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| Undead is not the same as unliving. | | == Undead is not the same as unliving == |
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| Undead: Creatures risen from dead, i.e., all Necropolis creatures | | Undead: Creatures risen from dead, i.e., all Necropolis creatures |
| Unliving: Creatures that are animated via magic, i.e., Gargoyles are golems | | Unliving: Creatures that are animated via magic, i.e., Gargoyles are golems |
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| :This seems only a statement, which has already been covered in [[Undead]] and [[Non-living]] articles. Or was there some kind of link to this article? –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 08:33, 12 July 2016 (CEST) | | : This seems only a statement, which has already been covered in [[Undead]] and [[Non-living]] articles. Or was there some kind of link to this article? –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 08:33, 12 July 2016 (CEST) |
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| :I second this. Undead is not the same thing as unliving and the article presents them as equivalents which might be very misleading. People might take this as a fact and might not check the respective sections covering the two topics. I suggest removing the sentence entirely.
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| ::The description is redundant when it says, "Undead or unliving," as all Undead creatures ''are'' unliving.
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| ::: There are two distinct groups: '''undead''' and '''non-undead'''.
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| ::: Within the '''non-undead''' group there are two more distinct groups: '''living''' and '''non-living'''('''unliving''').<br>
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| ::: --[[user:imahero|imahero]] 14:36, 3 October 2016 (CEST)
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| = From the Restoration of Erathia manual =
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| == Hero Types ==
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| === Alchemist ===
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| Alchemists are skilled in physical and chemical magic, particularly so in the building and
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| '''animation''' of golems. Working their craft builds muscular strength, which makes Alchemists ready
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| learners of military skills as well. Their armor is composed of rare metal alloys created through their skill
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| in alchemy.
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| === Death Knights ===
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| Death Knights are knights '''resurrected''' as liches. While they maintain their former
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| martial learnings, their new forms open them more freely to the learning of magic.
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| === Necromancer ===
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| Necromancers are magic users seduced by the easy power of death magic. The price of
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| their art is its practice slowly drains life from its wielders—eventually '''transforming''' them into liches.
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| == Skills ==
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| === Necromancy ===
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| When the hero wins in battle, a portion of the opposition killed is '''resurrected'''
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| as skeletons and added to the hero’s army.
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| Basic 10% of enemy creatures killed are '''resurrected'''.
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| Advanced 20% of enemy creatures killed are '''resurrected'''.
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| Expert 30% of enemy creatures killed are '''resurrected'''.
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| === Morale ===
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| Each army has a morale rating which acts as a bonus to the individual morale of its troops. Troops in an
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| army with positive morale have a chance for a second action during their action phase. Troops with
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| negative morale have a chance of freezing each round. The morale rating for an army is normally zero
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| but is affected thusly:
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| : -1 if '''undead''' creatures are mixed with '''living''' creatures
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| : +1 if all creatures are of the same town type (except Necropolis)
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| : -1 for each town type mixed beyond two town types
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| '''Undead''' creatures and elementals have a morale of zero, independent of their army’s morale rating.
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| Various creatures, spells, hero skills, town buildings, adventure sites, and artifacts can permanently, or
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| temporarily affect morale.
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| == Spells ==
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| === Destroy Undead ===
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| Basic Effect All '''undead''' creature troops receive ((Power x 10) +10) damage.
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| Advanced Effect All '''undead''' creature troops receive ((Power x 10) +20) damage.
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| Expert Effect All '''undead''' creature troops receive ((Power x 10) + 50) damage.
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| === Death Ripple ===
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| Basic Effect All creatures (except '''undead''') troops take ((Power x 5) + 10) damage.
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| Advanced Effect All creatures (except '''undead''') troops take ((Power x 5) + 20) damage.
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| Expert Effect All creatures (except '''undead''') troops take ((Power x 5) + 30) damage.
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| === Animate Dead ===
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| Basic Effect '''Reanimates''' ((Power x 50) + 30) health points worth of killed '''undead'''
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| creatures in target, allied troop.
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| Advanced Effect '''Reanimates''' ((Power x 50) + 60) health points worth of killed '''undead'''
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| creatures in target, allied troop.
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| Expert Effect '''Reanimates''' ((Power x 50) + 160) health points worth of killed '''undead'''
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| creatures in target, allied troop.
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| === Resurrection ===
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| Basic Effect Target, allied troop with dead creatures has ((Power x 50) + 40) health
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| worth of creatures restored to life for the duration of the current battle.
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| Advanced Effect Same as Basic Effect, except that ((Power x 50) +80) health worth of
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| creatures are restored permanently.
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| Expert Effect Same as Advanced Effect, except that ((Power x 50 + 160) health worth
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| of creatures are restored.
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| === Sacrifice ===
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| Basic Effect Target, '''non-undead''' troop is '''sacrificed''' (destroyed). Then another target
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| dead troop has ((Power + Destroyed Troop’s Creature Base Health + 3)
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| x # of Creatures '''Sacrificed''') in health total of creatures returned to life.
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| Advanced Effect Same as Basic Effect, except that health total of creatures '''resurrected''' is
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| ((Power + Destroyed Troop’s Creature Base Health + 6) x # of Creatures
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| '''Sacrificed''').
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| Expert Effect Same as Basic Effect, except that health total of creatures '''resurrected''' is
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| ((Power + Destroyed Troop’s Creature Base Health + 10) x # of
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| Creatures '''Sacrificed''').
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| === Summon Air Elemental ===
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| Basic Effect A troop containing (Power x 2) air elementals appears on the side of the casting
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| player. Only one type of elemental can be summoned.
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| Advanced Effect Same as Basic Effect, except that (Power x 3) air elementals are summoned.
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| Expert Effect Same as Basic Effect, except that (Power x 4) air elementals are summoned.
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| === Summon Earth Elemental ===
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| Basic Effect A troop containing (Power x 2) Earth Elementals appears on the side of the
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| casting player. Only one type of elemental can be summoned.
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| Advanced Effect Same as Basic Effect, except that (Power x 3) earth elementals are summoned.
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| Expert Effect Same as Basic Effect, except that (Power x 4) earth elementals are summoned.
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| === Summon Fire Elemental ===
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| Basic Effect A troop containing (Power x 2) fire elementals appears on the side of the
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| casting player. Only one type of elemental can be summoned.
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| Advanced Effect Same as Basic Effect, except that (Power x 3) fire elementals are summoned.
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| Expert Effect Same as Basic Effect, except that (Power x 4) fire elementals are summoned.
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| === Summon Water Elemental ===
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| Basic Effect A troop containing (Power x 2) water elementals appears on the side of the
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| casting player. Only one type of elemental can be summoned.
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| Advanced Effect Same as Basic Effect, except that (Power x 3) water elementals are summoned.
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| Expert Effect Same as Basic Effect, except that (Power x 4) water elementals are summoned.
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| == Creatures ==
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| === Angels & Archangels ===
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| With their great offensive and defensive
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| power and flying ability, angels and
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| archangels are among the mightiest
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| creatures in the game. Both do 150%
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| damage when attacking devils.
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| Additionally, the archangel is able to
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| '''resurrect''' dead allied troops once per
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| combat.
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| === Pit Fiends & Pit Lords ===
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| Pit fiends and pit lords attack with
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| tormenting whip blows. Once per
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| combat, pit lords are able to '''resurrect'''
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| dead allied troops as demons in place
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| of another action. The number raised
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| cannot be higher than the number of
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| pit lords performing the '''resurrection'''.
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| === Skeletons & Skeleton Warriors ===
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| While skeletons and skeleton warriors are
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| average foot soldiers individually, it is
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| possible to build massively populated
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| troops of them. They are numerously
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| produced, are the main creature produced
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| by the Necromancy secondary skill, and
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| other creature types can be '''converted''' into
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| them at Necropolis skeleton transformers.
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| === Walking Dead & Zombies ===
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| Walking Dead and Zombies are
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| magically '''animated''' corpses. Zombies
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| have a 20% chance to cause disease in
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| creatures they attack. Diseased
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| creatures have their attack and defense
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| ratings reduced by two for a period of
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| three rounds.
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| === Wights & Wraiths ===
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| Wights and wraiths are life destroying
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| spirits damaging their opponents by
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| draining life. The first wight or wraith
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| in each troop '''regenerates''' all lost
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| damage at the beginning of each
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| combat round. While wraiths appear
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| on the battlefield, two spell points per
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| turn are drained from an enemy
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| spellcaster’s spell pool.
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| === Vampires & Vampire Lords ===
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| The attacks of vampires and vampire
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| lords cannot be retaliated against.
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| Vampire Lords are able to '''resurrect'''
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| members of their own troops by
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| replenishing health equal to the
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| amount of damage they inflict on others.
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| === Liches & Power Liches ===
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| Liches attack at range with a death
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| cloud, which always causes damage in
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| the target hex and also attacks all
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| '''non-undead''' creatures in adjacent
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| hexes. At close range they defend
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| themselves less efficiently with blows
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| from their scepters.
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| === Black Knights & Dread Knights ===
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| Knights have a 20% chance of cursing
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| opponents they strike. Cursed creatures
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| inflict only minimum damage in their
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| own attacks. Dread knights’ attacks
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| also have a 20% chance of inflicting
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| double damage death blows.
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| === Bone and Ghost Dragons ===
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| Bone and ghost dragons are raised from
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| dragon corpses. Both of these
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| creatures have a ferocious biting attack
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| and lower the morale of enemy units by
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| one when they appear on the battlefield.
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| Ghost Dragon attacks have a 20%
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| chance of aging their targets. Aged
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| troops have the hit points of all their
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| members halved.
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| === Stone & Obsidian Gargoyles ===
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| Stone and obsidian gargoyles are
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| demon-form statues '''animated''' for use
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| as troops. They attack with raking
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| claws.
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| === Stone & Iron Golems ===
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| Stone and iron golems are built and
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| '''animated''' through a process involving
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| both precise craftsmanship and
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| complex magic. Though slow, they are
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| strong and durable combatants. Stone
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| golems take half damage from spell
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| attacks, while iron golems take only a
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| quarter of such damage.
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| == Neutral Creatures ==
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| These creatures are not associated with any particular town type but may be found wandering the lands
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| of Erathia. All elementals and golems have neutral morale and immunity to poison. Some locations found
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| on the Adventure Map may offer these creatures up for recruitment.
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| === Gold & Diamond Golems ===
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| Like the stone and iron golems found in Tower towns, diamond and gold golems are highly crafted statues
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| '''animated''' through magic. Spells have only a 15% chance of affecting gold golems and a mere 5%
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| chance of affecting a diamond golem.
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| === Elementals ===
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| Air elementals are powered by the same forces as
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| Air Magic. They are immune to the Blind and
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| Meteor Shower spells. They take double damage
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| from Firestorm, Lightning Bolt, and Chain
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| Lightning.
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| Earth elementals are forces of Earth Magic. They
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| take no damage from Lightning Bolt, Chain
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| Lightning, and Firestorm spells. They take double
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| damage from Meteor Storm attacks.
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| Fire elementals are burning spirits of Fire Magic.
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| They are immune to all Fire School spells, but
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| they take double damage from Ice Ray and Frost
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| Ring attacks.
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| Water Magic '''animates''' the water elemental. These
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| creatures are Immune to Ice Ray and Frost Ring
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| spells, but take double damage from Firewall,
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| Combustion, Fireblast, and Fireshield attacks.
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| = From the Armageddon's Blade manual =
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| == Conflux Towns ==
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| A Conflux is home to the Elementalist and Planeswalker. Composed primarily of elemental creatures,
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| the Conflux also offers home to the Sprites and the elusive Phoenix. What makes Conflux towns
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| unique is their emphasis on creatures of mid-range power. Generals continue to debate if this is the
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| strategic strength or weakness of the town. Regardless, all agree it takes an astute commander to
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| effectively lead a Conflux army. All elementals have neutral morale and immunity to poison.
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| === Air Elementals ===
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| Air Elementals are powered by the same
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| forces as Air Magic. They are immune
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| to Mind and Meteor Shower spells.
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| They take double damage from
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| Firestorm, Lightning Bolt and Chain
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| Lightning spells. Storm Elementals
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| wield lightning as their primary attack.
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| They also have the additional ability to
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| cast the spell Protection from Air.
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| === Water Elementals ===
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| Water Magic '''animates''' the Water Elemental.
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| These creatures are immune to Mind, Ice
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| Ray and Frost Ring spells, but take double
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| damage from Fire Wall, Inferno, Fireball,
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| and Fire Shield spells. Because their form is
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| more solid, Ice Elementals have the ability
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| to throw deadly ice tridents. Additionally,
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| they have the ability to cast the spell
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| Protection from Water.
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| === Fire Elementals ===
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| Fire Elementals are burning spirits of
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| Fire Magic. They are immune to all
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| Mind and Fire School spells, but take
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| double damage from Ice Ray and Frost
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| Ring attacks. Energy Elementals gain
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| the ability to fly and can also cast the
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| spell Protection from Fire.
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| === Earth Elementals ===
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| Earth Elementals are forces of Earth Magic.
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| They take no damage from Mind, Lightning
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| Bolt, Chain Lightning, and Firestorm spells.
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| They take double damage from Meteor Storm
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| attacks. From a source deep beneath the
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| world's surface, roam the Magma Elementals.
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| Slightly stronger than their earthen counterparts,
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| Magma Elementals can also cast the
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| spell Protection from Earth.
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| === Psychic Elementals ===
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| Psychic Elementals are the physical evidence
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| of what many consider the fifth element:
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| thought. These creatures are immune to
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| Mind spells. Their attacks overpower the
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| minds of all those surrounding them, causing
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| enough pain to kill. Enemies enduring such
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| an attack rarely are capable of a retaliatory
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| strike. Magic Elementals are a product of the
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| sixth element: magic. Magic Elementals are
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| also immune to all forms of magic.
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| === Firebirds & Phoenixes ===
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| Firebirds are worldly manifestations
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| of creatures from the elemental plane
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| of fire. These magnificent beasts are
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| as quick as fire itself and immune to
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| spells of the same nature. Phoenixes,
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| the more powerful incarnation of the
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| Firebird, can '''resurrect''' some of its
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| number from the ashes of its own
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| demise.
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| = From the Shadow of Death manual =
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| == Creatures ==
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| === Storm Elementals ===
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| Storm Elementals are the more
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| powerful cousins to the Air
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| Elementals and fire lightning
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| bolts as their primary attack.
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| They are immune to Blind and
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| Meteor Shower spells, take
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| double damage from Fireball,
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| Lightning Bolt and Chain
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| Lightning spells, and can cast
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| the spell Protection from Air.
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| === Ice Elementals ===
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| Because their form is more solid
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| than the Water Elemental, Ice
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| Elementals have the ability to
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| throw deadly ice tridents. These
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| creatures are immune to Ice Ray
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| and Frost Ring spells, but take
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| double damage from Fire Wall ,
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| Inferno, Fireball and Fire shield.
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| They can also cast the spell
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| Protection from Water.
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| === Energy Elementals ===
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| As the more powerful versions of
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| the Fire Elementals they are
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| immune to all Fire School spells,
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| but take double damage from Ice
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| Ray and Frost Ring. The Energy
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| Elemental gains the ability to fly
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| and can cast the spell Protection
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| from Fire.
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| === Magma Elementals ===
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| From a source deep beneath the
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| world's surface, roam the Magma
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| Elementals. Magma Elementals
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| take no damage from Lightning
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| Bolt, Chain Lightning, and
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| Firestorm spells, but take double
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| damage from Meteor Storm
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| attacks. Slightly stronger than
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| their earthen counterparts,
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| Magma Elementals can also cast
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| the spell Protection from Earth.
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| === Psychic Elementals ===
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| Psychic Elementals are the
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| physical creation and evidence
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| of what many consider the fifth
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| element: thought. These creatures
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| a re immune to mind spells, and
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| their attacks overpower the
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| minds of all those surrounding
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| them, causing enough pain to
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| kill. Enemies enduring such an
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| attack rarely are capable of a
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| retaliatory strike.
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| === Magic Elementals ===
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| Magic Elementals are a
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| product of the sixth element:
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| magic. Though their attack
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| is less mysterious than the
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| Psychic Elemental, it is more
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| powerful. Magic Elementals
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| are also immune to all forms
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| of magic.
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| === Firebirds ===
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| Firebirds are worldly
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| manifestations of creatures
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| from the elemental plane of
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| fire. These magnificent beasts
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| are as quick as fire itself
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| and immune to spells of
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| the same nature.
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| === Phoenixes ===
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| Phoenixes, the more powerful
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| incarnation of the Firebird,
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| can '''resurrect''' some of their
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| numbers from the ashes of
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| their own demise.
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| === Crystal Dragons ===
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| Made entirely from red crystal
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| and '''brought to life through'''
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| '''magical means''', the Crystal
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| Dragon is literally semitransparent, lit from the center by
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| its magical heart. Used frequently
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| as a training tool for young
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| dragon slayers, many wizards
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| also create these creatures for the
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| crystal they shed.
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| == Artifacts ==
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| === Cloak of the Undead King ===
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| 30% of battlefield dead are
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| '''resurrected''' as Skeletons. If hero
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| already has the Necromancy skill
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| then the percentages are added
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| to the skill and the level of skill
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| determines what type is
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| '''resurrected'''. Basic: Zombies. Advanced: Wights. Expert: Liches.
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| ==== Elixir of Life ====
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| All creatures get a 25% health
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| bonus and gain the regeneration
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| ability. Does not work on '''Undead'''
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| or '''non-living''' creatures.
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| = Notes =
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| [[Talk:Elixir of Life#Death Knights|Death Knights]], [[Talk:Elixir of Life#Necromancy|Skeletons]], and [[Talk:Elixir of Life#Vampires & Vampire Lords|Vampires]] are all described as being '''resurrected'''.
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| [[Talk:Elixir of Life#Gargoyles|Gargoyles]], [[Talk:Elixir of Life#Stone & Iron Golems|Gol]][[Talk:Elixir of Life#Gold & Diamond Golems|ems]], [[Talk:Elixir of Life#Walking Dead & Zombies|Zombies]], and [[Talk:Elixir of Life#Water Elementals|Water Elementals]] are all described as being '''animated''' by magic.
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| In all three manuals, the word '''non-undead''' is only used twice and only in the Restoration of Erathia manual. It is used to describe creatures that can be [[Talk:Elixir of Life#Sacrifice|'''sacrificed''']] as well as creatures that are damaged by the death cloud of [[Talk:Elixir of Life#Liches & Power Liches|Liches]].
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| The word '''living''' is only used in the Restoration of Erathia manual and it is only used once. It is used to describe creatures that lose [[Talk:Elixir of Life#Morale|morale]] when in the same army as '''undead''' creatures.
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| The words '''unliving''', '''un-living''', '''nonliving''', and '''non-living''' are not referenced in either the Restoration of Erathia manual, or the Armageddon's Blade manual.
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| The same is true in the Shadow of Death manual, except for a single reference to '''non-living''' when describing creatures unaffected by the [[Talk:Elixir of Life#Elixir of Life|Elixir of Life]]. It also implies that '''non-living''' refers to a creature group that is distinct from the '''undead'''. The in-game description for the Elixir of Life replaces the word '''non-living''' with '''unliving''', which is also the only place I've even seen the word '''unliving'''.
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| = Classification =
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| === Undead ===
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| Skeletons, Zombies, Wights, Vampires, Liches, Black Knights, Death Knights, Bone Dragons, and Ghost Dragons.
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| === Non-undead ===
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| * '''Non-living'''('''Unliving''')
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|
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|
| : Creatures that are not '''undead''' and that are unaffected by the Elixir of Life. | | :: I second this. Undead is not the same thing as unliving and the article presents them as equivalents which might be very misleading. People might take this as a fact and might not check the respective sections covering the two topics. I suggest removing the sentence entirely. |
| :: Elementals, Golems, Gargoyles, and Crystal Dragons. | | :: --[[Special:Contributions/93.91.51.153|93.91.51.153]] |
|
| |
|
| * '''Living'''
| | ::: The description is redundant when it says, "Undead or unliving," as all Undead creatures ''are'' unliving. |
| | ::: --[[Special:Contributions/Ibraesil|Ibraesil]] |
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| : Creatures affected by the Elixir of Life. | | :::: Based on a comprehensive study I have modified [[Undead vs Unliving|the classification]] to include three distinct groups without subgroups: |
| :: All creatures not listed above. | | :::: They are the '''once-living''', the '''never-living''', and the '''living'''. |
| | :::: --[[user:imahero|imahero]] 05:29, 5 October 2016 (CEST) |