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Shadow - Buildings


[Lore] [Units] [Buildings]
[Fallen]
 

[Obelisk] [Quarry] [Woodmill] [Blacksmith] [Market]
[Barracks] [Library] [Shrine] [Spirit Focus] [Outpost] [Mine]

See Glossary for Building Resistances
 

 

Obelisk

Village
Health: 1400 Cost: 80 Company Limit: +2
Production: 12  1 Militia:
Fury: 6
Reaver: 6
Ranges:
Guard Range: 38
Detection Range: 40
Supply Range: 40
Upgrades:
Town
Walls: None

Description:
Unlike the settlements of the other races, Shadow Villages are not built, but rather summoned forth from the abyss through dark Nightbringer rituals. Villages are fresh in their taint and have not yet succeeded thoroughly corrupting the land around them, and hence are more easily scourged from Khaldun.
 

 
Town
Health: 2800 Cost: 100 Company Limit: +1
Production: 22  2 Militia:
Fury: 6
Reaver: 6
Ranges:
Guard Range: 38
Detection Range: 42
Supply Range: 42
Upgrades:
City
Walls: Health: 3000; DV: 5

Description:
As Shadow Towns become more entrenched, their unholy stone and dark magic grows and strengthens, spreading its taint into the earth and drawing strength and size from this corruption.
 

 
City
Health: 5600 Cost: 160 Company Limit: +1
Production: 28  3 Militia:
Fury: 8
Reaver: 8
Ranges:
Guard Range: 38
Detection Range: 44
Supply Range: 44
Upgrades:
Citadel
Walls: Health: 3000; DV: 5

Description:
Shadow "Cities" are truly damned places, filled with the unending screams of Khaldun itself, as the Shadow's corruption digs deeper. These festering wounds on the land are guarded by dark energy and have enough space to house larger armies and more buildings.
 

 
Citadel
Health: 7000 Cost: 240 Company Limit: +1
Production: 34  4 Militia:
Fury: 8
Reaver: 10
Ranges:
Guard Range: 38
Detection Range: 46
Supply Range: 46
Upgrades:
None
Walls: Health: 3000; DV: 5

Description:
Casting a deathly pall over the land for miles around, Shadow Citadels are the mightiest emanations of the abyss on Khaldun. Their walls, made from tainted stone and Shadow energy, are nearly unbreakable, and house vast quantities of workers, soldiers, and buildings.
 

 

Quarry

Earthtap
Health: 400 Cost: 40
 
Production: 6
Upgrades:
Earthbore, Mana Crucible
Description:
Built to rend stone from Khaldun, Earthtaps are aware of the violence they do and take pleasure from it, spewing forth stone for use on Shadow structures.
 
 
Earthbore
Health: 600 Cost: 50  
Production: 11
Upgrades:
None
Research:
Tier I: 225
Umbral Essence: Frontline; Repair +3; Req: Fallen
Thaumaturgy: Building; Structure Cost -15%; Req: Fallen
Umbral Carapace: Building; Health +25%; Req: Fallen
Tier 2: 315
Strong Foundation: Building; Resist Siege +20%; Req: Umbral Essence, Thaumaturgy, Fallen
Umbral Barrier: Wall; Health +25%; Umbral Shock; Req: Umbral Carapace, Thaumaturgy, Fallen
Description:
Grinding ever deeper into Khaldun, Bores suck forth ancient and pure stone, corrupting it as they go, to build Shadow walls and fortresses.
 
 
Mana Crucible
Health: 600 Cost: 50  
Production:  4  2
Upgrades:
None
Research:
Tier I: 225
Umbral Essence: Frontline; Repair +3; Req: Fallen
Thaumaturgy: Building; Structure Cost -15%; Req: Fallen
Umbral Carapace: Building; Health +25%; Req: Fallen
Tier 2: 315
Strong Foundation: Building; Resist Siege +20%; Req: Umbral Essence, Thaumaturgy, Fallen
Umbral Barrier: Wall; Health +25%; Umbral Shock; Req: Umbral Carapace, Thaumaturgy, Fallen
Description:
Mana Crucibles burn away at Khaldun itself, melt stone into magma, and then leeching away any mana energy contained within. This foul process energizes Shadow forces, but leaves the stone brittle and useless.
 
 

Woodmill

Lifetap
Health: 400 Cost: 60
 
Production: 6
Upgrades:
Corruption, Mana Mill
Description:
Lifetaps drain the life from all flora within their reach, twisting trees until they shatter, leaving their wood for use by the Shadow. More insidiously, Lifetaps can also corrupt trees to give forth horrible, thorny blossoms, which are in turn animated into Furies.
 
 
Corruption
Health: 600 Cost: 80  
Production: 11
Upgrades:
None
Research:
Tier I: 225
Umbral Fury: Archer; AV +2; Req: Fallen
Edged Spines: Archer; RV +2; Req: Fallen
Grooved Spines: Archer; Range +4; Req: Fallen
Tier 2: 360
Poison Spines: Archer; Poison; Req: Edged Spines, Umbral Fury, Fallen
Barbed Spines: Archer; RV +3; Req: Edged Spines, Grooved Spines, Fallen
Description:
As Lifetaps grow in power, they become Corruptions, strong enough to reach out over twice the area and thus bring forth even more wood, leaving an ever-growing blight upon the face of Khaldun.
 
 
Mana Mill
Health: 600 Cost: 80  
Production: 4  3
Upgrades:
None
Research:
Tier I: 225
Umbral Fury: Archer; AV +2; Req: Fallen
Edged Spines: Archer; RV +2; Req: Fallen
Grooved Spines: Archer; Range +4; Req: Fallen
Tier 2: 360
Poison Spines: Archer; Poison; Req: Edged Spines, Umbral Fury, Fallen
Barbed Spines: Archer; RV +3; Req: Edged Spines, Grooved Spines, Fallen
Description:
The cruelest of all Shadow buildings, Mana Mills reach their tentacles of fell energy into all living things near the Shadow rift, snuffing out life and draining it. Mana Mills leave any trees they touch so dry and brittle as to be useless, but nevertheless provide more valuable mana.
 
 

Blacksmith

Furnace
Health: 400 Cost: 80
 
Production: 6
Upgrades:
Dread Forge, Mana Forge
Description:
The damned Furnaces of the Shadow forge an iron whose corruption outstrips even that of the Undead. Here do the burning souls of those who pledged their services to the Shadow create the weapons that arm the demonic host. Most feared of all is the chitinous armor which houses Reavers.
 
 
Dread Forge
Health: 600 Cost: 105  
Production: 11
Upgrades:
None
Research:
Tier I: 270
Umbral Fury: Infantry; AV +2; Req: Fallen
Shadowskin: Infantry; DV +2; Req: Fallen
Dark Fortitude: Infantry; Health +15%; Req: Fallen
Tier 2: 405
Poison Claws: Infantry; Poison; Req: Shadowskin, Umbral Fury, Fallen
Umbral Rage: Infantry; AV +3; Req: Dark Fortitude, Umbral Fury, Fallen
Description:
Dread Forges burn with cold flames that melt ores through fear rather than heat. This arcane and blasphemous process produces twice the iron of traditional flames, and forges weapons whose taint can never be healed.
 
 
Mana Forge
Health: 600 Cost: 105  
Production:  4  4
Upgrades:
None
Research:
Tier I: 270
Umbral Fury: Infantry; AV +2; Req: Fallen
Shadowskin: Infantry; DV +2; Req: Fallen
Dark Fortitude: Infantry; Health +15%; Req: Fallen
Tier 2: 405
Poison Claws: Infantry; Poison; Req: Shadowskin, Umbral Fury, Fallen
Umbral Rage: Infantry; AV +3; Req: Dark Fortitude, Umbral Fury, Fallen
Description:
In Mana Forges, the cold flames of the Abyss suck forth any of the residual life energy found in Khaldun's ores. The resultant process leaves the ore useless and impure, but generates much needed mana.
 
 

Market

Hoard
Health: 700 Cost: 100
 
Production: 20 
Upgrades:
None
Description:
Hoards are the last homes for those mortals whose flesh is ill-suited for consumption -- be it due to disease, age, or simply poor taste. Those consigned to labor until death dig gold from the earth, allowing Hoards to provide wealth for the Shadow forces.
 
 

Barracks

Umbral Portal
Health: 500 Cost: 65  
Production: +1 Unit Limit
Upgrades:
None
Research:
Tier I: 270
Umbral Fury: Cavalry; AV +2; Req: Fallen
Shadowskin: Cavalry; DV +2; Req: Fallen
Dark Fortitude: Cavalry; Health +15%; Req: Fallen
Tier 2: 405
Poison Claws: Cavalry; Poison; Req: Shadowskin, Umbral Fury, Fallen
Umbral Frenzy: Cavalry; Speed Max +20%; Req: Dark Fortitude, Umbral Fury, Fallen
Description:
Filled with darkness blacker than night, Umbral Portals are the birthing place of nightmares. Tied directly to the shadowrealm, Umbral Portals allow the movement of armies between Portals, enabling greater demonic deployment.
 
 

Library

Tower of Pain
Health: 500 Cost: 100
 
Production: 5   3
Upgrades:
Spire of Torment
Description:
Filled with secrets long left buried, Towers of Pain provide the foul wisdom necessary for the training of mortal Warlocks and the binding of Leviathans. The foul rituals involved in this training produce a byproduct of tainted mana for use by the Shadow.
 
 
Spire of Torment
Health: 700 Cost: 125  
Production: 10  7
Upgrades:
None
Research:
Tier I: 450
Black Blessing: Frontline; Resist Magic +20%; Req: Fallen
Black Offering: Frontline; Resist Range +20%; Req: Fallen
Description:
Spires of Torment are built by infusing corrupted souls into the mortar of Towers of Pain, creating an even more horrifying edifice. These Spires are filled with the weeping of the damned, and house dreaded Fiends Moreover, the dark energies within can be tapped by the Shadow.
 
 

Shrine

Font of Sorrow
Health: 500 Cost: 100
 
Production: 5  3
Upgrades:
Altar of Suffering
Description:
The very blood of Khaldun itself bubbles forth from Fonts of Sorrow, spilling forth for consumption by the denizens of Shadow lands. The energy released by this corruption draws forth the powerful Banshees, and provides the force necessary for Warlock enchantments.
 
 
Altar of Suffering
Health: 700 Cost: 125  
Production: 10  7
Upgrades:
None
Research:
Tier I: 450
Black Ichor: Frontline; Resupply Rate -15%; Req: Fallen
Umbral Might: Frontline; AV +2; Req: Fallen
Description:
Altars of Suffering are crude and twisted places of worship, built to honor the destructive chaos of the Shadow. The affront they do to the order of Khaldun creates a hemorrhaging of Mana, which draws forth demonic creatures and energies Shadow armies.
 
 

Mana Focus

Mana Focus
Health: 500 Cost: 80  
Production: -1  -1  -1  5
Upgrades:
Mana Siphon
Description:
 
 
Mana Siphon
Health: 700 Cost: 80  
Production: -1  -1  -1  9
Upgrades:
None
Description:
 
 

Outpost

Outpost
Health: 700 Cost: 80 Militia:
Reaver: 8
Ranges:
Guard Range: 22
Detection Range: 24
Supply Range: 24
Production: -2  -1
Upgrades:
Fort
Description:
 
 
Fort
Health: 1400 Cost: 80 Militia:
Reaver: 16
Ranges:
Guard Range: 24
Detection Range: 28
Supply Range: 28
Production: -2  -2
Upgrades:
None
Description:
 
 

Mine

Mine, Gold
Health: 250 Cost: 100  
Production: 20
Upgrades:
Gold Mine Upgrade
 
Mine, Gold Upgrade
Health: 500 Cost: 100  
Production: 35
Upgrades:
None
 
Mine, Iron
Health: 250 Cost: 100  
Production: 8
Upgrades:
Iron Mine Upgrade
 
Mine, Iron Upgrade
Health: 500 Cost: 100  
Production: 14
Upgrades:
None
 
Mine, Mana (Khaldunite Mine)
Health: 250 Cost: 120  
Production: 5
Upgrades:
Mana Mine Upgrade
 
Mine, Mana Upgrade (Khaldunite Spire)
Health: 500 Cost: 120  
Production: 100
Upgrades:
None
 
Mine, Stone
Health: 250 Cost: 50  
Production: 8
Upgrades:
Stone Mine Upgrade
 
Mine, Stone Upgrade
Health: 500 Cost: 50  
Production: 14
Upgrades:
None
 
Mine, Wood (Ironwood Camp)
Health: 250 Cost: 75  
Production: 8
Upgrades:
Wood Mine Upgrade
 
Mine, Wood Upgrade (Ironwood Mill)
Health: 500 Cost: 75  
Production: 14
Upgrades:
None
 

Values Based On 1.2.3.0

 

 






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Dan "Chimaeros" Genovese
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