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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. | | :: 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. |
| | :: --[[Special:Contributions/93.91.51.153|93.91.51.153]] |
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| ::The description is redundant when it says, "Undead or unliving," as all Undead creatures ''are'' unliving. | | ::: The description is redundant when it says, "Undead or unliving," as all Undead creatures ''are'' unliving. |
| | ::: --[[Special:Contributions/Ibraesil|Ibraesil]] |
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| ::: There are two distinct groups: '''undead''' and '''non-undead'''.
| | :::: Based on a comprehensive study I have modified [[Undead vs Unliving|the classification]] to include three distinct groups without subgroups: |
| ::: Within the '''non-undead''' group there are two more distinct groups: '''living''' and '''non-living'''('''unliving''').<br>
| |
| ::: --[[user:imahero|imahero]] 14:36, 3 October 2016 (CEST)
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| | |
| :::: Based on further study I have modified the classifications to include three distinct groups without subgroups: | |
| :::: They are the '''once-living''', the '''never-living''', and the '''living'''. | | :::: They are the '''once-living''', the '''never-living''', and the '''living'''. |
| :::: --[[user:imahero|imahero]] 05:29, 5 October 2016 (CEST) | | :::: --[[user:imahero|imahero]] 05:29, 5 October 2016 (CEST) |
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| = From the Restoration of Erathia manual =
| |
|
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| == Hero Types ==
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|
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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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|
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|
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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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|
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|
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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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|
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|
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| == Skills ==
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|
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| === Necromancy ===
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|
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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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|
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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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|
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|
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| === Morale ===
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|
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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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|
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|
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| == Spells ==
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|
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| === Destroy Undead ===
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|
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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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|
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|
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| === Death Ripple ===
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|
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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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|
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|
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| === Animate Dead ===
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|
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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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|
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|
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| === Resurrection ===
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|
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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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|
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|
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| === Sacrifice ===
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|
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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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|
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|
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| === Summon Air Elemental ===
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|
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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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|
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|
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| === Summon Earth Elemental ===
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|
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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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|
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|
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| === Summon Fire Elemental ===
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|
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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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|
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|
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| === Summon Water Elemental ===
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|
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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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|
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|
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| == Creatures ==
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|
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| === Angels & Archangels ===
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|
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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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|
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|
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| === Pit Fiends & Pit Lords ===
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|
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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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|
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|
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| === Skeletons & Skeleton Warriors ===
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|
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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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|
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|
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| === Walking Dead & Zombies ===
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|
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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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|
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|
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| === Wights & Wraiths ===
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|
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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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|
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|
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| === Vampires & Vampire Lords ===
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|
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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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|
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|
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| === Liches & Power Liches ===
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|
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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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|
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|
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| === Black Knights & Dread Knights ===
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|
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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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|
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|
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| === Bone and Ghost Dragons ===
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|
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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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|
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|
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| === Stone & Obsidian Gargoyles ===
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|
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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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|
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|
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| === Stone & Iron Golems ===
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|
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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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|
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|
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| == Neutral Creatures ==
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|
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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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|
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|
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| === Gold & Diamond Golems ===
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|
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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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|
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|
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| === Elementals ===
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|
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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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|
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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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|
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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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|
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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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|
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|
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| = From the Armageddon's Blade manual =
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|
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| == Conflux Towns ==
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|
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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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|
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|
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| === Air Elementals ===
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|
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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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|
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|
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| === Water Elementals ===
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|
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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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|
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|
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| === Fire Elementals ===
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|
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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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|
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|
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| === Earth Elementals ===
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|
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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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|
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|
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| === Psychic Elementals ===
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|
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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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|
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|
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| === Firebirds & Phoenixes ===
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|
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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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|
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|
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| = From the Shadow of Death manual =
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|
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| == Creatures ==
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|
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| === Storm Elementals ===
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|
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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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|
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|
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| === Ice Elementals ===
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|
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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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|
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|
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| === Energy Elementals ===
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|
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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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|
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|
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| === Magma Elementals ===
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|
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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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|
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|
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| === Psychic Elementals ===
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|
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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
| |
| minds of all those surrounding
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| them, causing enough pain to
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| kill. Enemies enduring such an
| |
| attack rarely are capable of a
| |
| retaliatory strike.
| |
|
| |
|
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| === Magic Elementals ===
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|
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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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|
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|
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| === Firebirds ===
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|
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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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|
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|
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| === Phoenixes ===
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|
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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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|
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|
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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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|
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|
| |
| == Artifacts ==
| |
|
| |
| === Cloak of the Undead King ===
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|
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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
| |
| 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
| |
| ability. Does not work on '''Undead'''
| |
| or '''non-living''' creatures.
| |
|
| |
|
| |
| = Notes =
| |
|
| |
| [[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'''. This is an error in the manual. It should have been written that they were animated through '''Unholy Magic''' or '''Unholy Resurrection''' or just Necromancy.
| |
|
| |
| [[Talk:Elixir of Life#Stone_.26_Obsidian_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|elementals]] are all described as being '''animated''' by magic.
| |
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| [[Talk:Elixir of Life#Crystal Dragons|Crystal dragons]] are described as being '''brought to life through magical means'''. The manual also states that they are often '''created''' by wizards for the crystal they shed.
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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]]. The manual fails to mention that elementals, golems, and hargoyles are also immune to the death cloud. (Also, either crystal dragons should have also been immune to the death cloud, or none of these creatures should have been immune).
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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. The manual fails to mention gargoyles and crystal dragons, both of which also lose morale when in an army with '''undead''' creatures. The Elixir of Life plainly states that it does not affect '''non-living''' (or '''undead''') creatures. I have tested in-game, and the Elixir of Life does not affect gargoyles or crystal dragons other than the basic increase in health provided by the lesser artifacts in the set. If the game designers meant for gargoyles and crystal dragons to actually be affected by morale, I think they would have written them in here as exceptions. Instead I believe gargoyles and crystal dragons, based their '''method of creation''', were meant to be, like golems and elementals, '''unaffected by morale'''.
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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'''. This term leads to confusion and should have been replaced with '''never-living'''.
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| = Classification =
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| === Once-living ===
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| Skeletons, zombies, wights, vampires, liches, black knights, dread knights, bone dragons, and ghost dragons.
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| * Undead
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| * Animated by unholy magic (Necromancy/Animate Dead)
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| * Unaffected by Resurrection/Sacrifice
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| * Unaffected by death cloud of liches
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| * Unaffected by morale
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| * Unaffected by the Elixir of Life
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| === Never-living ===
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| Elementals, golems, gargoyles, and crystal dragons.
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| * Non-living/unliving
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| * Non-undead
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| * Animated by neutral magics using never-living materials
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| * Unaffected by Resurrection/Sacrifice
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| * Unaffected by unholy magic (Necromancy/Animate Dead)
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| * Unaffected by death cloud of liches (Either crystal dragons should not have been set as affected, or all never-living creatures should have been affected)
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| * Unaffected by morale (Gargoyles and crystal dragons should not have been set as affected)
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| * Unaffected by the Elixir of Life
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| === Living ===
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| All creatures not listed above.
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| * Non-undead
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| * Brought back to life by good/evil magic (Resurrection/Sacrifice)
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| * Unaffected by unholy magic (Necromancy/Animate Dead)
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| * Affected by death cloud of liches
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| * Affected by morale
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| * Affected by the Elixir of Life
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