Wight: Difference between revisions
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'''Wights''' are tier-II [[units]] of the [[Necropolis]] faction. They can be recruited from the [[Quiet Pavilion]]. | '''Wights''' are tier-II [[units]] of the [[Necropolis]] faction. They can be recruited from the [[Quiet Pavilion]]. | ||
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Revision as of 21:36, 18 July 2026
Wight |
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Faction |
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Tier II |
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Cost 100 |
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Base growth +19 |
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Squad value 85 |
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| Stats | |||
Health 8
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Attack 3
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Defense 0
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Damage 2-4
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Morale 0
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Luck 0
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Initiative 5
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Speed 6
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| Other Info | |||
Dwelling |
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Specialist hero |
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| Related Units | |||
Base unit Wight |
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| Internal ID | |||
| flicker | |||
Wights are tier-II units of the Necropolis faction. They can be recruited from the Quiet Pavilion.
They can be upgraded into the Wraith or the Phantasm.
Description
A person once deeply cherished, forced back to life against their will. Wights, dissolving and lost, claw at the memories of others in desperation, hoping to recover — or steal — their names and identities.
Abilities
| Creature Type Undead | |
A creature or person whose life has been prolonged by unnatural means.
Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle. | |
| Attack Type Melee Attack | |
Can only attack adjacent enemies. Provokes counterattacks.
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| Movement Type Flying | |
Movement ignores obstacles and traps.
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| Passive Ability Phantom VampirismRank IThis ability has several versions with different effect strength. | |
Each attack converts 20% of the Damage dealt into additional HP. This can create temporary units in this creature’s stack.
Does not affect Undead, Embodiments, or Constructs | |
Laws
This unit is specifically affected by following Faction Laws:


