As the Empire has expanded its territory into the March, it has come into contact with countless varieties of Cursed Creatures - monsters and living corpses imbued with unnatural strength and vitality - and in some cases other more sinister abilities.
Fighting these Cursed Creatures is dangerous, but can yield many rare resources invaluable to Potionsmiths, Spellscribes, and Arcanists.
Others are simply humans driven to desperate means - nothing is off the table when survival is on the line.
All Goblins have the following abilities:
Goblin shields cannot be broken, even by the annihilate spell.
Goblins cannot be damaged by attacks from behind.
Goblins deal double damage with all weapons (e.g. 2 damage with one-handed weapons, 4 damage with two-handed weapons, and 6 damage with bows).
A Goblin spends 5 seconds enthralling a player, after which they have 5 AP in all target regions regardless of armor worn, and fight recklessly while under the command of the Goblin. Thralls must obey the orders of the Goblin, and will do so regardless of danger. The Thrall condition lasts until the player is administered a Cursebreaker potion.
Hardly a step above animals, Feral Goblins are used as the frontline fodder of the Horde.
More organized, industrious, and intelligent compared to their Feral kin, these Goblins are the core of the Horde.
All Undead have the following ability:
All Undead are immune to Sphere 1 spells, with the exception of the spell Ward.
Fleshweavers are the Undead equivalent of Boneknitters, crucial to keeping an Undead force animate.
Death Lords are the commanders of the Undead forces. They are as cruel and cunning as their living foes.
Bandits are humans willing to use any means at their disposal to accumulate wealth and survive.