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Refer to the Building Tree Chart and the ingame tool tips for costs of recruiting units.
Demonic Unit: Abbadon is summoned at the Wicker Man, but this will take a long time. Peasants can be sacrificed in the burning Wickerman to hasten the summoning. Abaddon is a gigantic Pagan demon lord who fires bolts of infernal energy from his eyes, and he can stamp, creating 'quake damage' which damages all nearby Units. He cannot be controlled in the normal way but you can select him and choose an enemy Unit or building. Abaddon will attack those Units and buildings relentlessly until he is killed or re-assigned. Abaddon can destroy low-level Units instantly but you can only ever have one Abaddon in play at a time. Abaddon is too large to board a Cog - he simply walks underwater if he wants to cross the sea. Abaddon is resistant to arrows but not bullets because his skin is so tough and leathery. This is the ultimate Pagan Unit. Archangel, Sword of God Special Unit: The Sword of God is a gigantic Archangel, the ultimate Imperial Unit. You must first build the Statue of the Archangel (which requires the Crusade upgrade), and then you can begin the summoning by selecting the relevant icon at the Statue, and paying a lot of Food and Gold. The summoning will take some time, but this can be hastened by assigning Bishops, Inquisitors and/or Priests to pray at the Statue. The Archangel is heavily armoured, can absorb huge amounts of damage, and wields a great flaming sword, that can inflict massive damage on Units and buildings. The Archangel also Blesses nearby allies, and can plunge his sword into the ground, releasing a blast of energy that can destroy nearby troops. He cannot be controlled in the normal way: you select him and choose an enemy Unit or building and the Sword of God will attack that player's Units and buildings relentlessly until he is killed or re-assigned. The Archangel is too large to board a cog - instead he simply walks underwater across the sea bed if he wants to cross the sea. Light Infantry. The standard Archer is lightly armoured and has a missile attack All Light Infantry Skirmish by default (see Unit Types). If ordered to Hold Ground they will no longer Skirmish, until re-ordered to do so. Archers can be put into Formation (see Formations), they can lob shots over obstacles like hills and walls. Missile Units may run out of ammunition, and need re-supplying. (See Units in General, Re-supply in the printed manual). Heavy Infantry. Barbarians are cheap (and cost only Food), plentiful and fast, but with poor attack and defence ratings. However, they have a special 'Arson Attack' which can be used to set fire to buildings and walls. See 'Fire'. Barbarians cannot be put into Formations and will fight in a loose swarm. A slow moving wooden Unit used to damage walls and gates of Stockades and Castles, Battering Rams cannot defend themselves against close attack, so make sure you always have Infantry or Cavalry Units available for support. Rams can take a lot of damage, though and is resistant to arrows, but vulnerable to fire arrows. Heavy Cavalry. A Pagan mounted warrior, the Battle Rider is an armoured horseman armed with a broadsword. Generally slightly less effective than a Knight in combat, but is faster across the ground. The Battle Rider only costs Wood and Food to produce (not gold) and can be put into Formation. Demonic Unit - A large Pagan monster that is effective against structures and Units, a Behemoth is an huge lumbering beast who can absorb and deal out massive amounts of damage, flattening Units or buildings with its mighty clubs. Behemoths are resistant to arrows. Special Unit. Bishops of the Church of the One God have several uses: they can 'Pray' (see Prayer), and are effective against Pagan beasts. To the Church, these beasts are Demons, but for the Pagans, they are 'spirits of nature.' Bishops can perform an Exorcism, which deals damage to all 'demonic Units' in range (see 'Demonic Units') So, if there is one demon Unit, it takes all the damage, if there are ten, the damage is shared out between them. Bishops do more Exorcism damage than Priests, but less than Inquisitors. Bishops can also 'Banish' demonic Units. Banishing teleports the target Unit back to its starting Manor, Keep, Castle or Palace. Bishops can also Burn Heretics. Sometimes, one of your Peasants could be transformed into a Heretic by a special pagan attack and will corrupt your other Peasants, so that they stop working. Bishops, Inquisitors and Priests can 'burn' this heretic, filling the rest of the peasantry with fear, and teaching them 'the error of their ways', so that they'll be eager to work hard for you. Bishops have a 'charge' bar, by performing one of these actions it will deplete but will slowly recharge over time. Bishops can detect and unmask enemy spies, and Possessed Peasants. Siege Unit. Bombards are medieval cannons, like a big mortar on wheels. Bombards are siege weapons, designed to destroy walls and buildings. They are slow but do a lot of damage. Bombards are more accurate than other siege weapons but are relatively ineffective against Units, as they require a direct hit to do damage. Bombards cannot defend themselves against close attack, so make sure you always have Infantry or Cavalry Units available to support your Bombards. Missile Units may run out of ammunition, and need re-supplying. (See Units in General, Resupply). Special Unit. A wooden cart used for transferring materials from Villages to Manors and Palaces. When you build a Village, a cart is automatically spawned at the Manor, goes to the village and waits to pick up materials/supplies. It will automatically deliver resources from that Village to the nearest Manor, or another Village, if it lies on the way to the Manor. You can also spawn new carts, and manually assign them to Villages. You can override the automatic supply destination by setting up a supply line of your own that can even deliver resources overseas. See 'Supply Lines'. Carts can be attacked. When the driver of a cart has been killed, you can either continue to attack it, destroying the cart completely, or assign one of your Peasants to the cart. Simply select a peasant, and right click on the driverless Cart, your peasant will climb up, and take it over. It is now your Cart, and you get its supplies! If you destroy the Cart, some of the resources it carried will be left behind, which can be collected by Peasants. Ship. The Carrack is a Warship with a Mangonel mounted on its deck. Good against other ships, and for bombarding land-bound targets from offshore. Carracks are resistant to arrows, but are vulnerable to fire arrows. Carracks never run out of ammunition. Medieval transport ship. Cogs carry no weapons and cannot attack. Cogs can embark and disembark Units and war machines. Select a Unit, and pass the cursor over a Cog, the cursor will change to an embarking icon. Right click on the Cog to order the Unit to embark on the ship. Alternatively, select the Embark icon on the Cog and then right click on a Unit. The Cog and the Unit will both move to the nearest shore, and the Unit will embark. To disembark from a Cog, manoeuvre your Cog to the shore, when the Disembark icon appears as a command for the Cog, you have found a correct disembarkation point. Select this icon and the Units on board will disembark on the shore. Cogs can have a carrying capacity of 20. Infantry count as 1 point of capacity, Cavalry as 2, siege weapons (Trebuchet etc) and Pagan Beasts (Behemoth etc) count as 5 points. Cogs can also pick up and deliver resources from docks. See Supply Lines. Cogs are resistant to arrows, but they are vulnerable to fire arrows. Ship. The Corsair is a Warship armed with Ballistae that shoot flaming arrows. It has no cargo capacity, but never runs out of ammunition. Damaged Corsairs can be repaired at a Dock (see Ships for detailed explanation). Corsairs are resistant to arrows, but they are vulnerable to fire arrows. The Flaming arrows can cause buildings to catch fire. Fires can spread from building to building, so it is potentially devastating.
Built at: Henge Demonic Unit. This is a gigantic demon 'maggot' that can fire explosive chemicals at walls and buildings, as well as people. A rider sits on its back, directing the beast. Very like an organic, demonic siege weapon with anti -personnel ability. It can spit a 'gallstone' at high velocity that is capable of shattering stone walls. Its poisonous bile can infect Units, causing them to lose hit points over time continuously, and its slime slows Units down as they try to push their way through it. Light Cavalry. Dragoons are fast moving lightly armoured cavalry. They attack from a distance with a primitive musket. They lack the range or damage potential of the bow or arquebus-equipped infantry but are more effective than the Javelineers. They can be put into formation. Missile Units may run out of ammunition, and need re-supplying. (See Units in General, Resupply). Demonic Unit. A large, slow Pagan beast that hurls rocks with its tail with a rider to control it, the Fomorian is a Pagan siege Unit that can destroy buildings and walls. The Fomorian does a lot of damage, but will quickly run out of ammunition. See Re-supply. Due to its slow rate of inaccurate fire, it isn't as effective against Units as it is against structures. Demonic Unit. The Gibbering Horde is made up of a host of small and revolting creatures. Pagans know them as 'spirits of the dark side of nature', but the Imperial Church calls them 'lesser demons'. Individually, each member of the horde is weak, but as a combined chaotic gaggle they posses tremendous strength. There are two ways of creating the Gibbering Horde: They can be spawned in the normal way at a Henge, or a High Priestess can cast a spell on an enemy Unit, morphing that Unit into an individual Gibbering Horde. They are cheap, costing only Food, but they have a special power allowing you to order them to Consume Materials. With a Gibbering Horde selected, pass the cursor over a tree our rock outcropping. The cursor will change to a Consume Materials icon. Right click on the target and your Horde will begin to eat trees and rocks until ordered to stop. These Materials get used up, but after a certain amount has been consumed, the Gibbering Horde will reproduce, creating a new Horde member, who will then begin consuming materials as well. Soon you will have a huge Gibbering Horde, eating their way through forests and stone outcroppings! Gibbering Horde cannot be put into formation. The Galleass is a type of early medieval Galleon. It is a Warship armed with Bombards (medieval cannons), has no cargo capacity, and never runs out of ammunition. A damaged Galleass can be repaired at a Dock (see Ships for detailed explanation). The ultimate Warship, a Galleass is resistant to arrows, but is vulnerable to flaming arrows. Light Infantry. All Light Infantry will Skirmish by default (see Unit Types). If ordered to Hold Ground, they will no longer Skirmish until re-ordered to do so. Gunners can be put into Formation (see Formations in the printed manual). A Gunner is a medium range Unit equipped with the earliest of handguns: the Arquebus. Gunners do more damage than the standard Archer, and can carry much more ammunition but they are unable to lob shots over obstacles. Missile Units may run out of ammunition, and need re-supplying. (See Units in General, Re-supply). Special Unit. The High Priestess is the keeper of the Pagan religion, and a powerful spell caster. She can use her powers to create the Henge, a structures of standing stones at which mighty Pagan Beasts can be summoned. She can also cast a spell on enemy Units, taking them over and turning them into a Gibbering Horde, as well as Curse enemy Units, reducing their efficiency and strength. She also has the ability to Create a Dark Portal. This creates an inter-dimensional nexus point through which a player's Units can be teleported to another part of the world. Each portal has a limit of the number of Units it can teleport before it fades away. To create the Dark Portal the High Priestess needs the help of a Succubus (see Succubus). First you need a possessed Peasant (created by the Succubus), click on the High Priestess. If you pass the cursor over a possessed peasant the cursor will change to indicate that you can create a Dark Portal. Right click on the possessed peasant to create the Dark Portal. A Portal will created next to the Priestess, and another will appear where the Possessed Peasant is (the possessed peasant is destroyed). Units who are ordered to the Portal near the Priestess will be teleported to the Portal where the Possessed Peasant used to be. If your Succubus managed to create a Possessed Peasant inside an opponent's base, you can teleport an army into his base. The High Priestess also has the power to burn 'heretics'; those who have strayed from the Pagan path. The High Priestess can also unmask a disguised Succubus and unmask Possessed Peasants and Spies. Heavy Cavalry. Imperial Unit. Holy Warriors are monastic knights, members of fanatical military religious orders, like the Knights of the Sacred Sepulchre or the Holy Order of Tharingian Knights. They are excellent fighters, slow but with lots of armour. The Holy Warrior can also perform Exorcisms and Heal other Units, or each other. The Exorcism deals out high levels of damage to all 'demonic Units' in range (see 'Demonic Units'). Holy Warriors have a charge bar; healing and exorcism use up power, but the charge bar regenerates over time. They can be put into Formation. Light Infantry. This standard Pagan archer is a lightly armoured female warrior Unit. It has a missile attack and will Skirmish by default (see Unit Types). If ordered to Hold Ground it will no longer Skirmish, until re-ordered to do so. Archers can be put into Formation. Archers can lob shots over obstacles like hills and walls. Missile Units may run out of ammunition, and need re-supplying. (See Units in General, Resupply). Light Infantry. When you build a Wicker Man, all your Huntresses will be automatically upgraded to Huntresses of the Sun, and you will be able to spawn the upgraded Unit at the Hall of Warriors. This upgraded Pagan Archer female warrior is lightly armoured, has missile attack and will Skirmish by default (see Unit Types). If ordered to Hold Ground, they will no longer Skirmish until re-ordered to do so. Archers can be put into Formation (see Formations) and can lob shots over obstacles like hills and walls. Missile Units may run out of ammunition, and need re-supplying. (See Units in General, Resupply). Light Infantry. Imperials only. The Imperial Archer is an elite unit armed with the longbow. All light infantry skirmish by default (see Unit Types). If ordered to Hold Ground, they will no longer skirmish, until ordered to do so. Imperial Archers can be put into Formation and can lob shots over obstacles like hills and walls. Imperial Archers have a much longer range than other archers, do more damage, and have more hit points. Missile Units may run out of ammunition, and need re-supplying. (See Units in General, Re-supply). Heavy Cavalry (see Unit Types). Imperials only. Imperial Knights are elite heavily armoured cavalry. They are quite fast, and take and deal out a lot of damage. They are particularly effective against light infantry. Imperial Knights represent the best of the young nobles of the Empire of the One God. Imperial Knights can be ordered into Formations. Heavy Infantry (see Unit Types). Imperials only. Imperial Pikemen are the best Heavy Infantry the Empire can muster. They can take a lot of damage, as well as deal it out, though they are very slow. They can be put into Formation. The Brotherhood of Inquisitors is an organisation of fanatical zealots dedicated to rooting out all opponents of the Imperial Church. The Inquisitors are ruthless burners of heretics and devoted to destroying all enemies of the Church. Inquisitors can perform an Exorcism, which deals out more damage than the Priest or Bishop's Exorcism to all 'demonic Units' in range (see 'Demonic Units'). So, if there is one demon Unit, it takes all the damage, if there are ten, the damage is shared out between them. Inquisitors can also 'Banish' demonic Units. Banishing teleports the target Unit back to its starting Manor /Keep/ Castle or Palace. Inquisitors can also 'Burn Heretics'. Sometimes, one of your Peasants could be transformed into a Heretic by a special pagan attack. This heretic will corrupt your other Peasants, so that they stop working. Bishops, Inquisitors, and Priests can 'burn' this heretic, filling the rest of the peasantry with fear, teaching them 'the error of their ways', so that they'll get back to working hard for you. Inquisitors can also launch Holy Fire from their Staves, which can damage both Units and buildings, though this Fire is more effective against Units than buildings. Inquisitors have a charge bar and performing one of these actions depletes the charge bar, but it will slowly recharge over time. Inquisitors can detect and unmask enemy spies, and Possessed Peasants. Light Cavalry. Javelineers are lightly-armoured cavalry, one of the fastest units in the game. They attack from a distance with javelins, but lack the range or damage potential of bow or arquebus-equipped infantry. Javelineers can be ordered into Formations. Missile Units may run out of ammunition, and need re-supplying (see Units in General, Re-supply). Heavy Cavalry. Knights are heavily armoured cavalry that can take a lot of damage. They are particularly effective against light troops. Knights can be put into Formation. Heavy Infantry. The Man-at-Arms is an Imperial upgrade to the Spearman (with the same resource cost) but has a longer weapon and better armour. They can take a lot of damage, as well as deal it out, though they are very slow across the ground. They can be put into Formation. Siege Unit. Mangonels are small catapults. Mangonels (also known as "nags" because they kick up their rear end when they fire) do not have the range or damage of a Trebuchet. They are good against structures, but are very inaccurate, which makes them not so good against units especially moving ones! They are very slow, but you can order a Sapper to construct a Mangonel anywhere. Mangonels can run out of ammunition, and may require re-supplying (see 'Resupply'). Heavy Infantry. Swordsmen hired for Gold at your Tavern, Mercenaries have good hit points and armour, and have the Arson Attack ability (see Fire in the printed manual). Mercenaries are useful because they cost only Gold, and do not require Food Support (see Food Consumption and Unit Support), are reasonable fighters, and can set fire to buildings. They can be put into Formations. Most mercenaries are members of the Company of the Great Helm, a kind of Guild of mercenaries. Special Unit. Enemy Units will not automatically attack Merchants and they do not appear on the minimap. Merchants can trade at a shop in the same way as a Peasant, but the Merchant generates more Gold for materials than the Peasant. A Merchant can also be assigned to trade at a Trading Post, in which case, he generates gold, but doesn't use up any Materials in the process. If you can sneak a Merchant into an enemy camp, the enemy's Peasants will trade with your Merchant, selling the resources they are gathering to him. You don't get those resources (the merchant does) but then neither does your opponent. Merchants can also be assigned to enemy or allied trading posts, where they will generate even more gold. The longer the journey the Merchant has to make between the Trading Post and the Manor, the more gold he will generate. Pagan Light Cavalry. The Mounted Huntress is a fast moving, lightly armoured female horse archer. They attack from a distance with a bow but lack the range or damage potential of non-mounted Bowmen or arquebus-equipped Infantry but are more effective than the Javelineers. They can be put into formation. Missile Units may run out of ammunition, and need re-supplying. (See Units in General, Resupply). Heavy Infantry. Militia are poor fighters, but you can create a lot of them quickly by converting your Peasants to Militia when you need a lot of troops quickly to defend yourself! Militia can be converted back to Peasants (see Converting Militia to Peasants). Special Unit. The Monk is an autonomous Unit that you can spawn at a Monastery but cannot select or give orders to. The Monk will not travel far from the Monastery but will Heal all damaged nearby Units. You must send them to the Monastery for Healing. Monks have excellent healing skills, which is much faster than healing with Supply Wagons This healing can be improved even further with the Surgery upgrade. Special Unit. Peasants are the basic Unit in the game. They can build structures and walls, gather materials (Wood and Stone), gather Gold, generate Gold at a Shop, put out fires, repair damaged buildings and, in times of need, and with the right upgrade, be conscripted into Militia to fight. Peasants who haven't been given a command will start lazing around, lying on the ground, and generally being idle. Watch out for lazy Peasants!
Priests of the Imperial Church of the One God have several uses: they can 'Pray' (see Prayer), and are effective against Pagan beasts. To the Church, these pagan beasts are Demons, but for the Pagans, they are 'spirits of nature'. Priests can perform an Exorcism, which deals out damage to all 'demonic Units' in range (see 'Demonic Units'). So, if there is one demon Unit, it takes all the damage, if there are ten, the damage is shared out between them. Priests can also 'Burn Heretics'. Sometimes, one of your Peasants could be transformed into a Heretic by a special pagan attack. This heretic will corrupt your other Peasants, so that they stop working. Bishops, Inquisitors, and Priests can 'burn' this heretic, filling the rest of the peasantry with fear, and teaching them 'the error of their ways', so that they'll get back to slaving away for you. Priests can also Bless Units around them, increasing their combat ability for a short time. Priests have a charge bar and performing one of these actions depletes the charge bar, but it will slowly recharge over time. Priests can detect and unmask enemy spies, and Possessed Peasants. Siege Unit. Renaissance only. The Rocket Launcher is the ultimate Renaissance siege Unit; a huge tower on wheels that can fire gigantic 'firework' rockets, that do massive damage and spread fire throughout a city. It has to be limbered up before moving, and unlimbered before firing. Special unit. A Sapper is a military engineer whose function is to construct earthworks and siege machines. Sappers are equipped with one-handed war hammers but have a mediocre fighting ability. When the Sapper is ordered to construct something the resources are deducted from your Global Stocks. As most Siege weapons are very slow moving, you can use your Sapper to construct these war machines near your target. The Sapper can build: Battering Ram, Training Dummy, Palings, Siege Tower, Trebuchet and Rocket Launcher. The Siege Tower, Trebuchet and Rocket Launcher require the relevant upgrades to be completed before the Sapper can build them. Reconnaissance Unit. Scouts are very fast-moving units in light armour that move on foot and are unimpeded by almost any terrain. Scouts have a long sight range and are extremely useful in detecting enemy Units. They give a special trumpet alarm when they spot the foe. They can be garrisoned in Watchtowers, Forts, Holy Fortresses and Tower. When garrisoned, they still have a very long sight range. Siege Unit. A Siege Tower is a tall wooden box with wheels that can be pushed along. To deploy it click on the Tower and then on a stretch of wall. The Tower will trundle over, dock with the wall and lower its front gate. Any garrisoned troops inside the tower will jump out onto the other side of the wall. , In its deployed state you can order infantry into it and they will walk in, disappear and then reappear on the other side of the wall. Siege Towers are very slow across the ground, but can take a lot of damage. Heavy Infantry. A Spearman is the standard infantry Unit, always available to all at the Barracks. Spearmen can take moderate amounts of damage, as well as deal it out, though they are very slow. They can be put into Formation. . Demonic Unit. The Spider Demon is a huge Pagan arachnid creature. It is very fast, and can vomit a devastating acid spray that burns both units and buildings alike. This acid bile needs to be recharged over time, if used up. It can be summoned from the 'otherworld' at the Henge. A Spider Demon is the equivalent to several units of Light Cavalry. Special Unit. The Spy will always look like a spy to the player who hired him, however, he will take on the appearance of a Peasant belonging to whichever opponents' side is looking at him. So, if you hire a Spy and send him into your opponent's city, it will look to your opponent as though one of his own peasants is in his city. However, the Spy remains under the control of the player who hired him. Gatehouses, Priests, Bishops, Inquisitors, High Priestesses and other spies can detect a spy. Once discovered the detected Spy then looks like a Spy, in the owning players colour. Note that his disguise is imperfect and if you think you might have an enemy Spy in your camp, look for a peasant with black boots. The Spy can perform Arson attacks, setting fire to your opponent's buildings (see Fire), and also blow open the portcullis of a Gatehouse. You can also send the Spy to an enemy Barracks, where you can learn about his infantry units (number and type) or to his Stables where you can learn about his cavalry units. Spies can detect and unmask other spies, and Possessed Peasants. Heavy Cavalry. The Squire is the standard Heavy Cavalryman available to all, as soon as a Stables is built. They can be put into Formation. A Pagan Demon Unit. The Succubus is a female demon skilled in enchantments and sneak attacks. The Succubus is similar to the Spy in that she will look like an ordinary Peasant to your enemies (as will an enemy succubus to you!). The disguise can be detected by another Succubus, the High Priestess, a Priest, a Bishop and the Inquisitor. The Succubus is not much of a fighter but has some very useful powers; she can Charm an enemy Unit, causing it to switch allegiance to your side, cast a Berserker Rage on up to three Units (friendly, or enemy) increasing the attack value, and lowering the defence of the target, and causes them to attack the nearest unit, of any side. So, used against an enemy formation for instance, the targets would break formation, and attack their friends. If you use it on friendly units, make sure there are no nearby friendly troops that they might turn on! Finally, the Succubus can Possess any unit, friendly or enemy. This turns the target (whatever it is) into a Possessed Peasant. A Possessed Peasant can be used to spread Heresy amongst other Peasants. A Possessed Peasant looks like an ordinary Peasant to its owner, but passing the cursor over the possessed peasant will reveal its true nature! Heretical peasants will stand around listening to the rantings of the Possessed Peasant, and be unable to perform their designated tasks. Bishops, Priests, Inquisitors and High Priestess are the only Units capable of 'curing' heretics. The Possessed Peasant can also be used by the High Priestess to create a Dark Portal (see High Priestess for details). Special Unit. Supply Wagons are used to resupply units with ammunition, and to heal damaged units. If missile units are close enough to a supply wagon, they will automatically replenish their ammo. To heal wounded units, click on the supply wagon, choose the 'Resupply' icon, and right click on the unit or formation you want healed. This process uses up food, which is taken directly from your global stocks. Siege unit. A Renaissance Siege Weapon. Trebuchets are very large catapults that have a very slow rate of fire, poor accuracy, with the projectile taking a long time to reach the target, making them fairly ineffective against Infantry or Cavalry. A Trebuchet's real function is to destroy enemy walls and structures. Trebuchet's are very good at this as the rocks that they throw are very heavy and exceed all but the strongest buildings armour rating; it may only take a couple of hits to destroy a wall. Trebuchet's have a minimum range. Trebuchet's can also hurl fireballs after the Greek Fire upgrade, (which can spread fire in a city. See 'Fire.) and Explosive Missiles after the Explosives upgrade. Missile Units may run out of ammunition, and need re-supplying. (See Units in General, Resupply). Heavy Infantry. Standard Pagan Infantry. These female warriors are dedicated to the Pagan Gods, and make very tough fighters. They can take a lot of damage, as well as deal it out. Though they aren't tough as their Imperial equivalent, they are faster across the ground. Heavy Infantry. When you build a Wicker Man, you will be able to spawn these Pagan Pikemen at the Hall of Warriors. They can take a lot of damage, as well as deal it out, and they are quite fast for Heavy Infantry. They can be put into Formation. Heavy Infantry. The Undead Legion are special elite Units, summoned from beyond the grave to serve you. They are the toughest infantry unit in the game, and can take massive amounts of damage, as their undead flesh has to be hacked into pieces to stop them. As they are legionnaires from the Lands of the Dead, they can be ordered into formations.
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