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Dervishes Applied Technology, Psychic Units (Clergy, Fanatics, Dervishes, Warlocks, and Cyber Magi), Officers, and Nobles (Nobles, Blademasters, Psy-masters, and Noblesse Elitesse) are detailed in this tome.

Clergy (Clergy)

Unit Summary: The earliest Psychic attack unit, Clergy have inaccurate good Psychic Attack abilities for an early unit.

(250) Meditation
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Build Clergy in Churches...


Fanatic Legion (Fanatics)

Unit Summary: Built in Churches, their somewhat accurate and powerful Psychic attack ability makes them effective against any early unit.
Special Abilities: They do not consume food.

(250) Pharmaceuticals +
(250) Composite Armor +

(250) Meditation
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Build Fanatics in Churches

"Nay, spare not one, be that one with child or child itself; for a heretic can no more check its evil nature than a nit can avoid becoming a louse, or a Pyrian Hellworm retain its skin upon reaching its fourth instar."

  command issued by Archbishop Slatha of the Avestites upon the conquest of the warlock-plagued hamlet of Yith-Na

(The pleasure in trafficking with Avestites is that one always knows where one stands.)


Dervish (Dervish)

Unit Summary: Their highly accurate and powerful Psychic attack make them effective against most early- to mid-game units.
Special Abilities: They do not consume food.

(250) Pharmaceuticals +
(700) Psychosonic Manipulation (-1) +
(700) Theurgy
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(425) Dervishes (-2)
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Upgrade Clergy to Dervishes in Churches...
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Upgrade Dervishes to Warlocks in Churches...
Upgrade Warlocks to Cyber Mages in Churches

Among the strangest of the destroyed infidel sects were the Dervishes of Grail bizarre flagellants and child-killers who claimed devotion to the false prophet Zegai. Zegai instructed her followers in the performance of strange magical arts, no doubt rained on her from those powers lurking in the abyss cloaking the dark side of some forgotten asteroid.

Victims who fell into the Dervishes' snares suffered from all manner of bizarre spasms and fits, as their inner light literally collapsed upon itself. Their reason clouded, the victims would confusedly wander off into the wastes of Grail, singing mad songs and speaking of possession by supernatural intelligences.

The Dervishes' destruction in 4833 was a blessing to all virtuous persons. Recently the Inquisition has gotten wind of rumors that not all the Dervishes were destroyed, but these rumors are likely hateful propaganda, undoubtedly spread by the Guilds in an attempt to weaken the suzerainty of Holy Church.


Warlock (Warlock)

Unit Summary: High agility and impressive Psychic accuracy and power make these units effective against most units. An excellent addition to any stack.
Special Abilities: They do not consume food.

(425) Dervishes (-2) +
(2050) Vau Psychology (-6) +
(1750) Holy Warriors (-2)
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Upgrade Dervishes to Warlocks in Churches...


Cyber Mage (Cyber Mage)

Unit Summary: Even higher agility than that of a Warlock, also with incredibly accurate and powerful Pyschic attack abilities and good armor, these units are excellent against mid- to end-game units.
Special Abilities: They can attack on Byzantium II and do not consume food.

(425) Dervishes (-2) +
(1750) Holy Warriors (-2) +
(2050) Vau Psychology (-6) +
(2050) Advanced Nanotech (-4)
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Upgrade Warlocks to Cyber Mages in Churches


Officer Corp (Officer)

Unit Summary: Can be used early to increase the loyalty of your troops in combat. Equivalent to a Militia unit in combat abilities.
Special Abilities: Confer an Officer Bonus to all units in the same stack.

(250) Energy Physics
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Build Officer in Palace...


Blademaster (Blademaster)

Unit Summary: Blademasters are much better than Nobles, upgrade your Nobles at the earliest convenience. Even with this upgrade, Blademasters should not be used offensively.
Special Abilities: Equivalent to a Noble in bonuses.

(1000) Monofilament (-1)
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(1350) Wireblades (-1)
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Upgrade Noble to Blademaster in Palace

Look upon the valiant Fatima al-Malik! Her stance is without flaw; she glides fluidly yet relentlessly across the training circle like a Madocian razorfin; her parry is as subtle as the movements of a Severan stick-beast, yet her lunge evokes the image of a Voroxi octoped pouncing at its prey.

Psy-master (Psy-master)

Unit Summary: Psy-masters are Nobles that have been skilled in both the art of close combat and psychic attack mastery.
Special Abilities: Equivalent to a Noble in bonuses.

(1350) Wireblades (-1) +
(2050) Vau Psychology
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Upgrade Noble to Psy-master in Palace

Noblesse Elitesse (Elite)

Unit Summary: The Noblesse Elitesse title is reserved for those Nobles that have demonstrated ability far beyond that of their Noble blood.
Special Abilities: Equivalent to a Noble in bonuses.

(1100) Hostile Environment Mastery (-7) +
(1350) Wireblades (-1) +
(1375) Jump Torpedo Bomber +
(1800) Symbiot Psychology (-9)
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Upgrade Noble to Noblesse Elitesse in Palace


Dervishes -
