Undead from the game, with info about their equipment, strengths and tactics. During Undead Scourge (Late Game Crisis) Zombies and Ancient Dead factions unite.

Wiedergangers[edit | edit source]

Zombie 01 orientation.png

Zombie 01 orientation.png Wiederganger
Hitpoints
100
Melee Skill
45
Melee Defense
−5
Ranged Defense
−5
Initiative
45
Action Points
6
Experience
100
Backstabber Backstabber Battle Forged Battle Forged Bite Bite

Equipment

Skills

Icon Name AP Fatigue Description
Zombie bite.png
Bite 4 0 Bite does 15-35 Damage, with 50% Armor Damage and 10% Direct Damage

Strengths

  • Mindless (no resolve checks)
  • Has no fatigue at all
  • Immune to bleed, poison and injuries
  • Has a 66% chance to rise again from the dead
  • Can be reanimated by a Human 01 orientation.png Necromancer, though has the least priority for that among other candidates
  • Can pick up any weapon from ground to use in combat
  • Unaffected by Night.png Nighttime debuffs
  • Does 10% more damage after day 90

Tactics

  • Do everything to prevent yourself from being surrounded, they rely on Backstabber to make up for their terrible melee attack skills.
  • They can only attack once per turn unless possessed.
  • Their bite is fairly dangerous against unarmored brothers.
  • You can pick up their weapon before they rise again
  • Spear wall is very effective
  • Decapitate to prevent reanimation (Cleaving Weapons help additionally with decapitating)
  • A brother with Bloodthirsty trait often beheads them or smashes their head upon head hit, if the weapon allows
  • Easy to kill with a flail without a helmet

Zombie 02 orientation.png

Zombie 02 orientation.png Armored Wiederganger
Hitpoints
130
Melee Skill
50
Melee Defense
−5
Ranged Defense
−5
Initiative
45
Action Points
6
Experience
150
Backstabber Backstabber Battle Forged Battle Forged Bite Bite

Equipment

Skills

Icon Name AP Fatigue Description
Zombie bite.png
Bite 4 0 Bite does 15-35 Damage, with 50% Armor Damage and 10% Direct Damage

Strengths

  • Mindless (no resolve checks)
  • Has no fatigue at all
  • Immune to bleed, poison and injuries
  • Has a 66% chance to rise again from the dead
  • Can be reanimated by a Human 01 orientation.png Necromancer
  • Has Perk 05.png Shield Expert if he is a bodyguard of a Human 01 orientation.png Necromancer
  • Can pick up any weapon from ground to use in combat
  • Unaffected by Night.png Nighttime debuffs
  • Does 100% more Fatigue damage after day 20
  • Does 10% more Damage after day 90

Tactics

  • Do everything to prevent yourself from being surrounded, they rely on Backstabber to make up for their terrible melee attack skills.
  • They can only attack once per turn unless possessed.
  • Their bite is fairly dangerous against unarmored brothers.
  • You can pick up their weapon before they rise again
  • Spear wall is very effective
  • Decapitate to prevent reanimation (Cleaving Weapons help additionally with decapitating)
  • A brother with Bloodthirsty trait often beheads them or smashes their head upon head hit, if the weapon allows
  • Easy to kill with a flail without a helmet
  • Use daggers to puncture and loot their armors (worth early game)

Zombie 01 orientation2.png

Zombie 01 orientation2.png Wiederganger Brother
Hitpoints
130
Melee Skill
50
Melee Defense
5
Ranged Defense
5
Initiative
50
Action Points
6
Experience
150
Backstabber Backstabber Bite Bite

Equipment

  • Has the weapon and armor that was left when he died
  • Unable to use ranged weapons

Skills

Icon Name AP Fatigue Description
Zombie bite.png
Bite 4 0 Bite does 15-35 Damage, with 50% Armor Damage and 10% Direct Damage

Strengths

  • Mindless (no resolve checks)
  • Has no fatigue at all
  • Immune to bleed, poison and injuries
  • Can be reanimated by a Necromancer
  • Can pick up any weapon from ground to use in combat
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • The Wiederganger Brother is created when one of your dead brothers rises again (or any other humans that are with you)
  • Do everything to prevent yourself from being surrounded, they rely on Backstabber to make up for their terrible melee attack skills.
  • They can only attack once per turn unless possessed.
  • Their bite is fairly dangerous against unarmored brothers.
  • You can pick up their weapon before they rise again
  • Decapitate to prevent reanimation (Cleaving Weapons help additionally with decapitating)
  • Easy to kill with a flail without a helmet
  • If your men die, they risk reanimation by a necromancer if one is present

Skeleton 06 orientation.png

Skeleton 06 orientation.png Fallen Hero
Hitpoints
180
Melee Skill
60
Melee Defense
5
Ranged Defense
0
Resolve
100
Initiative
60
Action Points
7
Experience
250
Backstabber Backstabber
Fearsome Fearsome
Reach Advantage Reach Advantage
Battle Forged Battle Forged
Bite Bite

Equipment

Skills

Icon Name AP Fatigue Description
Zombie bite.png
Bite 4 0 Bite does 15-35 Damage, with 50% Armor Damage and 10% Direct Damage

Strengths

  • Mindless (no resolve checks)
  • Has no fatigue at all
  • Immune to bleed, poison and injuries
  • Has a 90% chance to rise again from the dead
  • Can also rise without head or if killed by a fatality
  • Can be reanimated by a Human 01 orientation.png Necromancer. Has higher priority to be resurrected than an Armored Wiederganger
  • Has Perk 05.png Shield Expert if he is a bodyguard of a Human 01 orientation.png Necromancer
  • Can pick up any weapon from the ground to use in combat
  • Capable of dealing AoE attacks with 2-handed weapons
  • Can use shield's Knock Back to gain better position or reach your backline
  • Unaffected by Night.png Nighttime debuffs
  • Does 100% more Fatigue damage
  • Gains +5 Melee Skill, does 10% moreDamage after day 90
  • Status effect 108.png Champions have Perk 04.png Resilient & Perk 07.png Nine Lives

Tactics

  • As with all Wiedergangers, try to prevent getting surrounded so they cannot exploit Backstabber; good to have Underdog perk as a counter-measure.
  • They can only attack once per turn unless Possessed. The ones armed with two-handed weapons will not be able to move and attack, unless Possessed. Thus, if you push away a twohander fallen hero, he will not be able to attack on the following turn in the absence of a necromancer.
  • Their bite is fairly dangerous against unarmored brothers.
  • Good target for Nets, Stun and Disarm.
  • Flails' Lash skill is effective on ones with no head armor.
  • Use Throwing Spears and/or Axes to destroy shields, if ready to concentrate damage on ones equipped with particularly dangerous 1-handed weapons and/or to more consistently disable the Possessed ones.
  • Beheaded Fallen Hero with destroyed shield and/or lost weapon gains early turn order.
  • Use armor-destroying weapons like you would on Orc Warriors: Warhammers, Fighting Axes, Billhooks, Polehammers.
  • Reanimated Fallen Heroes with no armor left can be quickly dispatched by Decapitate skill.
  • You can pick up their weapon before they rise again (weapons have a chance to get destroyed if they rise or are reanimated).
  • Using daggers to puncture and loot their armor can be a great way to get durable (if fatigue inefficient) protection early on, especially since they can be armed with mid tier one handed weapons. Doing this if they come armed with two-handers is risky unless you have a good brother with Taunt to keep them occupied.

Zombie 03 orientation2.png

Zombie 03 orientation2.png Fallen Betrayer
Hitpoints
200
Melee Skill
80
Melee Defense
5
Ranged Defense
0
Resolve
100
Initiative
70
Action Points
8
Experience
350
Backstabber Backstabber
Fearsome Fearsome
Reach Advantage Reach Advantage
Battle Forged Battle Forged
Bite Bite

Equipment

Skills

Icon Name AP Fatigue Description
Zombie bite.png
Bite 4 0 Bite does 15-35 Damage, with 50% Armor Damage and 10% Direct Damage

Strengths

  • Mindless (no resolve checks)
  • Has no fatigue at all
  • Immune to bleed, poison and injuries
  • Has a 90% chance to rise again from the dead
  • Can rise without head or when killed by a fatality
  • Can pick up any weapon from ground to use in combat
  • Unaffected by Night.png Nighttime debuffs
  • Does 10% more dmg and has +5 Melee Skill after day 100
  • Does 25% more dmg and takes 25% less armor dmg than a Fallen Hero

Tactics

  • You will only encounter them in the Watermill legendary location
  • Use your archers to break down their armor as they approach
  • Axes to destroy shields
  • Use armor-destroying weapons like you would on orc warriors: warhammers, fighting axes, billhooks
  • You can pick up their weapon before they rise again
  • Easy to kill with a flail without a helmet
  • Use daggers to puncture and loot their armors
  • Good target for nets and stun

Zombie 03 orientation2.png

Zombie 03 orientation2.png Rachegeist
Hitpoints
500
Melee Skill
95
Melee Defense
25
Ranged Defense
0
Initiative
75
Action Points
7
Experience
500
Crippling Strikes Crippling Strikes Resilient Resilient
Battle Forged Battle Forged
Bite Bite

Equipment

Skills

Icon Name AP Fatigue Description
Zombie bite.png
Bite 4 0 Bite does 15-35 Damage, with 50% Armor Damage and 10% Direct Damage

Strengths

  • Mindless (no resolve checks)
  • Has no fatigue at all
  • Immune to bleed, poison and injuries
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • This is the boss of the Watermill legendary location
  • When he dies the Rachegeist second form appears in its place and ten geists spawn in various other locations
  • Good target for nets and stun
Rachegeist.png Rachegeist
Hitpoints
275
Melee Skill
90
Melee Defense
50
Ranged Defense
999
Resolve
130
Initiative
105
Action Points
9
Experience
500
Fast Adaptation Fast Adaptation
Fearsome Fearsome
Reach Advantage Reach Advantage
Underdog Underdog
Anticipation Anticipation
Resilient Resilient

Equipment

Strengths

  • Mindless (no resolve checks)
  • Has no fatigue at all
  • Immune to bleed, poison, injuries, stun, knockback, grab, disarm and root
  • Unaffected by Night.png Nighttime debuffs
  • Can move on any terrain without increased Action Points cost
  • His attacks ignore armor

Tactics

  • This is the boss of the Watermill legendary location
  • He spawns when the first Rachegeist form has died

Necromancer[edit | edit source]

Human 01 orientation.png

Human 01 orientation.png Necromancer
Hitpoints
50
Melee Skill
50
Melee Defense
5
Ranged Defense
10
Fatigue
90
Resolve
90
Initiative
90
Action Points
7
Fatigue Recovery
15
Experience
400
Possess Undead Possess Undead Raise Undead Raise Undead Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

Skills

Icon Name AP Fatigue Description
Possess Undead.png
Possess Undead 3 10 Possess Undead buffs another undead for 1 turn: sets Action Points to 12AP and grants +15Melee Skill, +50Initiative, +10Melee Defense, +10Ranged Defense, -25%Damage Taken (has unlimited range)
Raise Undead.png
Raise Undead 3 10 Raise Undead will raise any type of wiedergangers and skeletons (with 50% of their Hitpoints) and any dead humans, can be used 2 times a turn, can't be used if someone is standing on the corpse (has unlimited range)

Strengths

  • Can become a Status effect 108.png Champion (1% Chance)
  • Status effect 108.png Champions can use Raise Undead.png Raise Undead 3 times a turn instead of the regular Necromancer which can only use it 2 times per turn
  • Practically always protected by a bodyguard
  • Reanimation 'bashes' current hex occupant (i.e. out of safe formation)
  • Unaffected by Night.png Nighttime debuffs

Tactics

Geist[edit | edit source]

Ghost 01 orientation.png

Geist.png

Ghost 01 orientation.png Geist
Hitpoints
1
Melee Skill
65
Melee Defense
30
Ranged Defense
999
Resolve
100
Initiative
95
Action Points
9
Experience
225
Fearsome Fearsome Ghastly Touch Ghastly Touch Horrific Scream Horrific Scream
Incorporeal Incorporeal

Skills

Icon Name AP Fatigue Description
Ghastly Touch.png
Ghastly Touch 4 0 Ghastly Touch does 15-25 Damage, with 100% Direct Damage, meaning that whoever tries to run from them while being adjacent is in danger no matter their armor
Horrific Scream.png
Horrific Scream 6 0 Horrific Scream will cause resolve-checks with a range of 3 tiles
Bust ghost 01.png
Incorporeal Incorporeal grants +10 Melee Defense and +10 Ranged Defense for each tile range away from a Geist (active at range 2+)

Strengths

  • Mindless (no resolve checks)
  • Has no fatigue at all
  • Immune to bleed, poison, injuries, stun, knockback, grab, disarm and root
  • Can move and change height on any terrain without increased Action Points cost
  • Nearly impossible to hit with ranged weapons
  • Unaffected by Night.png Nighttime debuffs
  • Has another +5 Melee Defense after day 140

Tactics

  • Is way faster than any other undead within his group when fighting on harsh terrain which can isolate them if you move backwards and wait
  • A Holy water 01.png Flask of Blessed Water thrown at Geist will instantly kill it (potential splash damage works as well)
  • Use a brave (high Resolve) team member perked with Perk 42.png Rally the Troops (Sergeant) to avoid panic and fear
  • Use brave or perked (Perk 08.png Fortified Mind) team members with high Melee skill.png Melee Skill to engage in melee (better with easy to hit weapons like spears and swords)
    • Note: it is still possible (though increasingly unlikely) for morale to drop via Horrific Scream.png Horrific Scream with resolve values of 95-119; but suddenly, when you reach a value of 120 resolve (i.e. 96 plus Perk 08.png Fortified Mind, or 87 plus Perk 08.png Fortified Mind plus the Sergeant trophy.png Sergeant's Sash), you become immune to Geists and they no longer even attempt to terrify you with Horrific Scream.png Horrific Scream - they will engaged in melee with that brother(s) instead
  • Use Hounds: they are very capable of killing Geists, which will prioritize targeting them with Horrific Scream.png Horrific Scream
  • By using the Perk 37.png Adrenaline perk at opportune moments (i.e. when there's an opening and no danger of being surrounded by Fallen Heroes with Greataxes), spear-wielding brothers with relatively mediocre resolve and melee skill will have at least half a chance to kill a Geist before it gets another chance to do any spooking
  • Thorned and Battle Whips are capable of hitting at distance of 3 tiles and thus can dispatch Geists at their maximum attack range
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