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Undead from the game, with info about their strengths, weaknesses and tactics. Stat values given below for hp are unofficial estimates derived from analyzing battle log figures in Build 0.6.0.21. Durability of enemy armor should be exact as there is no damage overkill in the battle log when armor is destroyed. Melee and Ranged Defense stats are inferred from comparing known Melee/Ranged Skill for brothers with the to-hit % displayed on mouseover.
For more detailed info on how to deal with various enemies, here's an excellent (but partially outdated) guide by Dialetheia.

(Needs Skeletons and Necrosavants)

WiedergangersEdit

Zombie 01 orientation Wiederganger
Strengths
  • Unbreakable
  • Can be reanimated by Necromancer
  • Decent hps (about 100)
Weaknesses
  • Very low base melee defense (-5)
  • Very low base ranged defense bonus (-5)
  • Slow (movement and initiative)
  • Stupid: Will attack nearest, will walk into spear wall, don't care about terrain, etc[1]
  • Only has 6 AP. Example, in forest, Wiedergangers can move 2 tiles, but cannot move 1 tile and attack.
  • Low damage - "Farm" quality weapon
  • Cloth armor. Typical armor include Sackcloth, Apron, Linen Tunic, Leather Tunic (usually at half durability)
  • Often no helmets
  • Can be disarmed before reanimation
  • No archers
Tactics
  • Spear wall
  • Crush armor to prevent use if reanimated
  • Decapitate to prevent reanimation Cleaving Weapons help additionally with decapitating)
  • Don't die. Seriously, this time if your men die, they risk reanimation by a necromancer if one is present.
Zombie 02 orientation Armored Wiederganger
Strengths
  • Unbreakable
  • Can be reanimated by Necromancer
  • Respectable HP (about 130)
Weaknesses
  • No base melee defense bonus (0)
  • No base ranged defense bonus (0)
  • Slow (movement and initiative)
  • Stupid (will walk into spear wall)
  • Only has 6 AP. Example, in forest Wiedergangers can move 2 tiles, but cannot move 1 tile and attack.
  • Leather/Mail Armor. Typical armor include rugged surcoat, padded leather, patched mail, basic mail (usually at half durability)
  • Can be disarmed before reanimation
  • No archers
Tactics
  • Spear wall
  • Crush armor to prevent use if reanimated
  • Decapitate to prevent reanimation (Cleaving Weapons help additionally with decapitating)
  • Use daggers to puncture and loot their armors (especially worth early game)
  • Don't die. Seriously, this time if your men die, they risk reanimation by a necromancer if one is present.


Skeleton 06 orientation Fallen Hero
Strengths
  • Heavy Armor. Typical armor includes: helm with neckguard (70) or decayed full helm (240), decayed coat of plates (260)
  • Powerful weapons (uniques possible). Weapons may include: fighting axe, military cleaver, hand axe, morning star mace.
  • Almost always seen with kite shields or heater shields
  • Unbreakable, suffers no fatigue increase on attacks/movement
  • Reanimation after decapitation
  • Can be reanimated by Necromancer
Weaknesses
  • Modest HPs (about 65-70) *need to check
  • No base melee defense bonus (0)
  • No base ranged defense bonus (0)
  • Only has 6 AP
  • Can be stunned
  • Slower to act, compared to other Wiedergangers
Tactics
  • Use your archers to break down their armor as they approach
  • Axes to destroy Shields
  • Use armor destroying weapons like you would on Orc Warriors; warhammers, fighting axes, billhooks...
  • Don't die. Seriously, this time if your men die, they risk reanimation by a necromancer if one is present.


NecromancerEdit

Human 01 orientation Necromancer
Strengths
  • Reanimation of Wiedergangers and Skeletons (which have about half their original hps). Can also raise dead brothers as Wiedergangers. Reanimation can be used 2x in a turn.
  • Reanimation 'bashes' current hex occupant (i.e. out of safe formation)
  • Invigorate Fallen Heroes to allow them to attack 3x with single-handed weapon; accuracy of Fallen Heroes also increases. Spell ends only with controling Necromancer's death or controling Necromancer opts to discontinue in the next turn. Spell will also end if the controlling Necromancer loses HP.
  • Sometimes protected by a Fallen Hero bodyguard.
  • Respectable base ranged defense bonus (10)
Weaknesses
  • Mediocre Armor. Dark Rugged Surcoat (60). Hood/Hat (20).
  • Low Damage. Uses dagger/scramasax in melee
  • Low HP (roughly 50)
  • Mediocre base melee defense (5)
  • Attack only once per turn with Melee Weapon
Tactics
  • Use brave or perked (Fortified Mind) team members to engage in melee with easy to hit weapons
  • Snipe from flank of battle, or advance front line at least 2 hex, together with Archers at the back to put Necromancer in Aimed Shot range (which give +1 to range) in next turn.
  • Engage with >1 melee fighter. 1 to distract the Fallen Hero bodyguard; the other to engage Necromancer.
  • Don't die. Seriously, this time if your men die, they will be reanimated.


GeistEdit

Ghost 01 orientation Geist
Strengths
  • Horrific Scream ability causes fear to nearby units and makes them flee
  • Difficult to hit in melee. Extremely high base melee defense (35)
  • Virtually unhittable for ranged attackers. PERFECT base ranged defense (>77, for all purposes it might be something ridiculous like 999 because it doesn't seem possible to have more than 5% to-hit chance, even in swamps)
  • Has about same movement capacity as most mobs but does not appear to be slowed by rough terrain (ie swamps).
Weaknesses
  • No armour
  • Very low HP (<38). Killed by any blow as they do not have any armor. Head strikes deal critical damage as usual.
  • No archers
Tactics
  • Use brave or perked(Fortified Mind) team members to engage in melee with easy to hit weapons like Spears
  • Have at least one Mercenary with Rally skill


ReferencesEdit

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