  Amphibious

#
 Gold Cost:  #  4
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  3
  Health:  #  2

   Spells and Abilities:
  Aquatic

#
 Gold Cost:  #  5
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  2
  Attack:  #  1
  Health:  #  1

   Spells and Abilities:
  Runestone(1 use)
  Shockwave  #  4

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  2
  Movement:  #  4
  Attack:  #  2
  Health:  #  3

   Spells and Abilities:
  Sear

#
 Gold Cost:  #  5
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  2
  Health:  #  5

   Spells and Abilities:
  Amphibious

#
 Gold Cost:  #  5
 Generates:  #   Gold
  Rank:  #  5
  Movement:  #  2
  Attack:  #  1
  Health:  #  5

   Spells and Abilities:
  Captain
  Flying
  Aquatic
  Diabolic (1 use)

#
 Gold Cost:  #  8
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  2
  Attack:  #  2
  Health:  #  6

   Spells and Abilities:
  Captain
  Wave of Blades  #  8

#
 Gold Cost:  #  12
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  10
  Health:  #  10

   Spells and Abilities:
  Flying

#
 Gold Cost:  #  10
 Generates:  #   Mana
  Rank:  #  3
  Movement:  #  2
  Attack:  #  7
  Health:  #  9

   Spells and Abilities:
  Amphibious
  Maelstrom  #  6

#
 Gold Cost:  #  5
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  3
  Health:  #  4

   Spells and Abilities:
  Amphibious
  Championslayer

#
 Gold Cost:  #  6
 Generates:  #   Gold
  Rank:  #  4
  Movement:  #  2
  Attack:  #  2
  Health:  #  3

   Spells and Abilities:
  Captain
  Flying
  Ruinous Blast  #  7

#
 Gold Cost:  #  7
 Generates:  #   Mana
  Rank:  #  2
  Movement:  #  2
  Attack:  #  4
  Health:  #  4

   Spells and Abilities:
  Multi-Attack
  Cataclysm  #  9

Where jungle and river collide in the most remote corner of the Yugolori Jungle, a new kingdom is emerging. The products of mana-based expirements by a different faction long ago, hybrid monsters had been abandoned, left to their own devices to die out in the wild. However, these monsters done the opposite. Now, having discovered the ancient secrets of their origin, and are united in seeking revenge. Ihalaban’s unique conception has given them unique combat strategies. Ihalaban is a faction of extreme power, both from beasts of immense size and strength and from extraordinary capabilities with spells. Ihalaban also has versatility with movement, being equally comfortable over land as they are in water.