| Wolfy, Husk of Armok 20/20hp - 0/20xp - 0 gold - 0 resist - 4mp - 1ap Ragged Cloth Attacks: Hollow Touch - Melee Magical 3-1, 75%. This attack is not a spell. Targets hit by this attack, even if it does no damage, have their MP, AP, and Damage reduced to half (rounded up) until the end of their next turn, as well as losing 2 points of experience. When experience is drained in this way, every point of experience drained recovers two points of health for this unit. Special: Soul Furnace - This unit may sacrifice a point of experience to heal two points of hp. This action costs 1mp. Special: Undead - This unit is immune to poison, and can move through deep water. Special: This unit takes half damage from all physical sources.
| | |
Minions:Zambie(Lv0): HP: 14, Resistance: 0, Attacks: Melee 4-1, 50%, MP: 2, 8xp to level1 HP: 14/14hp, 2/8xp
4 HP: 10/14hp, 1/8xp
10 HP: 14/14hp, 0/8xp
16 HP: 14/14hp 2/8xp
17 HP: 4/14hp, 2/8xp
Abnimation (lv2): 2mp, 1ap, 34hp, 16-1 melee 75%, 100% resist poison.
Unstoppable: Terrain costs for this unit are never more than 2 so long as terrain is passable. It cannot be slowed or stunned.
Regeneration: This unit recovers 4 health per turn.
Devouring: This unit devours units that it kills. Each such devoured unit adds +4hp/mhp, and +1 melee damage.
1. HP: 34/34, --xp
2. HP: 34/34, --xp
Skeltons(lv1): Resistant to fire and cold damage and debuffs (including poison), but dexterous enough to wield basic weaponry. Have bonuses to evasion, increased mobility, and additional damage dealing. Wield a basic bone sword and a bone bow.
4mp, 1ap, 16hp, 20xp, 5-2 melee 75%, 8-1 ranged 75%,
Nothing But Bones: 50% resist fire, 75% resist cold, immune to poison and drain. +15% evasion on all terrain.
Breathless: This unit can move through deep water and all water terrain at a cost of no more than 2mp per step.
Bad Memory(lv0): HP: 8, Resistance (75% vs. Physical), Attacks: Magical Melee 1-1, 100%, MP: 6, 8xp to level
Special: Every successful attack by the Bad Memory increases it's damage by 1.
Special: Bad Memories heal 1 damage at the beginning of its turn.
Bad Memory 2: 8/8hp, 3/8xp: Attacks: Magical Melee 4-1, 100%
Bad Memory 3: 6/8hp, 1/8xp: Attacks: Magical Melee 2-1, 100%