Vampire
Vampire
- Health
- 150
- Attack
- 22
- Defense
- 20
- Damage
- 25–25
- Initiative
- 11
- Speed
- 6
- Morale
- 0
- Luck
- 0
The origin of vampires remains a mystery to most. Powerful and vain, they see themselves as the pinnacle of creation. The draconic society of Garrote Gorge, however, dismisses such imperious notions.
Passive abilities
- Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
- Flying Movement ignores obstacles and traps.
- Vampirism Each attack restores 40% of Damage dealt as HP to this creature. This can revive fallen units.
Immunities
About class "Undead"
A creature or person whose life has been prolonged by unnatural means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.
Vampire Lord
- Health
- 175
- Attack
- 22
- Defense
- 27
- Damage
- 30–30
- Initiative
- 13
- Speed
- 8
- Morale
- 0
- Luck
- 0
Vampires tend to thrive in aristocratic circles rather than among commoners. It seems only logical — eternal life surrounded by opulence is far more spectacular. The decadence of nobles fuels their midnight ascension into darkness.
Passive abilities
- Melee Attack Can only attack adjacent enemies. Enemies do not counterattack.
- Flying Movement ignores obstacles and traps.
- Swift Strike Enemies do not counterattack.
- Vampirism Each attack restores 40% of Damage dealt as HP to this creature. This can revive fallen units.
Immunities
About class "Undead"
A creature or person whose life has been prolonged by unnatural means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.
Vampire Scholar
- Health
- 150
- Attack
- 25
- Defense
- 20
- Damage
- 30–30
- Initiative
- 12
- Speed
- 5
- Morale
- 0
- Luck
- 0
Some vampires view their condition as an opportunity, delving into study of the powers hidden within blood. Their experiments make them dangerously unpredictable.
Passive abilities
- Long Reach Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.
- Flying Movement ignores obstacles and traps.
- Vampirism Each attack restores 40% of Damage dealt as HP to this creature. This can revive fallen units.
Active abilities
-
Blood Transfusion Connects an enemy to target friendly creature. The enemy takes [ 30 × amount of units ] Magic Damage. The friendly creature restores [ 30 × amount of units ]% of the Damage dealt as HP. This can revive fallen units.- Target: single
-
Corpse Explosion Blows up a chosen corpse. All adjacent enemies take [ 30 × amount of units ] Damage and all adjacent friendly creatures restore [ 30 × amount of units ] HP. This cannot revive fallen units.- Target: area
Immunities
About class "Undead"
A creature or person whose life has been prolonged by unnatural means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.
Tier 7 units
One tier is one dwelling level in town, so units are worth comparing inside a tier. The numbers are for the base form, before upgrades.
| Unit | Faction | Health | Attack | Defense | Damage | Initiative | Speed |
|---|---|---|---|---|---|---|---|
| Hive Queen | Hive | 200 | 25 | 25 | 60 | 7 | 6 |
| Cave Dragon | Dungeon | 275 | 29 | 25 | 45–50 | 11 | 8 |
| Angel | Temple | 225 | 30 | 30 | 50–75 | 8 | 4 |
| Phoenix | Grove | 200 | 26 | 24 | 45–65 | 14 | 7 |
| Vampire | Necropolis | 150 | 22 | 20 | 25 | 11 | 6 |
| Sentinel of Glory | Neutral | 400 | 40 | 40 | 50 | 7 | 7 |
| Abyssal Envoy | Schism | 250 | 30 | 30 | 40–60 | 9 | 5 |