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Academy - Overview


Wizards are proud seekers of knowledge, and subjugators of the natural order. They prize knowledge and research above all, and their great weakness is their desire to seek for these things in places - and in ways - that might be best left unexplored. Intellectually competitive, sybaritic, and Machiavellian, others often find them arrogant and supercilious.

 

 academy faction flag goldThe first kingdom of Wizardry was the confederation of the Seven Cities, founded by the disciples of Sar-Elam, the Seventh Dragon. Located in the southern deserts of Thallan, the Cities were originally intended to be places where the study of magic could be conducted without interruption or distraction.

During the War of the Blood Moon, the Wizards achieved perhaps their greatest hubris, the creation of the Orcs. The Orc shock troops became the decisive weapon against the Demons, turning the tide of the war and saving Ashan from total destruction. Afterwards the Crimson Wizards of House Chimera created the Beastmen by exposing Humans and various animals to powerful Dragon Nexuses, combining them into various hybrid species.

After the war, Orcs and Beastmen were used as workers, servants, guards and playthings. Bitter at their enslavement, they proclaimed their independence from their Wizard masters and won their freedom after a long and bloody rebellion.

Fearing the ever-increasing strength and numbers of the Necromancers of House Eterna, the other schools of magic, led by Houses Anima and Materia, initiated a large-scale persecution, ranging from the seizing of their properties, to banishment, to the spectacle of public executions. That, they thought, would solve the problem.

They were wrong. Necromancer sympathizers within the Seven Cities, aided by their exiled allies, launched a revolt. The civil war forever changed the borders of the Wizards' realm. Lamenting their lost "golden age", they named their new home the Silver Cities.

 

Traits

arcanescientistsArcane Scientists
For all the other factions of Ashan, Magic equates to Faith. For the Wizards, however, Magic is simply a higher form of knowledge that must be developed through extensive study of arcane lore and a rigorous discipline.

spellweaversSpellweavers
Wizards are masters of all schools of magic with no discrimination. Their search for power and knowledge gives them access to all existing spells and has led them to develop new ways to use and combine them.

titanbuildersTitan Builders
Constructs like Golems and Titans form the heavy infantry and the core of the Wizards' fighting forces, while Spirits are more equivalent to cavalry in their quick strike capability and power. The strength of these units is that they do exactly what they are told and have no morale issues.


Academy - Creatures

 

Wizards are proud seekers of knowledge, and subjugators of the natural order. They prize knowledge and research above all, and their great weakness is their desire to seek for these things in places - and in ways - that might be best left unexplored. Intellectually competitive, sybaritic, and Machiavellian, others often find them arrogant and supercilious.

 

Click an image for an artwork view
Cabir|Master Cabir
(core, walker)
Cabir

8 HP
10 Attack
10 Defense
1-2 Dam.
6 Haste
18/4 Mov.
10 Shots
Immune to fire.
Vulnerable to water.
Soldering hands.

Gargoyle|Obsidian Gargoyle
(core, flier)
Gargoyle

12 HP
11 Attack
11 Defense
2-3 Dam.
3 Haste
18/4 Mov.
Construct.
Magic immune.

Golem|Sandstone Golem
(core, walker)
Golem

16 HP
6 Attack
12 Defense
3-4 Dam.
5 Haste
19/6 Mov.
16 Mana
Construct.
Unfettered.

Djinn|Djinn Channeler
(elite, flier)
Djinn

50 HP
16 Attack
16 Defense
8-12 Dam.
3 Haste
19/6 Mov.
Mana Drain.
Immune to Prime.
Magic Touch.

Rakshasa|Rakshasa Raja
(elite, walker)
Rakshasa

60 HP
10 Attack
17 Defense
9-12 Dam.
6 Haste
25/10 Mov.
24 Mana
No Retaliation.
Sweep.

Apprentice|Disciple
(elite, flier)
Apprentice

90 HP
22 Attack
22 Defense
14-22 Dam.
7 Haste
20/6 Mov.
Piercing Shot.
Nova.

Arcane Eagle|Simurgh
(champion, flier)
Arcane Eagle

210 HP
32 Attack
32 Defense
34-50 Dam.
6 Haste
21/7 Mov.
16 Shots
Arcane Wings.
Magic Catalyst.

 

Colossus|Titan
(champion, walker)
Colossus 220 HP
34 Attack
34 Defense
36-55 Dam.
9 Haste
27/12 Mov.
Construct.

 

Warfare units

Healing tent Healing Tent 100 HP
28 Attack
28 Defense
20-34 Dam.
7 Haste
30/50 Mov.
Teleport, Magic Mirror, Spellcaster
Pyramid Pyramid 100 HP
28 Attack
28 Defense
20-34 Dam.
7 Haste
30/50 Mov.
Teleport, Magic Mirror, Spellcaster
Great Pyramid Great Pyramid 100 HP
28 Attack
28 Defense
20-34 Dam.
7 Haste
30/50 Mov.
Teleport, Magic Mirror, Spellcaster

Source: Ubisoft

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