Squad Units




Adept Archers


Upgrades Into: Beast Master, Blood Countess, Bounty Hunter, Choking Knightmare, Fasted Monk, Holy Diver, Hunter of the Night, Karpathian Vampire, Lunar Huntress, Puppet Master, Ziggurat Mummy.
Alignment: Neutral.
Unit Attributes: Humanoid.
Damage Affinity: All.
Roles: Anti-Flying, Combat Support, Healer.

Squad Unit's Design: The Adept Archers are designed as a simple ranged anti-flying offensive unit that has a great selection of elite upgrade options. Adept Archers are great units to counter flying units. Adept Archers are especially great at both exploiting the weaknesses of enemies, via True Shot, and creating opportunities for allies to gain offensive bonuses against marked targets. These archers use specialized supply in order to magically enhance their offensive capabilities. However, once their supply runs out, the Adept Archers lose much of their utility.



Begotten Witches


Upgrades Into: Beast Master, Choking Knightmare, Karpathian Vampire, Puppet Master.
Alignment: Chaos Evil.
Unit Attributes: Magical, Flying, Humanoid.
Damage Affinity: Magic.
Roles: Loyalty Manipulation, Disruptor, Upgrading.

Squad Unit's Design: The Begotten Witches are designed as a low costing, highly effective enemy demoralizing unit. This unit is one of the few that can cause a direct loss of Loyalty for targeted enemy units via Hex. Their Bewitch ability also ensures that the hexed units remain disloyal, and likely to retreat from the battle. Being one of the best Loyalty-Manipulating units, the Begotten Witches provide a key tactical advantage against the more expensive elite units (especially those whom have a difficult or slow time earning loyalty). The Bewitch ability can also block the usage of certain powerful Loyalty-costing enemy abilities within an area. The Begotten Witches aren't particularly effective in combat, and have a somewhat low survivability. It is best to keep this unit flying in the sky, to avoid melee confrontations. Although, enemy ranged units can make quick work of Begotten Witches in the sky.



Bleeding Horrors


Upgrades Into: Ice Golem.
Alignment: Neutral Evil.
Unit Attributes: Large, Elemental, Magical, Undead, Construct, Armored.
Damage Affinity: Death.
Roles: Tank, Healer, Loyalty Manipulation.

Squad Unit's Design: The Bleeding Horrors are designed as a hard to kill offensive melee unit, that also serves as a front-line support healer. By keeping on the offensive, and targeting humanoid and bestial units, the Bleeding Horrors can resupply their blood reserves. Their supply of blood allows this unit to either regenerate and/or clone itself; or offer healing to non-squad units. The combination of Bloodfusion and this unit's high squad size and resistances makes this unit rather difficult for opponents to kill. Bloodfuel also has a unique characteristic of being able to heal units that do not work well with life damage. Player's should be careful when deploying Bleeding Horrors as they are an expensive squad unit to both deploy and maintain. In addition, opponents can easily counter this slow acting unit with faster, mobile, flying units.



Boulder Hurlers


Upgrades Into: Ogre Tactician, Titanic Troll, Firesworn Highlander, Icesworn Highlander, Stormsworn Highlander.
Alignment: Neutral.
Unit Attributes: Wild, Large, Humanoid.
Damage Affinity: Normal.
Roles: Damage Dealer, Movement Manipulation, Loyalty Manipulation.
Wild Terrain: Mountain.

Squad Unit's Design: The Boulder Hurlers are designed as a zone controlling and transportation unit. By leveraging mountain terrain this unit gains a range bonus to its Hurl ability. Given that Hurl is a powerful damaging ranged attack, opponents would be dissuaded from moving their units close to a Boulder Hurler that is on mountain terrain. However, if the Boulder Hurlers are caught or moved off of this advantageous terrain, then their effective dominion over the region is less substantial. The Toss Ally ability allows this unit to assist with the re-positioning of other ally units, especially if they have the flying attribute. Toss Ally can allow slow-moving ally units to get into the fray sooner, or assist ally units with retreating. The gaining of Loyalty when using Toss Ally can combo very well with other units that have a harder time gaining Loyalty otherwise. The major downside to using Boulder Hurlers is that it takes a full-turn to use their Hurl or Toss Ally ability. This makes re-positioning themselves quite burdensome.



Children of the Night


Upgrades Into: Karpathian Vampire, Lunar Huntress, Venomous Manticore, Gilded Shvod, Tamed Moonwalker, Xiphos Cerberus.
Alignment: Neutral.
Unit Attributes: Small, Flying, Wild, Bestial.
Damage Affinity: Normal.
Roles: Infiltrator, Unit Support, Upgrading.
Wild Terrain: Forest, Snowland, and Swamp.

Squad Unit's Design: Children of the Night are designed as the cheapest deployment and upkeep cost unit in the game. This unit fits the infiltrator role for a player's army by leveraging their high movement speed, and small attribute. This exceptional mobility opens up interesting strategies like quick settlement protection and counter-protection. This unit can also be utilized to deploy other wild units deep within enemy territory. This unit's combat effectiveness is fairly limiting due to a less than average squad size, and the limiting normal damage type. Although this unit's Grounded Flight, Swarm, and Small Swarm abilities offer some degree of nuanced combat competency; it is through their attributes that makes them very effective synergistic units.



Corpse Garden


Upgrades Into: Mire Creeper, Pollinating Lyris, Fruitful Sycomore, Wooden Golem.
Alignment: Neutral.
Unit Attributes: Small, Plant.
Damage Affinity: Acid.
Roles: Anti-Undead, Movement Manipulation, Damage Dealer.

Squad Unit's Design: Corpse Garden is a low-costing anti-undead squad unit, that also doubles as a movement snaring unit. Players can utilize the Corpse Garden as a counter response to opponents with undead units, as this unit can prevent the undead from restocking or deploying nearby (which is typically an easy feat for the undead). In addition, the corpse garden's Acid Spray is super effective at breaking down the Grave Blood within undead units; leading to easy destruction. The Corpse Garden's secondary role of being able to snare and impair the mobility of enemies can double as a trap-like means of preventing enemy infiltration, or escape.



Council of Mages


Upgrades Into: Beast Master, Blood Countess, Bounty Hunter, Choking Knightmare, Fasted Monk, Holy Diver, Hunter of the Night, Karpathian Vampire, Lunar Huntress, Puppet Master, Wise Shahmaran, Ziggurat Mummy.
Alignment: Neutral.
Unit Attributes: Magical, Humanoid.
Damage Affinity: All.
Roles: Anti-Elemental, Movement Manipulation, Healer.

Squad Unit's Design: The Council of Mages are designed as a highly mobile skirmishing squad unit that is particularly effective at exploiting units with damage type vulnerabilities. Most elemental units have a damage type vulnerability, which makes the Council of Mages particularly effective against them. The Council of Mages reward players that have a more thorough understanding of units deployed by their opponents, through the use of Spellbook and Lift. In addition, this is one of the few units that can deal life or death damage, which makes them fill the healer role when needed. This unit is reliant on their limited-use supply-costing abilities, and will eventually require resupplying. Their true neutral alignment, along with their magical aptitude and experimentation also presents their owning player the largest set of elite unit upgrade options.



Domesticated Corvus


Upgrades Into: Quisling Cockatrice, Gaveling Thunderbird, Mythical Siren, Gilded Shvod.
Alignment: Neutral.
Unit Attributes: Small, Flying, Bestial.
Damage Affinity: Normal.
Roles: Supply Manipulation, Attrition, Unit Support.

Squad Unit's Design: The Domesticated Corvus are designed as an offensive supply manipulation unit, for the front-lines. This is one of the few units in the game that can resupply its fellow ally units. However, this unit must first Scavenge the supply from enemy units before it can Gift its allies with new supply. When there is no need to directly manipulate supply, this unit can still be a great annoyance for the opponents by Pestering enemy units into paying higher upkeep costs. Given that these creatures primarily feed off of the dead, they do work well in armies that utilize undead and small bestial units. Due to their small size however, this unit is typically not a combat threat.



Evasive Vegemen


Upgrades Into: Fruitful Sycomore, Mire Creeper, Pollinating Lyris.
Alignment: Chaos.
Unit Attributes: Small, Wild, Plant.
Damage Affinity: Normal.
Roles: Supply Manipulation, Gold Manipulation, Attrition.
Wild Terrain: Forest and Swamp.

Squad Unit's Design: Evasive Vegemen are designed as a low-costing gold and supply resource manipulating units. Through their Looter ability, these units can cause a great disruption to an enemy's war-fund management and front-line supply dependent units. Being a plant unit, they are particularly effective when occupying forest terrain which grants them healing and automatic squad member stocking; along with increased number of attacks per turn. If left uncontested, these units can assault settlements and enemy war camps, opting to delay a pillage in exchange for greater looted gold. The ability to thieve gold from opponents is quite effective, as it'll surely lead to long-term war-fund mismanagement. The trade-off however, is that the Evasive Vegemen leave these assaulted targets unscathed.



Freed Slaves


Upgrades Into: Beast Master, Choking Knightmare, Fasted Monk, Holy Diver, Hunter of the Night, Karpathian Vampire, Puppet Master.
Alignment: Chaos.
Unit Attributes: Humanoid.
Damage Affinity: Normal.
Roles: Siege, Growth Manipulation, Upgrading.

Squad Unit's Design: Freed Slaves are one of the cheapest units in the game, and are purpose-built to harass and pillage settlements or war camps. By utilizing these units, players can assault settlements or war camps without leaving these units vulnerable to counter attacks due to their enhanced Mobility. Mobility also makes these units rather effective in unit-to-unit melee combat, by exploiting small openings on the battlefield without blocking these gaps from being utilized by others. When a settlement poses too big of a threat to pillage, this unit can assist in downgrading its size, through Liberate. Freed Slaves are rather basic with their normal damage, and have no defensive advantages. Additionally, Freed Slaves are disadvantaged against flying units.



Guild of Artificers


Upgrades Into: Ogre Tactician, Titanic Troll, Firesworn Highlander, Icesworn Highlander, Stormsworn Highlander.
Alignment: Neutral.
Unit Attributes: Large, Humanoid.
Damage Affinity: None.
Roles: Growth Manipulation, Terrain Manipulation, Protector.

Squad Unit's Design: The Guild of Artificers are the ideal unit to assist with settlement growth and development. Growing a protected settlement to level-6 is one of the game's win conditions. Using Develop, the Guild of Artificers become a key unit for players pursuing this type of strategy. This unit serves as a clutch settlement and war camp repairing unit to deal with assaulting opponents, via Rebuild. As a secondary role this unit can Pave new roads to improve the long-distance mobility of army reinforcement and supply-lines. This is particularly important for terrains like rivers, swamps, and mountain ranges which would otherwise hinder a more direct route. Players that heavily utilize the Guild of Artificers within their army can easily risk exposing themselves to an offensive assault by other players; due to this unit being non-combative. As with all other units, caution should be practiced when using this unit.



Little Anarchists


Upgrades Into: Toad Hermit, Choking Knightmare, Holy Diver, Gilded Shvod.
Alignment: Chaos.
Unit Attributes: Small, Humanoid, Mount, Wild, Bestial.
Damage Affinity: Normal.
Roles: Siege, Disruptor, Infiltrator.
Wild Terrain: Mountain and Desert.

Squad Unit's Design: The Little Anarchists are designed as the ideal answer for assaulting higher level settlements and enemy war camps. This mounted small unit is capable of moving through enemy units; gaining access to a settlement or war camp's inner borders. Once inside this unit can cause a Diversion, awarding an offensive assault bonus to the rest of the player's army. If opponents are unable to prevent Saboteur from taking effect during their protected settlement or war camp's turn, it could lead to a devastating turning point in the war.



Mercenaries


Upgrades Into: Beast Master, Blood Countess, Bounty Hunter, Choking Knightmare, Fasted Monk, Holy Diver, Hunter of the Night, Karpathian Vampire, Lunar Huntress, Puppet Master, Ziggurat Mummy.
Alignment: Neutral.
Unit Attributes: Humanoid.
Damage Affinity: Normal.
Roles: Upgrading, Gold Manipulation, Anti-Humanoid.

Squad Unit's Design: The Mercenaries are designed as a low-cost anti-humanoid melee squad unit that can be paid gold to efficiently boost their loyalty. When using mercenaries, players will be able to build their loyalty quickly and cheaply, via their For Hire and Influence abilities. In addition, mercenaries are an ideal squad unit to upgrade into various elite units. The mercenaries are intended to offer players the flexibility to change between chaos or law based strategies. Instead of being penalized for changing between chaos and law strategies, the mercenaries allow players to be rewarded when adopting an opposing strategy. Combat-wise, this unit is rather plain in their offensive and defensive capabilities. Their Spoils of War ability, when coupled with their combat bonus versus humanoids, will promote and reward offensive tactics.



Monastery Gargoyles


Upgrades Into: Hot Metal Golem, Ice Golem, Lightning Golem, Wooden Golem.
Alignment: Law.
Unit Attributes: Elemental, Magical, Construct, Flying, Armored.
Damage Affinity: Normal.
Roles: Upgrading, Protector, Tank.

Squad Unit's Design: The Monastery Gargoyles are designed as excellent defensive squad units that are ideal for protecting settlements. Although Monastery Gargoyles are one of the highest costing squad units in the game, their Stoneform ability can make them practically free to indefinitely maintain. Players would typically utilize these units to defend a key protected settlement, while moving their core army towards the next key objective point. Alternatively, the Monastery Gargoyles are ideal for counter-protection of opponent-controlled settlements. The Monument ability incentivizes players to keep these units nearby settlements for their potential Loyalty gains. These units have exceptional resistances and immunities to 6 of the 8 damage types. This forces enemies to deploy specific units in order to bypass the Monastery Gargoyle's defenses. The Monastery Gargoyles are also the only unit that cannot be damaged by level 1 war camps; offering an interesting offensive strategy to their owning player.



Nhang Deceivers


Upgrades Into: Quisling Cockatrice, Rotting Mermaid, Wise Shahmaran, Xiphos Cerberus.
Alignment: Neutral.
Unit Attributes: Wild, Magical, Aquatic, Bestial.
Damage Affinity: Normal and Death.
Roles: Disruptor, Anti-Humanoid, Movement Manipulation.
Wild Terrain: River and Swamp.

Squad Unit's Design: The Nhang Deceivers are an anti-humanoid trap and snare unit. The Nhang Deceivers are somewhat easy to kill when they are out of swamp or river terrain. However, by using Lure, players can disrupt the movement of enemy humanoid units, and force them to move towards the Nhang Deceivers; likely into a disadvantageous position. Lure also ensures that the targeted humanoid unit will be unable to target or attack the Nhang Deceivers, which can at times lead to the enemy unit having to end their turn doing nothing else. Lure also sets up the target for the Nhang Deceivers Drown. Although Drown is best when targeting humanoids, it can be used against other types of units. Just be weary that Bite will deal death damage instead of normal.



Orphaned Beasts


Upgrades Into: Amphibious Croakillery, Desiccated Vishap, Gilded Shvod, Quisling Cockatrice, Rotting Mermaid, Stratus Dragon, Toad Hermit, Venomous Manticore, Wise Shahmaran, Xiphos Cerberus.
Alignment: Neutral.
Unit Attributes: Small, Magical, Aquatic, Bestial.
Damage Affinity: None.
Roles: Upgrading, Combat Support, Loyalty Manipulation.

Squad Unit's Design: Orphaned Beasts are an offensive and defensive support unit when dealing with ally or enemy bestial units. The main goal for Orphaned Beasts is to be fed in order to quickly gain Loyalty. Feed allows the Orphaned Beasts to quickly upgrade into many potential bestial elite units. The Orphaned Beasts is the only unit capable of upgrading into the elite dragon units. This unit's Innocent ability will disincentivize opponents from attacking it. The major drawback to Orphaned Beasts is their inability to attack.



Pack of Aralez


Upgrades Into: Gilded Shvod, Tamed Moonwalker.
Alignment: Chaos Good.
Unit Attributes: Small, Magical, Flying, Bestial.
Damage Affinity: Normal.
Roles: Supply Manipulation, Healer, Loyalty Manipulation.

Squad Unit's Design: Pack of Aralez are the fastest acting and moving healing unit in the game. Their flying and small attributes ensures that they can easily get to a near-death front-line unit and sacrifice themselves to restore their allies. The longer-term role of the Pack of Aralez is to ensure that the player's front-line units don't run out of their critically important supply-limited abilities. When fulfilling this role, this unit acts as a morale booster for the player's army, mutually improving unit loyalty. This unit has very poor combat survivability, and doesn't offer much in the way of offensive capability either.



Pain Bringers


Upgrades Into: Blood Countess, Bounty Hunter, Choking Knightmare, Karpathian Vampire, Lunar Huntress, Puppet Master, Rotting Mermaid, Xiphos Cerberus, Ziggurat Mummy.
Alignment: Law Evil.
Unit Attributes: Humanoid, Aquatic, Mount, Bestial.
Damage Affinity: Normal and Death.
Roles: Area Damage, Anti-Small, Upgrading.

Squad Unit's Design: The Pain Bringers are designed as a multi-unit damage dealer. This unit is quite effective when positioned deep into enemy territory, allowing Burst of Pain to target as many enemy units as possible. Both flying units in the sky and small units are particularly vulnerable to this ability. The Pain Bringers can also gain loyalty quickly; especially when Pain Seeker used in combination with other units. Being an aquatic movement type, they work well with swamp and river terrain to further penetrate or retreat from enemy territory.



Phalanx


Upgrades Into: Bounty Hunter, Puppet Master, Holy Diver, Choking Knightmare, Karpathian Vampire, Lunar Huntress, Blood Countess, Ziggurat Mummy.
Alignment: Law.
Unit Attributes: Armored, Humanoid.
Damage Affinity: Normal.
Roles: Anti-Mount, Protector, Damage Dealer.

Squad Unit's Design: The Phalanx are designed as an low costing anti-mount area defending unit. Phalanx units have resistance to two of the more popular damage types, normal and fire. Their Javelin ability ensures that they can effectively defend themselves against flying units when needed, or to give them the extra needed assault range to make up for their slower movement speed. Formation encourages players to deploy multiple phalanx units, which increases their offensive capabilities when positioned alongside one another.



Piatek Knights


Upgrades Into: Bounty Hunter, Puppet Master, Holy Diver, Choking Knightmare, Karpathian Vampire, Lunar Huntress, Blood Countess, Mythical Siren, Ziggurat Mummy, Gaveling Thunderbird.
Alignment: Law.
Unit Attributes: Armored, Humanoid, Mount, Bestial.
Damage Affinity: Normal.
Roles: Damage Dealer, Protector, Anti-Humanoid.

Squad Unit's Design: The Piatek Knights are designed as an offensive cavalry squad unit. This unit is ideal for chasing down and assaulting slower melee-only units. Their improved mobility allows the player to tactically reposition this unit in order to protect other mounted units via Mounted Defense. This makes the Piatek Knights ideal for bodyguard and protection-based roles as well. Piatek Knights can only deal normal damage, which makes them rather ineffective against other armored units. These units don't have a ranged attack, which also makes them vulnerable to flying units.



Runic Protectors


Upgrades Into: Beast Master, Fasted Monk, Hunter of the Night, Puppet Master, Bounty Hunter, Lunar Huntress, Holy Diver.
Alignment: Neutral Good.
Unit Attributes: Humanoid, Mount, Wild, Bestial.
Damage Affinity: Ice and Life.
Roles: Anti-Magical, Healer, Infiltrator.
Wild Terrain: Forest and Snowland.

Squad Unit's Design: The Runic Protectors are mounted archery squad units. Their ice damage affinity gives them a unique edge against magical units. The Runic Protectors gain bonuses when attacking or working with magical units. This unit also has a limited means of healing allies or assaulting undead units, via their Life Arrow ability. These unique characteristics make the Runic Protectors a rather versatile unit. However, the Runic Protectors may not be an ideal unit to deploy when opponents are avoiding the usage of magical units.



Spitting Thorn Hedges


Upgrades Into: Fruitful Sycomore, Wooden Golem.
Alignment: Law.
Unit Attributes: Armored, Plant, Construct.
Damage Affinity: Normal and Death.
Roles: Protector, Anti-Flying, Combat Support.

Squad Unit's Design: Spitting Thorn Hedges are designed as the ideal war camp and settlement defending unit. This unit is also one of only two plant units that can attack flying units; in fact, they excel at it. When Gardeners grants them an increased range for its Thorn Blast attack, opponents will have difficultly infiltrating into Spitting Thorn Hedges defended territory. Because of their construct attribute, Spitting Thorn Hedges have no vulnerabilities; including fire-based damage. This makes them quite resilient. However, a major drawback is that Thorn Blast takes a full-turn; making this unit rather slow on the offensive. When this unit is taken on the offensive, its Gardeners ability can also grant an attack bonus to other plant units.



The Living Dead


Upgrades Into: Karpathian Vampire, Rotting Mermaid, Ziggurat Mummy.
Alignment: Neutral Evil.
Unit Attributes: Undead, Humanoid.
Damage Affinity: Normal and Ice.
Roles: Attrition, Anti-Magical, Upgrading.

Squad Unit's Design: The Living Dead are designed as a low-cost, and rapid deployment combat squad unit. Their Undeath and Grave Dig abilities pressure opponents to fully committing to killing or hard-countering these units in order to prevent them from multiplying in numbers. In addition, these units are equipped with specialized ice-damage enhanced bone arrows, Boneshot, that allow them to deal with enemy flying units. The main drawback to The Living Dead is their lacking natural ability to generate loyalty. In addition, there are key countering units that opponents can utilize which can shutdown this unit's Undeath and Grave Dig abilities.



Valkyrie


Upgrades Into: Bounty Hunter, Gaveling Thunderbird, Holy Diver, Lunar Huntress, Mythical Siren, Puppet Master, Wise Shahmaran.
Alignment: Law Good.
Unit Attributes: Elemental, Flying, Magical, Humanoid.
Damage Affinity: Normal, Life, Thunder.
Roles: Anti-Evil, Anti-Armored, Infiltrator.

Squad Unit's Design: The Valkyrie are an anti-evil, anti-armored offensive squad unit. The Valkyrie are particularly effective against armored evil units like the Ogre Tactician, Choking Knightmare, and Bleeding Horrors. Even Tangus the Unchained is fairly vulnerable to the Valkyrie's Holy Bolt. If the player is able to combine this offensive ability with the Valkyrie's flying, then these aforementioned evil units will be caught helpless without some form of effective ranged attacking support units. The Valkyrie's fast flying movement speed allows them to get into the front-lines of battle, or wait at a safe distance until they can land a finishing blow. The Valkyrie aren't intended to be a staple in most armies; especially when their opponent isn't utilizing evil or armored units. The Valkyrie have limited supply for their Holy Bolt ability. This tasks the player with concerns of long-term resupply support. When it comes to counter unit options versus evil and armored units, the Valkyrie will certainly be a strong consideration.



Vermin Bombers


Upgrades Into: Amphibious Croakillery, Beast Master, Choking Knightmare, Fasted Monk, Holy Diver, Hunter of the Night, Karpathian Vampire, Mythical Siren, Puppet Master, Quisling Cockatrice, Toad Hermit.
Alignment: Chaos.
Unit Attributes: Humanoid, Flying, Mount, Wild, Bestial.
Damage Affinity: Fire and Acid.
Roles: Area Damage, Anti-Plant, Anti-Small.
Wild Terrain: Forest and Swamp.

Squad Unit's Design: The Vermin Bombers are designed as a multi-target assaulting flying squad unit. It is particularly effective against grounded melee units, but cannot engage against other flying units in the sky. Vermin Bombers are ideal for breaking up tight enemy formations, as their Cluster Bomb ability threatens to deal large amounts of damage via its Splash(2) effect. Opponents that don't adjust their defensive formations will certainly risk taking wide-spread damage. Their standard fire damage Bomb ability, makes these units quite effective against plants; particularly due to most plant units being unable to range attack. The Live Ammo ability allows the Vermin Bombers to be somewhat self-sufficient when utilizing their limited supply Cluster Bomb. However, Live Ammo requires some coordination with ally units like Children of the Night.



Virtuous Clerics


Upgrades Into: Beast Master, Bounty Hunter, Fasted Monk, Holy Diver, Hunter of the Night, Lunar Huntress, Puppet Master.
Alignment: Neutral Good.
Unit Attributes: Humanoid.
Damage Affinity: Life.
Roles: Healer, Unit Support, Anti-Undead.

Squad Unit's Design: The Virtuous Clerics are designed as low cost, low upkeep, yet potent healing squad unit. They serve three key roles within a player's army. First, they are designed as front-line healers for warlord and elite units. Second, they are effective against undead units due to life damage's harming effect on undead units. Finally, they can provide key unit support and assistance, via Union and Prayer abilities. Union uniquely offers the capability to quickly stack Loyalty onto a single unit, healing it, and generating Loyalty for the Virtuous Clerics in the process. Prayer's disable effect on ally units can protect them from unexpected Loyalty loss, as well as, skipping their upkeep payment. The Virtuous Clerics cannot harm the living, and are therefore a non-direct threat to most enemy armies.



Wandering Spirits


Upgrades Into: Any non-Construct.
Alignment: Neutral.
Unit Attributes: Small, Magical, Undead, Wild.
Damage Affinity: None.
Roles: Infiltrator, Disruptor, Loyalty Manipulation.

Squad Unit's Design: The Wandering Spirits are designed as a fog-of-war stealth and surprise unit. Its ability to Manifest into nearly any other unit in the game, and then take their turn as the newly manifested unit, makes it rather difficult for opponents to predict and counter-plan against. With the Wandering Spirits you can better conceal your strategy from opponents and catch them off-guard. The trade-off is the wasted deployment cost for this subversion, rather than directly deploying the manifested unit. Afterlife functions in a similar means, albeit with a loyalty-based upgrade rather than spending gold. This unit can also discourage opponents from marching into Haunt territory, unless they are willing to lose loyalty. Possess can open up major unit synergies and combo interactions that would otherwise be impossible. However, these utilities come at a price of no attacking capability, and a high upkeep cost.

Page Counter
Back to Top...
Punk This Studios on Telegram Punk This Studios on Gab Punk This Studios on Youtube Punk This Studios on Facebook Punk This Studios on Twitter Punk This Studios on Instagram Punk This Studios on Discord

©WarBonds: Battle For Vitoria All rights reserved
©Punk This Studios Inc. All rights reserved