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Structures[]

Human ally building flowchart
Human ally buildings
Image Structure name Units Upgrades Use
Keep
Castle
Lord's Castle
Keep, Castle, Lord's Castle Trains Peasents Upgrade to Castle

Upgrade to Lord's Castle

The Keep is a base at the front-line, a vital point for both offence and defence. It is also the only place where peasants can be recruited. Furthermore, peasants can only store resources at Keeps. So if it is destroyed they can no longer store resources.
Farm
Farm The Farm suppleis the food required for all the units. If you do not have enough food you cannot train any more units. Well-positioned farms can be used as defensive walls.
Barracks
Barracks Trains Warriors

Trains Archers - Requires Training ground

Trains Elven Rangers - Requires Blacksmith, Training ground and Castle upgrade.

Trains Knights Templar - Requires Hall of Honor.

Summons Russelaunt - Requires Training Ground (Skirmish only)

Summons Cellin - Requires Tower of Magery (Skirmish only)

The Barracks are where you can train strong warriors. Each warrior undergoes touch training to become very trustworthy and reliable. Although the training is tough it is nothing compared to life on the battlefield.
Blacksmith
Blacksmith Make Steel Weapons - Increases attack of land units

Make Dwarvern weapons - Further increases attack of land units.

Make Enchanted Weapons - Furhter increases attack of land units.

Make Chain Armor - Increases the armor of land units

Make plate Armor - Further increases the armor of land units

Make Enchanted Plate Armor - Furhter increases the armor of land units.

The blacksmith is where the weapons and armor are produced. Upgrade weapons and armor affect the units using them as they improve their attack and defence.
Guard Post
Guard Post The Guard Post is a defensive tower in the front-line. Archers are holed up in the guard post from where they drop arrows on the invaders. Due to their height, the guard posts allow the archers to shoot arrows further than the archers on the ground. Two archers can garrison a guard post to increase its lethality and defensive capabilities.
Training Ground
Training Ground Learn Berserk - Warrior's ability

Make Boots of Speed - Increase Warrior's movement speed.

Learn Archery - Increases Archer's attackign speed.

Make Longbows - Increases Archer's attack range.

Make Elven Longbows - Increase Elven Ranger's attacking range.

This is where elite soldiers are trained. It includes an archery ring. Which is essential for training archers and rangers.
Dwarvern Forge
Dwarven Forge Trains Dwarvern Cannons Upgrade Cannonballs - Increases level of damage of Dwarvern Cannon's attack.

Upgrade Explosives - Increases level of damage of Bomber Wing's attack.

Develop Fire arrows - Unlock's Archer's ability.

The Dwarven Forge is where the dwarves develop their fine weapons and armor. The Human Alliance is strengthened when the dwarves jon it and contribute their tinkerers and blacksmiths.
Hall of Honor
Hall of Honor Learn Charge - Increase Knight Templar's movement speed.

Learn Divine Light - Increase Knight Templar's sight range

Learn Holy Aura - Increases the armor rating of Knight Templar's

The Hall of Honor was established for the order of Azillian Knights. Selected knights became Knight Templar's, who then fight injustice in the name of Amos. they undergo military training and are also faithful followers of Amos protected by Amos' will.
Temple of Amos
Temple of Amos Trains Clerics Research Lesser Healing - Cleric's Healing Spell

Research Purification - Cleric's Purification spell

The temple of Amos can be found almost anywhere in the human settlements on the Bersia continent. The King Priest of Eccleica is the current leader. This holy sanctuary servers as a home for orphans and the sick. Young Clerics are trained in priestly magic in the temple
Courtyard
Courtyard Trains Scout BalloonsTrains Storm Riders

Trains bomber Wings - Requires Dwarven Forge

The Courtyard plays host to all the different flying units. The structure is in fact a big courtyard where units can be trained to take off and land, hence the name.
Dwarven Workshop
Dwarvern Workshops Make Throwing Axes - Increases the damage dealt by Storm Rider's.

Make Dwarvern Throwing Axes - Further increases the damage dealt by Storm Rider's.

Make Enchanted Throwing Axes - Further increases the damge dealt by Storm Rider's.

Make Leather Padding - Strengthen's flying unit's armor.

Make Chain Padding - Further strengthen's flying unit's armor.

Make Enchanted Padding - Furhter strengthen's flying unit's armor.

Make Power Gloves - Increase Storm Rider's attacking range.

Make Spyglasses - Increases Scout Balloon's sight range and speed.

The Dwarvern Workshops is where the dwarves carry out their research into machinery. Although it was not constructed specifically to improve flying units most research findings usually help the flyers in their attack and defense in some way.
Tower of Magery
Tower of Magery Trains Mages Learn Spell Lore - Expands Mages Maximum mana points.

Learn Concentration - Lenghten's Mage's mana recharging time.

Research Castle Portal - Mage's Spell

Research Dome of Negation - Mage's spell

Research Astral Gate - Mage's Spell

Research Create Mana Orb - Mage's spell

Research Haste - Mage's spell

Research Invisiblity - Mage's spell

The tower of Magery is where mages live and carry out their research into the arcane arts. The mages of Azilla tend to be more peaceful than the Hodian sorceresses. They specialist in non-destructive magic using abjuration and alteration spells.
Coven
Coven Trains Hodian Sorceresses Learn Spell Mastery - Shorterns Hodian Sorceress' spell casting time.

Learn channeling - Lengethen's Hodian Sorceress' mana recharging time.

Research Improved Fireball - Hodian Sorceress' spell

Resaerch Summon Stone Golem - Hodian Sorceress' spell

Research Meteor Strike - Hodian Sorceress' spell

The Coven is the secret order of magic located in the Revants Mountains. The Coven was founded by the mages who survived the First Heroic War. For some unknown reason, they only take on females as apprentices. These sorceresses are well trained in evocation magic. Their destructive war magic is never underestimated in times of war.
Portal of Valor
Portal of Valour Summons Curian (Skirmish only)

Summons Moonlight (Skirmish only)

Summons

Keither

(Skirmish only)

The building serves as a gateway through which you can summon your heroes to the battlefield. Curian, Moonlight and Keither can be summoned to help you when the portal is build

Unit Description[]

Image Unit Abilities Description
Peasants Most humans are peasants. They do most of the important work from farming to building and collecting resources. They provide support during battle. Although they are not officially trained in the art of war they know how to swing their axe when exposed to danger
Warriors Berserk - Veterans are able to go into a state of frenzy in times of war so that they can inflict more damage with their weapon. However, they tend to hurt themselves much more easily when they are in this battle frenzy.

Warrior units are trained at the barracks. They are equpped with basic armor and weapons and sent to the battlefield. Some veterans are even able to switch to Berserk mode. Although they are not as powerful as knights, warriors are he central force of any attack as they make up the majority of most armies. They are cheap and handy.

Archers Fire Arrow - Fire arrows are an invention of the dwarf smiths. The tips of the arrows are coated with a flammable substance so that they catch fire easily. They arrows are ignited just before they are shot. The human archers make up a large proportion of most human nations' armies. In points of strategic defense, they act as watchmen at the guard posts. They have archery practice in the training ground and most are fairly well equipped. Well-equipped archers can even shoot arrows of fire.
Elven Rangers Elven Rangers are guardians of the forests. They are trained in the art of woodcraft and marksmanship. They can fire their arrows with deadly accuracy. However, they tend to take a bit more time taking aim.
Knight Templars Charge - Knight Templars can spur their horse to charge a short distance in any direction at high speed. However, this does not automatically allow the knight to attack anyone in his path.

Divine Light - By summoning the divine energy in his body, the Knight Templar can shoot a ray of divine light in any direction. The divine light reveals any hidden or invisible units in its path.

Holy Aura - After calling upon the divine light, the knight is temporarily surrounded by a holy aura that protects him from any harm. The aura absorbs a certain amount of harm before it disappears.

Knight Templars are knights of the priestly order. They are noble, honest and loyal servants to the God Amos. They are strong in physical combat and are protected by the holy aura of their God. They fight injustice in the name of Amos.
Dwarven Cannon Dwarves are very hard working, sturdy fellows who live in the Revants Mountains. They are particularly good blacksmiths and tinkerers. One of their most famous creations is the cannon. Each dwarf brings his own cannon on his back, loads the cannon balls and fires them on the battlefield. Of course, they still need to adjust the reloading speed, but its destructive power makes up for any shortcomings.
Cleric Lesser Healing - This spell restores some of the hit points of a friendly unit.

Major Healing - The major healing spell also affects any friendly units positioned nearby.

Turn Undead - The spell does moderate damage to an undead unit.

Purification - The purification spell removes any adverse effects such as poison, blindness or infestation.

Clerics are loyal servants of Amos. They make up the majority of the priests in the Temple of Amos. Although they are not professional soldiers they still swing their mace and call upon their god to smite their enemy in times of crisis. Their priestly magic is a huge help in restoring the health of the wounded. By invoking the name of Amos, they are able to give undead creatures eternal rest.
Mages Create Mana orb - The ceremony consumes so much energy that no single mage is allowed to perform it alone. By channeling the mana flow from the earth, the mages are able to store the mana in a crystal orb for later use.

Castle Portal - The spell opens a portal near the spell caster and teleports all nearby units back to a predetermined point, usually their main castle.

Dome of Cancellation - The spell creates a dome-shaped anti-magic zone. It cancels the effect of any aggressive spells in the area. The area radiates a spherical protective energy while the spell is effective. Experienced mages can create an even larger dome.

Astral Gate - Two astral gates have to be opened for the spell to work. Once two gates are open teleportation can occur between the two locations. Originally, this spell was developed to help communication between mages, but it is now used to transport soldiers.

Invisibility - By the power of magic, you can become invisible. But sound and smell cannot be concealed, and so others may still be able to notice something lurking out there even if the mage is invisible.

Haste - The spell allows for a living creature to move at unusually high speed. The spell also alters the flow of time within a person and thus ages him slightly.

The mages of Azilla form a scholarly order that concentrates on studying the arcane arts. Although they are not particularly good at war magic, they are experts in protective magic. More powerful mages are able to open portals for instant teleportation. If a few mages join forces they can channel the mana flow form the earth to those who need it most.
Hodian Sorceresses Fireball - This spells shoots a firey ball of death towards a target. The fireball explodes upon contact with and destroys the target.

Improved Fireball - This spell does more damage than the inferior version.

Summon Stone Golem - This spell summons a Stone Golem, which will then fight for the sorceress. Golems were originally designed to do mundane jobs for the sorceresses so that they could concentrate on their studies, but they now make good bodyguards and soldiers in war.

Meteor Strike - Powerful sorceresses can summon a huge meteor from the sky, which then strikes their opponents. All those who are caught within the range of the meteor strike suffer immense physical harm such as burns. This dangerous spell can even harm the caster if she stands too close to the meteor strike.

The Coven of the Hodian Sorceresses was established by powerful sorceresses who survived the last war. They are particularly skilled in the art of war magic. Hod village, located at the top of the Revants Mountains, is where the sorceresses study forbidden arcane lore. The whole village is protected by a powerful ward that keeps intruders out. Only a few know of the existence of the Coven. For some unknown reason, the sorceresses only take on talented girls as apprentices. The ignorant people in the mountains usually refer to them as witches
Scout Balloon Unload Scout Balloon - Lands the units onboard to the ground at the selected point. The scout balloon is one of the dwarves' most astonishing creations. It enables the army to transport units from one point to another even if a river or mountains are blocking the way. Equipped with an enchanted spyglass, scout balloons can detect distant units and invisible enemies.
Storm Riders Storm riders are made up of a human rider and a very well trained, huge bird called the Zephyr Condor. In combat they throw axes from up in the sky. Although they are not particularly strong in their attack, storm riders can easily overcome most obstacles on the ground.
Bomber Wing The bomber wing, invented after the air balloon, is another awesome creation from the dwarves. Although the machine is still in the early stages of development the dwarf king ordered the workshops to mass produce the flyers after realising their potential, in combat they drop bombs from above.

Dark Legion[]

The races of darkness have always been very strong and fearsome opponents for other races. Unfortunately, these characteristics resulted in disputes among the devils themselves. However, things changed when R entered The Ogres and Orcs swore allegiance to, and with Dark Elves and Wyverns, became his followers. Even the Vampires joined Rick Blood's army. Although this alliance seems formidable it can be broken down easily once the 'one' is gone.

Structures[]

Dark legion building flowchart
Dark legion buildings
Image Structure name Units Upgrades Use
Fortress
Fortress Trains Gnomes The Fortress is the nucleus of the army and the residence of the commander. Captured gnomes are trained as slaves to do all the mundane jobs in the fortress. As is the case with the human's keep, without the fortress the Dark Legions can no longer store resources. Orcs care less about their base than humans so rarely try to upgrade their fortress.
Shelter
Shelter The shelter is the living quarters for most units. The food suppleis are also stored here. Sometimes the shelter is used as a defensive wall against invasions.
War Camp
War Camp Trains Orc Fighters

Trains Dark Elves - Requires Corrupt Woods

Trains Ogres - Requires Ancient Candle


The main forces of the Dark Legion, the Orcs, Dark Elves and Ogres, are trained in the War Camp. These units are trained mainly in disciple rather than fighting strategies because their uncontrollable, jingoistic nature sometimes overrides orders given by the high-ranking officers. This discipline training is so hard that screams are often coming from the War Camp.
Chamber of Blood
Chamber of Blood Make Ground Weapon Level I - Increases the level of damage of ground unit's attack

Make Ground Weapon Level II - Increases the level of damage of ground unit's attack

Make Ground Weapon Level III - Increases the level of damage of ground unit's attack

Make Ground Armor Level I - Strengthens ground unit's armor

Make Ground Armor Level II - Strengthens ground unit's armor

Make Ground Armor Level III - Strengthens ground unit's armor

Make Orcish Shield - Strengthens orc fighter's armor further

The Orc blacksmiths test their armor and weapons in the Chamber of Blood. It is rumored that the Orc blacksmiths need blood to make the armor or weapons. Captured humans are brought to the Chamber of Blood so that their blood can be put to good use.
Spider Tower
Tarantula Tower
Spider Tower,

Tarantula Tower

Upgrade to Tarantula Tower - Requires Ancient Candle and Corrupt Woods The spider tower is where the Dark Elves breed their fellow spiders. Some of the spiders are extremely poisonous and very danger to one's health. The spiders are left in the tower where they act as guards. They shoot their webs and venom at anyone who gets too close to the Orc base.
Corrupted Woods
Corrupted Woods Make Bracers - Increase Dark Elve's Attack Range

Make Elven Boots - Increase Dark Elve's Movement Speed.

The Dark Elves that fell from grace and were cast out of the elven forests. They now live below the Revants Mountains where the Corrupt Woods grow. They have pale skin after living underground for so many years. In combat they use throwing clubs made from the wood of the corrupt tress. They also have enchanted bracers to train their strength and power.
Ancient Candle
Ancient Candle Develop Bloodlust - Ogre's ability The Ancient Candle was created by Amaruak so that the Dark Legion could be controlled more easily. The structure itself can drain the mana from the earth and store it for later use. The candle is also used to control the minds of the stupid Ogres.
Foul Nest
Foul Nest Train Demons

Train Black Wyvern - Requires Dark Laboratory

The Foul Nest is where the Demons tame the Black Wyverns and train them in the art of war. Wyverns can only be trained form a very young age. They are taught to faithfully obey their master's commands.
Dark Laboratory
Dark Laboratory Make Breathing Weapon Level I - Increases flyer's attack

Breathing Weapon Level II - Increases flyer's attack

Make Breathing Weapon Level III - Increases flyer's attack

Develop Flyer's Defense Level I- Strengthen flyer's defense

Develop Flyer's Defense Level II- Strengthen flyer's defense

Develop Flyer's Defense Level III- Strengthen flyer's defense

The Dark Laboratory is where the Dark Mages carry out their research on flying creatures. From here they channel power form the Ancient Candle and use it to improve the attack and defense of the Wyverns and Demons.
Demon's Lair
Demon's Lair Research Mana Vortex - Demon's Spell

Research Stinking Mist - Demon's Spell

Research Glimpse Demon's spell

This is where the Demons live and keep all their personal belongings. The Demons need a lair before they will agree to serve the Dark Mages.
Spore Plant
Spore Plant Trains Swamp Mammoths

Trains Dirigibles

Develop Mammoth Hide - Strengthens Swamp Mammoth's armor The Sport Plant is another of the Dark Mages' achievements. Before the Sport Plant was invented, the Dark Legion faced the problem of where to breed Swamp Mammoths and Dirigibles. Now they have a solution. They use magic on a piece of land from the Swamp of No Return and make it float in the air. There the Dark Mages can breed the creatures with their own dark purpose in mind.
Unholy Portal
Unholy Portal Trains Liches

Trains Vampires

Summon Richter - Requires Boneyard (Skirmish mode only)

The Unholy Portal is the gateway through which the dark creatures enter this world. It can summon Liches, Vampires and dark heroes.
Twisted Mansion
Twisted Mansion Research Cloak of Darkness - Vampire's Ability

Research Terror - Vampire's Ability

Research Control Animal - Vampire's Ability

Research Bat Form - Vampire's Ability

Research Memory Leech - Vampire's Ability

The Twisted Mansion is the meeting place of the Vampires and the home of their elders. Vampires swear their allegiance and obtain elder's blood to make the more powerful. Less experienced vampires are trained by the elders to utilize their vampire skills.
Abyssal Gate
Abyssal Gate Research Animate Dead - Lich's Spell

Research Black Plague - Lich's Spell

Research Evil Eye - Lich's Spell

Research Pentagram - Lich's Spell

Research Apocalypse - Lich's Spell

The Abyssal Gate is a portal used to channel negative power from the underworld. It is essential if the Dark Mages are to achieve lichdom. As the tremendous dark energy flows into the body, the mage is able to reach the state of unlife, thus achieving near immortality.
Desecrated Altar
Desecrated Altar Create Shadow Puppet"Zombies" Learn Burrow - Shadow Puppet's Ability The Desecrated Altar is where the liches conduct terrible and gruesome experiments. Human victims are placed on the altar and dark ceremonies are performed. After the human has died an agonizing death, the corpse is brought back to life as a Shadow Puppet under the total control of the Lich. Recent improvements to this dark ritual include implanting a small amount of dark energy into the body of the Shadow Puppet that allows it to explode into bloody pieces where it needs to
Bone Yard
Bone Yard Animated Bone Dragon The dark minions are sent to collect all the dragon bones they can find and bring them to this bone yard. The Liches then use them to make a Bone Dragon. The Bone Dragons still have the ability to breathe fire and fly in the sky.

Unit Description[]

Image Unit Abilities Description
Gnome Slaves The gnomes are not part of the Dark Legion forces. They are peaceful creatures who like to play and joke below the western slopes of the Revants Mountains. Orcs one day invaded the town and began to use gnomes as slaves, and so gnome slaves now produce food, build structures and collect resoruces. They just want this war to end so that they can go back to their homes. But it is just a dream that cannot come true.
Orc Fighters Until recently, Orc soldiers were just ordinary residents of Hexter living within their own tribes. However, instinctively, they swore their loyalty towards Rick Blood when he promised them rich lands in Western Bersia. They do not require any special training because living in horrible conditions in Hexter is very hard training in itself. Of course, they might be weaker than well-equipped human soldiers, but as soon as they acquire shields they are on par with them.
Dark Elves Dark Elves are outcast elves. They now live underground below the Revants Mountains. They particularly despise their elf brethren and will nearly always attack them on sight. They are skilled in throwing clubs made from the corrupt woods. they joined the war against the Human Alliance so that they would have the pleasure of killing any elf they came across.
Ogres Blood lust - Ogres are more violent and cruel than any other creature in Bersia. They have a mad nature and thirst for blood. This blood lust that burns in the Ogres' body boosts the strength of their attack considerably for a very short period. Note that this ability is a health hazard and may have adverse effects if used repeatedly. Ogres are the most powerful monsters in Hexter. Just like the Orcs, they decided to follow Rick Blood when he promised them land in Western Bersia. They fight just as well as the Knight Templar's
Swamp Mammoths Spore Egg - The swamp mammoth can make an egg filled with spres. The egg is normally stored inside the mammoth, but it can be released in times of danger. The spore egg explodes when it comes into contact with enemy units. Originally, the swamp mammoths were a very gentle animal who lived in the Swamp of No Return. Now corrupted by dark energy of the Ancient Candles, they are now becoming more and more violent.
Shadow Puppets Burrow - One of the shdow puppets' outstanding features is their ability to burrow. They can burrow underground and re-emerge at any time to attack passing opponents. The shadow puppets are the result of atrocious experiments performed by Liches. Liches turn captured humans into shadow puppets by killing them in a cermony on the desecrated alters and then reviiving their corpses. They can plant dark energy spores into theri body. These shadow puppets explode like a ball of blood as soon as they come into contact with an enemy. They can also burrow undergorund and approach the enemy unnoticed.
Liches Animate Corpse - Liches can disturb the peace of the dead and bring the bodies back to life as zombie.s The zombies re under the complete control of their creator and form a basis of the undead army.

Animate Dead - A more powerful version of the animate corpse spell. It can even bring back to life bodies that been dead for sometime and produces more zombies.

Black Plague - This spell inflicts a terrible plague on a unit, which then spreads to all those nearby. All those who catch the plague become carriers of the plague too. The plague slowly drains the hit points of the target until the unit dies or is purified.

Evil Eye - The spell plants an evil eye on the target and allows the Lich to see through this eye as it it were its own.

Pentagram - The spell channels energy form the earth and creates this unholy area where units within the area restore their hit points and mana.

Apocalypse - The spell opens up the ground and allows Hellfire to burn from deep below. The whole area is consumed in flames.

Liches are wizards who sought to become an undead with the aim of furthering their dark pursuits. As long as the living do not interfere with them, Liches generally do not care very much about living creatures, except when they need a body of flesh to perform some kind of dark experiment. However, the powers of the Ancient Heart and the Ancient Candles have drawn them out of their evil abodes. They are probably the most powerful wizards among the known unread in Bersia. They can bring corpses back to life, turning them into zombies and create hellfire spells.
Vampires Cloak of Shadows - Vampires can hide form their enemies in their shadows.

Cloaks of Darkness - Powerful vampires can also conceal those nearby in a cloak of darkness.

Control Animal - Vampires can control any normal animal and place them under their command.

Bat Form - Vampires cna transform themselves into a group of vamprie bats. The number of bats depends on the current state of the vampire's health.

Terror - Vampires can put fear into the heart of enemy units. Scared units are unable to attack and are likely to run away form the vampires as quickly as possible. It is rumored that a concentrated mind can still function while under the influence of this fear.

Memory Leech - Vampires are able to drain a skill or spell from a memory of a selected target. The skill or spell appears to be selected at random. The victim loses the ability to use this particular skill or spell forever while the vampire acquires all the knowledge required to the randomly selected targets spell. However, the vampire is only able to do this once in his lifetime..

Vampires are nobles of Vellond. Until now they did not interfere in other races' affairs. However, when Richter decided to join the war on the side of the Dark Legion, he brought along the empires of his clan. Rather than attack from the front line, they like to sneak into the opponents base and wreak havoc, causing fear and confusion among humans. If they are cornered and their life is in danger they can turn themselves into a bat in order to escape.
Demons Mana Drain - The spell briefly connects the underworld with the material plane on a selected target and drains their mana away.

Mana Vortex - This is an advanced version of the mana drain ability. Anyone caught within the area of the mana drain will have their mana sucked into the underworld.

Stinking Mist - Demons can release a stinking mist at a chosen point. Those caught within it find it so repulsive they are unable to stop crying. Although their tears temporarily impair their eyesight the effect wears off after a while. (Seriously, this is the description of the spell in the game manual. I don't know what this does.)

Glimpse - The demon can take a glimpse of a small area using his demon's eye. He is able to gather all information about the area immediately, including the position of any hidden or invisible targets

These lesser demons were originally form the underworld. They were summoned to this world by powerful dark mages to wreak havoc. Most of them act as servants to the Liches. Although they cannot be trusted due to their unfaithful nature they obey the commands of their dark lord as long as they have a share in the work. They are able to conjure up a few spells.
Black Wyverns Black Wyverns are fierce flying creatures who live in the Eastern part of the Revants Mountain. They are notoriously fierce and cruel. They are captured and brought to the Foul Nest when they are still very young and trained as war tools. They form the Dark Legions main air force They descend at high speed and use their breath to attack their opponents before soaring high again. Some call them 'dark clouds' as they look like a dark cloud from far away when flocked together.
Dirigibles Make Transport Spore - Makes a spore to transport units.

Drop Transport Spore - Drops the spore at a location and allows units to land safely. The spore cannot be re-used until a new one is made.

Unload Transport Spore - Lands units safely without dropping the spore.

Dirigibles are natives to the Swamp of No Return. The Dark Legion is now breeding them to using the spore plant. The spore is made inside their body. Originally, these spores were used to raise babies safely, but now they are used for transportation. With their extremely acute sense, they can even detect invisible creatures.
Bone Dragons Firey Blast - Although it is not as strong as when it was alive, the dragon's hellish breath can still do immense damage. Bone dragons are dragon skeletons that have been brought back to life. The Liches collect the deceased dragon's bones and take them to the bone yard. A Bone dragon remembers its past and so is still able to fly and breathe fire.
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