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; Respawn 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 avaialble, no evade is possible)
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

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

Ancient Tortoise

Cost to Produce: 500
Upkeep: 1
Turns to Build: 3
Attack: 1
Defend: 45
Hitpoints: 2
Movement: 6
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Equanimity; Focused; Immunity; Mindful; Unwanted; Vigilance 50%


Equanimity: Unit is immune to enemy non-targetable magic effects
Focused: Unit is immune to non-targetable psychic effects
Immunity: Unit is immune to enemy targetable magic effects
Mindful: Unit is immune to targetable psychic effects
Unwanted: If unit ends turn within a city, unit is destroyed
Vigilance: Reduces enemy ambush by X%

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

Lurker

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

Ancient Toad

Cost to Produce: 600
Upkeep: 3
Turns to Build: 3
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 8
Vision: 2
Terrain Combat Bonus: +20 combat in swamp
Terrain Movement Bonus: 1 movement points per hex in swamp
Special: Disease 60%


Disease: Unit has an X% chance to kill the enemy unit that destroyed unit after combat (post combat mechanic)