Undead

Difficulty: Challenging
See Crypt.

Units

Unit OP / DP Special Abilities Attributes Cost
Ghoul 3 / 2
  • OP: 3 / DP: 2 / T: 12
  • Takes up 0.25 housing.
Mindless 325 gold,
5 mana
Skeleton 2 / 2
  • OP: 2 / DP: 2
  • 10% attrition rate per tick.
  • Cannot be trained.
  • Does not count towards population. No housing required.
  • Always suffers 50% casualties.
  • Always suffers +100% casualties if overwhelmed.
  • You can at most have 5.00 of this unit per Necromancer. Training is limited to number of Necromancer at home.
Magical and Mindless
Wight 8 / 8
  • OP: 8 / DP: 8
  • Cannot be trained.
  • Upon death, returns as Wight.
  • Does not count towards population. No housing required.
  • Increases enemy casualties on defense (attacker suffers more casualties).
  • Increases enemy casualties on offense (defender suffers more casualties).
Intelligent and Sentient
Necromancer 0 / 6
  • OP: 0 / DP: 6 / T: 6
  • Counts as 0.25 of a wizard on defense.
  • Counts as 0.5 of a wizard on offense.
  • Immortal if successfully fending off invader.
Intelligent, Sentient, and Wise 2,000 gold,
1 lumber,
25 mana

Traits

Workers: Peasant
Draftees: Draftee (DP: 1)
Max per round: 2
Peasant production: 2.70 Gold
Converts captured spies Yes
Max population -35%
Wizards training time: 6 ticks
Round modes
 Standard (land target)
 Standard (fixed duration)
 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