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Z Wraith

A Wraith has the same properties as a zombie minion.

Most minions can be turned into zombies by death damage. When a minion is damaged by a death spell and dies the minion will become a zombie under the power of the person who casts the death spell. Zombie minions have the following properties:

  • They lose health at 5 hitpoints per turn, to a minimum of 1hp
  • They are healed by Death damage, including walking into an Aura of Decay.
Zombiepegasus

A zombie pegasus with its own Aura of Decay.

  • Health limit of 250, no matter what the limit of their original form was.
  • They take double damage from Light spells.
  • They are damaged (up to 50) by healing from the Sphere of Healing.
  • Immunity to the spell "Swallowing Pit".
  • They retain all elemental resistances.

Zombie dragons and zombie pegasus have their own Aura of Decay, which heals them every turn as any other aura would. A wraith starts out as a zombie minion, thus all of these rules apply to it as soon as it is summoned.

Zombie minions look similar to un-zombified minions, but certain parts of their body will be brown or green, and certain parts of their skeletons will also be visible.

The health of a zombie minion is constant upon transformation; the strength of the spell used to zombify the minion, and the minion's previous hitpoints, has no effect.

Zombified Minions Edit

Minions that aren't in the following table cannot be zombified. These minions are known as arcane minions.

Minion Zombified Minion Health Spells Number of Charges Charge Time Initial/Recharge Maximum Damage Spell Description
Dwarf Zombie Dwarf 12 Mine Infinite 0/1 50 Allows the dwarf to mine through the earth, making it useful for reaching hiding arcanists. Mine will travel directly through Arcanists and minions, making it difficult to hit throughout the whole move.
Kablam! Infinite 0/1 75 Kablam! is effectively a dynamite that deals 75 damage. The dwarf will run away when it plants it; however, unless it falls from an edge whilst fleeing, it will not run fast enough to escape the explosion.
Cyclops Zombie Cyclops 18 Cyclops Shock Attack Infinite 0/1 50 Storm Same as Thunder shock.
Chain Lightning Infinite 0/1 200 Storm Always fires at full power, and will bounce around for multiple hits, considerably damaging the scenery. Very hard to control.
Sylph Zombie Sylph 12 Sylph Arrow Infinite 0/1 60 Shoots three frost arrows which home in on the target.
Ice Shield Infinite 0/5 N/A Creates a thin barrier around the caster, does not end the caster's turn.
Frost Giant Zombie Frost Giant 25 Smash Infinite 0/1 30 A short range attack.
Frost Giant-Ball Infinite 0/5 75 Similar to Ice ball.
Ice Bomb 4 0/1 250 Releases a number of frost shards which can damage opponents or the scenery.
Snow Ball Infinite 0/1 100 Snow Will detonate in midair, sending snow down on to the target. Can also be thrown at the target, as with regular balls.
Pegasus Zombie Pegasus 25 Drain Bolt 1 0/1 30 The Pegasus is healed an amount of health points equal to the amount of damage dealt. It cannot damage itself using this spell.
Dark Knight Zombie Dark Knight 25 Charge Infinite 0/1 250 Digs away at the terrain whilst dealing heavy damage to players. It often misses potential damage because it will travel through Arcanists without stopping. Cannot be used if stunned.
Paladin Drain Bolt 1 0/1 30 The Knight is healed an amount of health points equal to the amount of damage dealt. It cannot damage itself using this spell.
Pixie Zombie Pixie 12 Drain Bolt 1 0/1 30 The Pixie is healed an amount of health points equal to the amount of damage dealt. It cannot damage itself using this spell.
Flame Dragon Zombie Dragon 37 Zombie Breath Infinite 0/1 90 Fires three drain bolts.
Storm Dragon
Frost Dragon
Man-Trap Zombie Man-Trap 25 Thorn Ball Infinite 0/1 50 Sets a thorn mine at the point of impact. If the mine is hit with an attack, it explodes.
Thorn Bomb 4 0/1 1000 Explodes, setting a circle of thorn mines around the explosion area.
Ent Whip Infinite 0/1 35 Similar to Vine Whip.
Vine Bridge 4 0/1 0 Shoots out a vine which latches on the first pieces of land it touches, creating a traversable bridge.
Entangle Infinite 0/1 0 If it hits an arcanist or minion, the unit cannot fly and has drastically reduced jumping ability (comparable to that of a paladin).
Vine Bomb 4 0/1 30 Shoots a flurry of flowers out from its detonation point, enclosing the area and anything in it.
Vine Bloom 1 5/- 5000 Causes the man-trap to self-destruct, releasing several vine and thorn bombs.
Elf Zombie Elf 10 Volley Infinite 0/1 20 per elf per turn Sets up a target at a selected location. Every turn, all elves on the map will shoot at the target.
Flurry Infinite 3/5 60 per elf Causes all elves on the map to fire a stream of arrows towards the selected target point. The number of arrows fired is increased if the nature familiar has been summoned.
Water Troll Zombie Water Troll 10, 25, or 50 - depends on hydration Dive Infinite 0/1 N/A This spell is targeted. When used, the Water Troll dives and then spawns at the selected location.
Brine Goblin Zombie Brine Goblin 6 N/A N/A N/A 100 When it reaches 0 health, it explodes and brine salt is tossed everywhere.
Recall Device Zombie Recall Device 12 Recall 1 0/- N/A Sacrifices the Zombie Recall Device. Teleports you to the Zombie Recall Device's location. This minion's ability doesn't end your turn, but it cannot be used if you are in the water.

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