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Horrors are otherworldly beings unaffiliated with any nation. They do not spawn naturally in the world as independents do, rather they have to enter through some use of magic or certain random events. The most common means of appearing is to horror marked commanders, through blood magic, the horror cult event chain, and at the cataclysm.
Horrors have a myriad of different attributes. All have high magic resistance, many are ethereal; additionally they typically possess multiple attacks with additional supernatural effects such as horror marking, life drain, as well as armor piercing or negating damage. There are three tiers of horrors, grouped by strength.
When summoned in battle, horrors will preferentially target units with horror marks. Units that are mindless are the last that they will prefer to attack, regardless of their horror mark status.
All horrors possess the following unit abilities:
Magic Being
Fear (5), higher where noted
Spirit Sight
Magic power (1)
Void Sanity (20)
Poor Amphibian, sometimes full
Need not eat
These are the least threatening of the horrors, but often appear in multiple groups. Despite being the weakest, they can very easily be lethal to many commanders.
Unit | Abilities | Notes |
---|---|---|
Lesser Horror | Darkvision (100%) Fear (10) Ethereal Unsurroundable (2) Teleport Amphibious Floating | |
Horror Mantis | Darkvision (100%) Resist Poison (5) | |
Float Cat Horror | Resist Poison (5) Ethereal Damage Reversal (12 vs MR) Blind Amphibious Floating | |
Soultorn | Regeneration (20%) Darkvision (100%) Pierce Resistant | |
Spine Membrane Horror | Blind Flying Pierce Resistant Ethereal | |
Belly Maw Horror | Darkvision (100%) Unsurroundable (2) | |
Brass Claw Horror | Pierce Resistant Shock Resistant (15) Unsurroundable (1) | The brass claws inflict armor negating shock damage. |