Undead

Bone Golem

Cost to Produce: 1,000
Upkeep: 0
Turns to Build: 4
Attack: 35
Defend: 35
Hitpoints: 3
Movement: 10
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Purity; Respawn 65%


Purity: Unit is immune to disease
Respawn: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with incinerate or consecration, unit cannot respawn

Carrion Vultures

Cost to Produce: 500
Upkeep: 0
Turns to Build: 2
Attack: 16
Defend: 1
Hitpoints: 2
Movement: 18
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Feed; Flying; Purity; Respawn 25%


Feed: If unit deals a hitpoint damage, this unit heals one hitpoint; Unit may not heal more hp than unit max hitpoints
Purity: Unit is immune to disease
Respawn: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with incinerate or consecration, unit cannot respawn

Ghosts

Cost to Produce: 1,100
Upkeep: 0
Turns to Build: 3
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 16
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Ambush 25%; Evade 75%; Flying; Purity; Reanimate 75%; Stealth


Ambush: Unit has a % chance to destroy to the first enemy unit it fights in combat before the defending unit can roll combat. If friendly unit hits its ambush roll, the defending enemy unit does not get to roll combat die before the ambush hitpoints are dealt. Ambush is a pre-combat mechanic
Evade: May be toggled on / off; When attacked the unit has a % chance to evade. If the unit evades, it withdraws from combat to a random open adjacent hex (if no open adjacent hexes are available, no evade is possible)
Purity: Unit is immune to disease
Reanimate: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with consecration, unit cannot reanimate

Grave Knights

Cost to Produce: 450
Upkeep: 0
Turns to Build: 2
Attack: 25
Defend: 25
Hitpoints: 2
Movement: 10
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Purity; Respawn 20%


Purity: Unit is immune to disease
Respawn: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with incinerate or consecration, unit cannot respawn

Lich

Cost to Produce: 750
Upkeep: 0
Turns to Build: 4
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 20
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Purity; Soulsteal


Carry: Unit may carry up to two potions
Purity: Unit is immune to disease
Soulsteal: Anytime an enemy unit is killed by unit or friendly unit in stack with unit, unit with soulsteal permanently gains +1 attack and +1 defend

Mummies

Cost to Produce: 650
Upkeep: 0
Turns to Build: 7
Attack: 45
Defend: 45
Hitpoints: 2
Movement: 14
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Disease 60%; Equanimity; Focused; Immunity; Mindful; Purity; Reanimate 60%


Disease: Unit has an X% chance to kill enemy unit that destroyed unit after combat (post combat mechanic)
Equanimity: Unit is immune to enemy non-targetable magic effects
Focused: Unit is immune to enemy non-targetable psychic effects
Immunity: Unit is immune to enemy targetable magic effects
Mindful: Unit is immune to enemy targetable psychic effects
Purity: Unit is immune to disease
Reanimate: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with consecration, unit cannot reanimate

Reaper

Cost to Produce: 1,000
Upkeep: 0
Turns to Build: 6
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 14
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Fear -15


Fear: -X combat to all units in enemy stack until the end of battle; This counts as a non-targetable psychic effect

Skeletons

Cost to Produce: 75
Upkeep: 0
Turns to Build: 1
Attack: 8
Defend: 8
Hitpoints: 2
Movement: 8
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Purity; Respawn 20%


Purity: Unit is immune to disease
Respawn: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with incinerate or consecration, unit cannot respawn

Vampire

Cost to Produce: 1,600
Upkeep: 0
Turns to Build: 4
Attack: 25
Defend: 25
Hitpoints: 2
Movement: 18
Vision: 5
Terrain Combat Bonus: +10 combat in cities
Terrain Movement Bonus: N/A
Special: Carry; Evade 35%; Feed; Flying; Purity; Respawn 35%; Stealth


Carry: Unit can carry up to two potions
Evade: May be toggled on / off; When attacked the unit has a % chance to evade. If the unit evades, it withdraws from combat to a random open adjacent hex (if no open adjacent hexes are available, no evade is possible)
Feed: If unit deals a hitpoint damage, this unit heals one hitpoint; Unit may not heal more hp than unit max hitpoints
Purity: Unit is immune to disease
Respawn: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with incinerate or consecration, unit cannot respawn

Zombies

Cost to Produce: 225
Upkeep: 0
Turns to Build: 1
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 18
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Disease 6%; Purity; Respawn 25%; Swarm 1


Disease: Unit has an X% chance to kill enemy unit that destroyed unit after combat (post combat mechanic)
Purity: Unit is immune to disease
Respawn: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with incinerate or consecration, unit cannot respawn
Swarm: Unit gains X per each identical unit in the stack, including itself (e.g. a unit with 10 combat value and swarm 3 would have a base combat value of 13, 16 with two identical units, 19 with three identical units, etc)

Bonebound

Cost to Produce: 500
Upkeep: 0
Turns to Build: 3
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 14
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Purity; Reanimate 95%

Purity: Unit is immune to disease
Reanimate: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with consecration, unit cannot reanimate

Crypt Rats

Cost to Produce: 50
Upkeep: 0
Turns to Build: 1
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 10
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Disease 5%; Purity; Respawn 25%; Swarm 2


Disease: Unit has an X% chance to kill enemy unit that destroyed unit after combat (post combat mechanic)
Purity: Unit is immune to disease
Respawn: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with incinerate or consecration, unit cannot respawn
Swarm: Unit gains X per each identical unit in the stack, including itself (e.g. a unit with 10 combat value and swarm 3 would have a base combat value of 13, 16 with two identical units, 19 with three identical units, etc)

Ghouls

Cost to Produce: 400
Upkeep: 0
Turns to Build: 2
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 16
Vision: 3
Terrain Combat Bonus: +5 combat in cities
Terrain Movement Bonus: N/A
Special: Purity; Respawn 35%


Purity: Unit is immune to disease
Respawn: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with incinerate or consecration, unit cannot respawn

Hag

Cost to Produce: 1,000
Upkeep: 0
Turns to Build: 4
Attack: 25
Defend: 25
Hitpoints: 2
Movement: 20
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Ambush 35%; Flying; Purity; Respawn 20%; Wither


Ambush: Unit has a % chance to destroy to the first enemy unit it fights in combat before the defending unit can roll combat. If friendly unit hits its ambush roll, the defending enemy unit does not get to roll combat die before the ambush hitpoints are dealt. Ambush is a pre-combat mechanic
Purity: Unit is immune to disease
Respawn: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with incinerate or consecration, unit cannot respawn
Wither: When unit is in battle with an enemy stack, units within enemy stack cannot heal

Lurkers

Cost to Produce: 750
Upkeep: 0
Turns to Build: 4
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 22
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Ambush 100%; Stealth


Ambush: Unit has a % chance to destroy to the first enemy unit it fights in combat before the defending unit can roll combat. If friendly unit hits its ambush roll, the defending enemy unit does not get to roll combat die before the ambush hitpoints are dealt. Ambush is a pre-combat mechanic

Necromancer

Cost to Produce: 1,200
Upkeep: 10
Turns to Build: 4
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 16
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Raise dead


Carry: Unit may carry up to two potions
Raise dead: Any time a friendly or enemy unit is destroyed in a battle that unit participates in and survives, at the end of battle, create one friendly skeleton unit for each unit destroyed in a random adjacent hex

Revenants

Cost to Produce: 900
Upkeep: 0
Turns to Build: 3
Attack: 28
Defend: 28
Hitpoints: 2
Movement: 14
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Purity; Reanimate 50%


Purity: Unit is immune to disease
Reanimate: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with consecration, unit cannot reanimate

Undying

Cost to Produce: 1,000
Upkeep: 0
Turns to Build: 9
Attack: 40
Defend: 40
Hitpoints: 2
Movement: 18
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Focused; Mindful; Purity; Undying


Focused: Unit is immune to enemy non-targetable psychic effects
Mindful: Unit is immune to enemy targetable psychic effects
Purity: Unit is immune to disease
Undying: Any time unit is destroyed, at the beginning of friendly player's next turn, this unit is recreated at friendly player's capitol. This effect is not negated by incinerate or consecration

Wraiths

Cost to Produce: 600
Upkeep: 0
Turns to Build: 2
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 18
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Evade 75%; Flying; Purity; Respawn 20%


Evade: May be toggled on / off; When attacked the unit has a % chance to evade. If the unit evades, it withdraws from combat to a random open adjacent hex (if no open adjacent hexes are available, no evade is possible)
Feed: If unit deals a hitpoint damage, this unit heals one hitpoint; Unit may not heal more hp than unit max hitpoints
Purity: Unit is immune to disease
Respawn: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit respawns on a hex with enemy units present, a battle takes place automatically at the beginning of the turn; If killed by an enemy unit with incinerate or consecration, unit cannot respawn