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Undead - Buildings


[Lore] [Units] [Buildings]
[Ceyah] [Fallen]
 

[Necropolis] [Quarry] [Woodmill] [Blacksmith]
[Market] [Barracks] [Library] [Shrine] [Spirit Focus]

See Glossary for Building Resistances
 

 

Necropolis

Village
Health: 1200 Cost: 90 Company Limit: +2
Production: 14 Militia:
Bonearcher: 6
Skeleton: 6
Ranges:
Guard Range: 38
Detection Range: 40
Supply Range: 40
Upgrades:
Town
Walls: None

Description:

The most humble of Undead Necropolises are Villages. The ghoulish light cast by Villages is dim by Undead standards, and the screams are virtually inaudible. Yet even the Undead must begin somewhere.
 
 
Town
Health: 2400 Cost: 100 Company Limit: +1
Production: 26 Militia:
Bonearcher: 6
Skeleton: 6
Ranges:
Guard Range: 38
Detection Range: 42
Supply Range: 42
Upgrades:
City
Walls: Health: 700; DV: 2

Description:
More established Necropolises become Towns: larger and stronger, full of a greater number of Undead laborers and guardian skeletons. Towns are a deep blemish on the face of Khaldun.
 

 
City
Health: 4800 Cost: 180 Company Limit: +1
Production: 36  1 Militia:
Bonearcher: 8
Skeleton: 8
Ranges:
Guard Range: 38
Detection Range: 44
Supply Range: 44
Upgrades:
Citadel
Walls: Health: 900; DV: 4

Description:
Enormous Undead Cities overflow with bone and flesh and are surrounded by the baleful light of dark sorcery and the stench of putrefaction. With walls bound together through cursed rites and dark iron, Cities are well-defended.
 

 
Citadel
Health: 7200 Cost: 300 Company Limit: +1
Production: 44  2 Militia:
Bonearcher: 8
Skeleton: 10
Ranges:
Guard Range: 38
Detection Range: 46
Supply Range: 46
Upgrades:
None
Walls: Health: 1300; DV: 6

Description:
The largest and most terrifying of all Undead Necropolises are Citadels. Huge and imposing, Citadels sprawl their reeking structures across the landscape, housing dozens of Undead warriors and laborers. Here the darkest rites are practiced, the most unholy creatures animated.
 

 

Quarry

Warrens
Health: 400 Cost: 40
 
Production: 6
Upgrades:
Catacombs, Spirit Crucible
Description:
In the deep Warrens dug by mortals to house their fallen comrades, the Undead practice their own excavations. Cutting into both the structure itself and the earth around it, the Undead use Warrens to provide their Necropolises with stone.
 
 
Catacombs
Health: 600 Cost: 50  
Production: 11
Upgrades:
None
Research:
Tier I: 200 Time: 30
Journeymen: Frontline; Repair +3; Req: Ceyah
Skilled Labor: Building; Structure Cost -15%; Req: Ceyah
Fitted Stones: Building; Health +25%; Req: Ceyah
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: 350
Fortified Walls: Building; Health +25% Req: Skilled Labor, Fitted Stones, Ceyah
Strong Foundation: Building; Resist Siege +20%; Req: Journeymen,
Skilled Labor, Ceyah
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:
Larger and deeper than simple Warrens, Catacombs provide twice the stone for growing Necropolises, enabling the construction of more structures to house the growing ranks of the Undead.
 
 
Spirit Crucible
Health: 600 Cost: 50  
Production: 8  3  1
Upgrades:
None
Research:
Tier I: 200 Time: 30
Journeymen: Frontline; Repair +3; Req: Ceyah
Skilled Labor: Building; Structure Cost -15%; Req: Ceyah
Fitted Stones: Building; Health +25%; Req: Ceyah
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: 350
Fortified Walls: Building; Health +25% Req: Skilled Labor, Fitted Stones, Ceyah
Strong Foundation: Building; Resist Siege +20%; Req: Journeymen, Skilled Labor, Ceyah
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:
Through dark bargains with the spirits of the world beyond, the Undead are able to trade the very stone they steal from Warrens and Catacombs back to the ghosts who are housed within. Though this costs stone, it provides the Necropolis with much needed mana gathered by the spirits.
 
 

Woodmill

Deadwood
Health: 400 Cost: 60
 
Production: 6
Upgrades:
Bonemill, Spirit Mill
Description:
The bleak, leafless trees that surround Deadwood buildings fall easily before the axes and saws of mindless Undead laborers, providing necessary wood to Necropolises.
 
 
Bonemill
Health: 600 Cost: 80  
Production: 11
Upgrades:
None
Research:
Tier I: 250 Time: 30
Composite Bows Archer; Range +4; Req: Ceyah
Dragonbone Bows Archer; RV +2; Req: Ceyah
Shadowsteel Weapons: Archer; DV +2; Req: Ceyah
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: 400
Diseased Arrows: Archer; Flesh Rot; Req: Dragonbone Bows, Shadowsteel Weapons, Ceyah
Flaming Arrows: Archer; AV +5; Req: Dragonbone Bows, Composite Bows, Ceyah
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:
Through techniques stolen from the memories of mortal spirits, the Undead are able to improve their Deadwood buildings into Bonemills that double the harvest of wood and thus allow for the faster spread of the Undead legions.
 
 
Spirit Mill
Health: 600 Cost: 80  
Production: 10  3  2
Upgrades:
None
Research:
Tier I: 250 Time: 30
Composite Bows Archer; Range +4; Req: Ceyah
Dragonbone Bows Archer; RV +2; Req: Ceyah
Shadowsteel Weapons: Archer; DV +2; Req: Ceyah
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: 400
Diseased Arrows: Archer; Flesh Rot; Req: Dragonbone Bows, Shadowsteel Weapons, Ceyah
Flaming Arrows: Archer; AV +5; Req: Dragonbone Bows, Composite Bows, Ceyah
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 cruel exertions of Spirit Mills draw arboreal spirits who, pleading against the desecration of the great trees that are their charge, willingly exchange mana for cut trunks and branches, if only to prevent this wood from being used in further Undead rites.
 
 

Blacksmith

Bonesmith
Health: 400 Cost: 80
 
Production: 6
Upgrades:
Bone Forge, Spirit Forge
Description:
The searing flames and incessant clanging of Bonesmiths is an image of hell. Here the Undead forge the black iron they use to rend mortal flesh.
 
 
Bone Forge
Health: 600 Cost: 105  
Production: 11
Upgrades:
None
Research:
Tier I: 300 Time: 30
Boot Camp: Infantry; Health +20%; Req: Ceyah
Shadowsteel Armor: Infantry; DV +2; Req: Ceyah
Shadowsteel Weapons: Infantry; AV +2; Req: Ceyah
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: 450
Diseased Weapons: Infantry; Flesh Rot; Req: Shadowsteel Weapons, Shadowsteel Armor, Ceyah
Dark Ritual: Infantry; AV +3; Req: Shadowsteel Weapons, Boot Camp, Ceyah
Tier 2: 405
Poison Claws: Infantry; Poison; Req: Shadowskin, Umbral Fury, Fallen
Umbral Rage: Infantry; AV +3; Req: Dark Fortitude, Umbral Fury, Fallen
Description:
Driven on by the scourging fury of the Shadow itself, the Undead within Bone Forges work twice as hard as those in Bonesmiths. Here the flames are fed with cast off limbs and failed experiments, and the tainted reek of Bone Forges casts a miasma far beyond the walls of the Necropolis.
 
 
Spirit Forge
Health: 600 Cost: 105  
Production:  12  3  3
Upgrades:
None
Research:
Tier I: 300 Time: 30
Boot Camp: Infantry; Health +20%; Req: Ceyah
Shadowsteel Armor: Infantry; DV +2; Req: Ceyah
Shadowsteel Weapons: Infantry; AV +2; Req: Ceyah
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: 450
Diseased Weapons: Infantry; Flesh Rot; Req: Shadowsteel Weapons, Shadowsteel Armor, Ceyah
Dark Ritual: Infantry; AV +3; Req: Shadowsteel Weapons, Boot Camp, Ceyah
Tier 2: 405
Poison Claws: Infantry; Poison; Req: Shadowskin, Umbral Fury, Fallen
Umbral Rage: Infantry; AV +3; Req: Dark Fortitude, Umbral Fury, Fallen
Description:
The spirits of those whose flesh was used to fuel the flames of the Undead forges will bargain desperately for their continued existence. By sparing them, at the cost of a deficit in iron ore within their Necropolises, Undead are able to force the spirits to collect mana for them.
 
 

Market

Tomb
Health: 600 Cost: 100
 
Production: 15 
Upgrades:
None
Description:
In a cruel mockery of mortal decency, the Tombs meant to house the dead are instead used as the repositories of Undead theft. Here, the Undead store whatever riches they find in their sacrilegious grave-robbing: gold teeth, coins to pay the ferryman, treasures meant to ease the passage into the afterlife. Just as the Undead steal the corpses of the dead, so too do they steal their dignity.
 
 

Barracks

Boneyard
Health: 400 Cost: 65  
Production: +2 Unit Limit
Upgrades:
None
Research:
Tier I: 300 Time: 30
Stable Master: Cavalry; Health +15%; Req: Ceyah
Shadowsteel Armor: Cavalry; DV +2; Req: Ceyah
Shadowsteel Weapons: Cavalry; AV +2; Req: Ceyah
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: 450
Cavalry Tactics: Cavalry; Speed Max +20%; Req: Shadowsteel Weapons, Stable Master, Ceyah
Diseased Weapons: Cavalry; Flesh Rot; Req: Shadowsteel Weapons, Shadowsteel Armor, Ceyah
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:
Constructed over mortal burial grounds, Boneyards are the key to establishing a powerful Undead legion. Here, the remains of the finest mortal warriors can be found, reanimated, and pressed into service, both to guard the Necropolis and to go forth into battle.
 
 

Library

Sepulcher
Health: 400 Cost: 100
 
Production: 3
Upgrades:
Ossuary
Description:
In vaulting Sepulchers lie the great bones of ancient heroes, men and women of stature unmatched in present times. These corpses provide the necessary materials for the most foul and mighty of Undead creations: Revenants and Bone Golems. The exhuming of these heroes often uncovers items of magical potency, which are reduced to slag for the mana they contain.
 
 
Ossuary
Health: 600 Cost: 125  
Production: 6
Upgrades:
None
Research:
Tier I: 500 Time: 30
Khaldunite Armor: Frontline; Resist Melee +20%; Req: Ceyah
Jade Rings: Frontline; Resist Magic +20%; Req: Ceyah
Tier I: 450
Black Blessing: Frontline; Resist Magic +20%; Req: Fallen
Black Offering: Frontline; Resist Range +20%; Req: Fallen
Description:
With ever more sarcophagi to open and more caskets to smash, Ossuaries provide more magical artifacts for the Necropolises in which they are housed, thus doubling the intake of mana.
 
 

Shrine

Crypt
Health: 400 Cost: 100
 
Production: 3
Upgrades:
Mausoleum
Description:
Once home to the most devout of mortals, now Crypts are used for unholy communion with the Shadow. In these rites, the Shadow grants some Undead the cruel sentience necessary for them to become Liches and to forge Bone Golems. As a byproduct, mana energy is released into the Necropolis.
 
 
Mausoleum
Health: 600 Cost: 125  
Production: 6
Upgrades:
None
Research:
Tier I: 500 Time: 30
Proselytize Frontline; Resupply Rate -15%; Req: Ceyah
Onyx Rings: Frontline; Resist Fire +20%; Req: Ceyah
Tier I: 450
Black Ichor: Frontline; Resupply Rate -15%; Req: Fallen
Umbral Might: Frontline; AV +2; Req: Fallen
Description:
Large and more elaborate than Crypts, Mausoleums are filled with the chanting of dark prayers and the whispers of foul sorcery. Shadow energy brings even more mana than Crypts, and more secret arts can be discovered in the sinister halls.
 
 

Spirit Focus

Spirit Focus
Health: 600 Cost: 80  
Production: 5  -1  -1  -1  5
Upgrades:
None
Description:
 
 

Outpost

Outpost
Health: 1000 Cost: 80 Militia:
Bonearcher: 4
Skeleton: 4
Ranges:
Guard Range: 22
Detection Range: 24
Supply Range: 24
Production: -4
Upgrades:
Fort
Description:
 
 
Fort
Health: 1500 Cost: 80 Militia:
Bonearcher: 8
Skeleton: 8
Ranges:
Guard Range: 24
Detection Range: 28
Supply Range: 28
Production: -6
Upgrades:
None
Description:
 
 

Mine

Mine, Gold
Health: 500 Cost: 90  
Production: 20
Upgrades:
Gold Mine Upgrade
 
Mine, Gold Upgrade
Health: 750 Cost: 90  
Production: 35
Upgrades:
None
 
Mine, Iron
Health: 500 Cost: 90  
Production: 8
Upgrades:
Iron Mine Upgrade
 
Mine, Iron Upgrade
Health: 750 Cost: 90  
Production: 14
Upgrades:
None
 
Mine, Mana (Khaldunite Mine)
Health: 500 Cost: 105  
Production: 5
Upgrades:
Mana Mine Upgrade
 
Mine, Mana Upgrade (Khaldunite Spire)
Health: 750 Cost: 105  
Production: 100
Upgrades:
None
 
Mine, Stone
Health: 500 Cost: 45  
Production: 8
Upgrades:
Stone Mine Upgrade
 
Mine, Stone Upgrade
Health: 750 Cost: 45  
Production: 14
Upgrades:
None
 
Mine, Wood (Ironwood Camp)
Health: 500 Cost: 65  
Production: 8
Upgrades:
Wood Mine Upgrade
 
Mine, Wood Upgrade (Ironwood Mill)
Health: 750 Cost: 65  
Production: 14
Upgrades:
None
 

Values Based On 1.2.3.0

 

 






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Dan "Chimaeros" Genovese
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