Revenants

Experimental
Difficulty: Challenging
Starts with 4,000 Lesser Zombies and 40,000 food.

Units

Unit OP / DP Special Abilities Attributes Cost
Lesser Zombie 4 / 4
  • OP: 4 / DP: 4
  • Cannot be trained.
  • Converts 80% to 90% of displaced enemy peasants into Lesser Zombies, the rest to Zombies.
  • No draftee returned if released.
  • Upon successul invasion, 2% of these units return as Zombies.
  • Converts enemy casualties with 4 or less raw OP or DP into Lesser Zombies and stronger enemies into Zombies.
Mindless
Zombie 7 / 6
  • OP: 7 / DP: 6
  • Cannot be trained.
  • Converts 70% to 90% of displaced enemy peasants into Zombies, the rest to Greater Zombies.
  • No draftee returned if released.
  • Upon successul invasion, 2% of these units return as Greater Zombies.
  • Converts enemy casualties with 6 or less raw OP or DP into Zombies and stronger enemies into Greater Zombies.
Mindless
Greater Zombie 14 / 11
  • OP: 14 / DP: 11
  • Cannot be trained.
  • Converts 60% to 90% of displaced enemy peasants into Greater Zombies, the rest to Zombies.
  • No draftee returned if released.
  • Converts enemy casualties with 6 or less raw OP or DP into Zombies and stronger enemies into Greater Zombies.
Mindless
Necromancer 4 / 6
  • OP: 4 / DP: 6 / T: 6
  • You can at most have 40 of this unit per Wizard Guild.
  • Counts as 0.25 of a wizard on defense.
  • Counts as 0.5 of a wizard on offense.
  • Immortal wizard (cannot be killed when casting spells).
  • No draftee required to train.
  • Converts enemy casualties with 4 or less raw OP or DP into Zombies and stronger enemies into Greater Zombies.
Intelligent, Sentient, and Wise 300 gold,
1 lumber,
1 Wizard

Traits

Workers: Peasant
Draftees: Draftee (DP: 1)
Peasant production: 2.70 Gold
Wizards training time: 6 ticks
Round modes
 Deathmatch (land target)
 Deathmatch (fixed duration)

Resources

Resource Construction Buy Sell Improvement Points
Gold Yes 1.00 0.50 1.00
Food N/A N/A N/A
Lumber Yes N/A N/A 2.00
Gems N/A 2.00 12.00
Mana N/A N/A N/A

Buildings

Building Land Type Perks
Farm Plain
  • Produces 50 food per tick.
  • Provides 0 jobs.
  • Houses 0 people.
Wall Hill
  • Defensive power increased by 1% for every 1% (max +100% DP).
  • Provides 6 raw defensive power.
  • Provides 0 jobs.
  • Houses 0 people.

Improvements

Building Perks

Spells

Friendly Passive Spells

Spell Deity Cost Duration Cooldown Effect

Hostile Passive Spells

Spell Deity Cost Duration Cooldown Effect

Passive Self Spells

Spell Deity Cost Duration Cooldown Effect

Friendly Active Spells

Spell Deity Cost Cooldown Effect

Hostile Active Spells

Spell Deity Cost Cooldown Effect

Active Self Spells

Spell Deity Cost Cooldown Effect

Invasion Spells

Spell Deity Effect

Sabotage

Operation Effect