|Upkeep Cost||1 per turn|
|# of figures||6|
|Melee Attack per figure||3|
|Defense per figure||4|
|Hit Points per figure||1|
+10% To HitDeath Immunity
The Fantastic Unit Edit
Physical Description Edit
Skeletons are the bony remains of humanoids, animated into a semblance of life by the powers of Death Magic. They have no flesh to injure, and are covered only by the tatters of the clothes they used to wear when they were alive.
Attack Properties Edit
The Skeletons' Melee Attack is rather weak individually, but gains great power thanks to this being an 6-figure unit.
Each Skeleton's attack has a strength of 3. Even with the unit's inherent To Hit bonus of +10%, a Skeleton will inflict only 1.2 points of Damage with its attack, on average.
On the other hand, all 6 Skeletons attack simultaneously. This increases the statistical chance they have to inflict at least some damage on their enemies, especially if said enemies possess a low Defense score. As a result, Skeletons are quite effective for battling weak enemy Normal Units.
Defensive Properties Edit
Skeletons possess the rather-low Defense score of 4. This allows the unit to block about 1.2 Damage points on average from any source.
Like most other creatures from the Death Realm, Skeletons possess a wide variety of immunities: Poison Immunity, Illusions Immunity, Cold Immunity and Death Immunity. These render the Skeletons completely invulnerable to a wide array of Curses, Special Attacks, and some specific Damage Types.
Finally, for situations where the unit's many immunities are not applied, the Skeletons have a Resistance score of 5. This is a pretty poor score, and will not normally defend the unit from Curses - though it may still occasionally help save it from destruction.
Other Properties Edit
Skeletons move at a rate of 1, both on the overland map and during battle. This makes them quite slow compared to most other Fantastic Units.
Despite the logical assumption, Skeletons are not considered to be Undead (as the game defines this term). As a result, they do not obey the rules of Undead creatures; Skeletons are simply Fantastic Creatures associated with the Death Realm.
As with most other Death creatures, Skeletons do not heal naturally every overland turn. They also cannot be healed using Life magic spells. Usually the only way to heal Skeletons is through the Regeneration spell.
Basic Tactics Edit
Skeletons are too weak and slow to perform any radical purpose on the battlefield. On the other hand, they are dirt-cheap, and can be summoned in large quantities when necessary.
As a result, Skeletons generally serve as cannon fodder - advancing directly at the enemy in order to soak up damage and do Melee Combat with it. They are expected to survive heavy hails of Missile Attacks while advancing, and then do as much damage to the enemy as possible before being destroyed.
Enemy Skeletons Edit
Skeletons are some of the most abundant neutral enemy units in the entire game. They are often found in Encounters such as Ancient Temples, Fallen Temples, Ruins and occasionally Towers of Wizardry. They will often appear in large groups of at least 3 Skeleton units, and are often accompanied by other Death creatures of any tier - particularly Zombies.
Skeletons are primarily dangerous when encountered in large groups. They pose some danger in one-on-one combat with other low-tier Fantastic Units or even mid-tier Normal Units, but can be easily subdued with either Magical Ranged Attacks or powerful Melee units.
Ability Overview Edit
- This unit has an extra 10% chance to hit its target with every attack. This improves its statistical chance to inflict more Damage with each attack it makes.
- This unit cannot be hurt by Poison Damage. It will automatically pass any Resistance roll to avert such damage.
- Any Missile Attack performed against this unit will temporarily raise the unit's Defense score to 50 - allowing it to block virtually any incoming damage.
- Magical or Boulder attacks do not trigger this effect, and will damage the unit as normal.
- Illusion Damage inflicted on this unit does not bypass its armor. The unit gets to make its Defense rolls as normal.
- During combat, this unit will spot all enemy Invisible creatures regardless of how close they are. Those creatures become semi-visible on the screen, and may be targeted freely like any other unit.
- This unit is completely immune to many Curses from the Sorcery realm. It either may not be targeted by such curses at all, or is simply not affected by them.
- This unit cannot be affected by any spell or ability that delivers Cold Damage. It will simply not receive any Damage from such sources.
- This unit cannot be affected by any spell or ability that causes death or fear, including most of the combat spells from the Death Realm.
The Summoning Spell Edit
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
To keep the Skeletons in play, it is necessary to pay an Upkeep Cost of 1 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Mana in the pool will lead to the Skeletons being immediately destroyed, along with any Unit Enchantments currently affecting it.
If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.
You can also dismiss the Skeletons voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit's details panel. A dismissed unit is gone forever, but of course you can always cast the Skeletons spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Mana as a result).
As a Common Death spell, Skeletons may become available to any Wizard who possesses at least one Death Spellbook. However, its availability during the game is not guaranteed unless the Wizard acquires at least 7 Spellbooks.
Customized Wizards possessing up to 10 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn. Wizards with 11 Spellbooks are guaranteed to have this spell available for casting as soon as the game begins.
Wizards with 6 or fewer Spellbooks who have not chosen Skeletons as a guaranteed spell have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Death Spellbooks the Wizard possesses or obtains during gameplay. With 7-10 Spellbooks, the spell is guaranteed to appear for Research if it is not already available for casting.
Skeletons has a base Research Cost of 20.
With at least 1 Spellbook, the Skeletons spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.