Doom Wars Reference Manual
v 1.0(for Doom Wars: UAC vs. Hell v.1.3)
Composer: cybermind aka Mistranger
Thanks to [LeD] Jake Crusher for helping with detecting typos
Contents
- Starting the game
- Veterancy system
- Trading
- Game economics
- Game interface
- Save game and replays
- Game
settings
- Skirmish
- Multiplayer
- Editor
- Damage calculation
- Units
- UAC units
- Hell units
- UAC buildings
- Hell buildings
- Zombies
- Heroes
- Superweapons
- Special abilities
- Upgrades
- UAC upgrades
- Hell upgrades
- Anomaly research
- Demonic
essences (spheres)
- Demonic technologies
Starting the game
When
you start the game for first time, a message will appear, telling you,
what is recommended to do in this beta version. When you press OK, a
main menu will appear. There are several buttons buttons in this menu:
- Skirmish - starts skirmish game setup. More information in Skirmish section.
- Multiplayer - starts multiplayer game setup. More information in Multiplayer section.
- Campaign - contains all campaigns. As for v.1.3, only tutorial mission is available.
- Editor - starts editor. More information in Editor section.
- Load Game - loads the previous game.
- Replay Game - replays the recorded games.
- Options - provides access to various game options.
- Credits - shows info about game.
- Exit - exits Doom Wars.
Units are gaining experience
when destroying hostile units. When this happens, an unit gets
experience points in an amount of destroyed unit's score points (you
can see information about it in unit button popup). And then if unit
gains enough experience points, it acquires next level and rank. All in
all units can get 3 levels. Each level increases unit's base damage on
30% and decreases damage to unit on 15%. Acquiring the last level will
enhance unit with regeneration ability and some ability (depends on unit
type, more info under Units section)
To achieve first veterancy
level, unit should gain experience points in an amount of unit's
doubled score points cost. For second and third levels unit should gain
experience in an amount of 4x and 7x score points cost respectively.
When unit was destroyed and
afterwards resurrected by Arch-Vile or got recovered after
defibrillation, it loses all gained experience.
This feature is most helpful when playing in a team: it allows
players to send and receive resourse transfers, supporting each other in
difficult situations. To have a trading feature, player must own
Command Center (when playing for UAC) or Hell Keep (when playing for
Hell). The trading feature is activated by trading button on action
panel.
First, player should select the player, which will receive the
transfer. Then, player should select, how much resources he wants to
transfer. And after all, press "Transfer resources" button.
There are 3 main resources in
game - supply, minerals and energy.
Supply is needed to produce
units. UAC gets supply from Supply Depots and Hell gets it using
Generators of Hell Power. Each unit requires specified amount of
supply (listed in unit characteristics). Player can't create new units
if there is not enough supply.
Minerals are the most used
resources; players need it to construct new buildings and produce new
units. This resource can be collected from mineral patches. Each
mineral patch
holds 1500 minerals inside it. Mineral patches are constantly produced
from central mineral mine. On the average a new mineral patch is being
produced each 2 minutes.
Energy is secondary resource;
it is used to create more technological units and research upgrades.
Players gain energy from Power Plants (UAC) and Generators of Hell
Power (Hell).
They are working every time, producing energy. Each generator
has
specified output power, i.e. amount of energy being produced per
time (and if generator is damaged more than 50%, its output power level
will decrease almost twice), and store limit - how much energy this
power plant can store.
It is impossible to store energy above that limit, so players need to
increase it by building new generators or command centers (more info in
unit characteristics). The value representing energy stockpile on
interface in facts shows 2 values - total energy amount and how much
energy could be stored up to limit(in brackets).
Many building needs some amount
of energy to function normally. They withdraw it from total energy
production, so player doesn't get full energy output from generators.
And so player won't gain energy at all if the energy production level
is
lower than its consumption. Supply production facilities take
additional energy to produce supply for units. The formula used to
calculate energy consumption for supply production is
E
= D*D/22
where D - supply usage, E - energy consumption for supply.
UAC players have tertiary
resource
- artifact points (hellpower), which are collected by medics from
demons'
corpses and researching hell buildings using radars. More information
in anomaly research.
The screenshot below shows UAC game interface with information about
all elements.
The game screen is divided into several parts.
- Game viewport: the main
part of interface, where all battle is going on. On the top
of the game viewport are located log messages. Game viewport could be
splited to several viewports, so player can monitor several events in
game. To switch between different variant of split, use CTRL-V or ATL-V
or use keys on quick panel (see below). To activate viewport (e.g. to
scroll map), just click on it.
If current mission has a timer, it will
be shown of the right upper corner of the viewport.
- Quick panel: located on
the left side of the screen. Contains several buttons to gain quick
access to game features:
- Prev. viewport mode
& next viewport: switch between different viewport modes.
- Pause game:
suspends the game. You can still scroll map and make orders for units.
- Recent event:
scrolls the map to the last occurred event. A message will appear in log,
describing event type.
- Toggle terrain:
enables/disables terrain display on minimap.
- Free worker: selects
first free worker.
- Status line: displays
some valuable information, such as the amount of units of
selected type you own, the cost of selected building, unit or upgrade
etc.
- Minimap: shows the
minimap. Your forces are always displayed in green color. If
an in-game event will occur (building ready, enemy attacking your
forces), the minimap ping will occur on the event spot. The color of
ping shows the event type:
- Red: your units
or your buildings are under attack.
- Yellow:
non-critical problem which requires your attention.
- Green: some work
has done (building constructed, unit trained ...)
- Upper panel: located on
top of the screen and contains a menu button on the left and stats on
right. The stats include:
- your minerals stockpile.
- your energy stockpile
(consists of 2
values, total energy amount and how much
energy could be stored up to limit(in brackets))
- your artifact points
(hellpower, only
available for UAC)
- your score.
,
-
your supply level.
,
- free workers count.
- Unit info panel: shows
the information about selected units. If there
are no units selected at all, a player stat screen will appear, showing
total
score for each player and current game cycle.
When there is one unit selected, detailed information about that unit
will be displayed:
- 3 bars representing hit points, armor/shield points
and
mana points
colored in green, blue and orange respectively. If unit doesn't have
mana or armor/shield, these bars won't be shown. Additional bars are
displayed in special cases: built units have orange bar representing
building progress, transport units have orange bar showing how full the
transport is and worker units use that bar to show, how many minerals
they have collected.
- XP: how much
experience unit gained.
- Rank: rank of
unit. New UAC units have "Marine" rank and new Hell units have "Hound"
rank. When unit
- Kills: how
much
units and buildings are destroyed by that unit.
- Armor: unit's
armor type. More information in Damage
calculation.
- Sight Range:
sight range of unit.
- Base Damage:
base damage of unit's weapons. '/' symbol separates damages for each
weapon.
- Attack Range:
attack range of unit.
Additional information is displayed for special unit types:
- Estimated
time (Superweapon-capable weapons only): shows, how much time is
left for superweapon to be fully charged.
- Output/In use (Supply
buildings only): shows, how much supply is being produced by
building and its usage.
- Resource
stats (Command Center/Hell Keep only): shows balance between
resource production and consumption in the last minute.
- Energy
production (Energy producing buildings only): shows, how much
energy is used to supply buildings.
If there is more that one unit selected, the unit info panel
will show
each unit's icon with health bar. Up to 12 units may be shown on panel,
though, player can select up to 255 units: in that case a +N label will
appear below unit info panel, where N shows the number of units not
shown on unit info panel.
- Button panel: the
available orders for current selected units.
Each
button has a popup with detailed information of what that button does.
If player uses big map mode (available through game preferences), only
game viewport is displayed. To display special pie menu while selecting
a unit, press a middle button to access all buttons.
To save a game, bring up main menu and select "Save" button, or use
F11 key while in game. The list box will show up all save games made by
you. Type a name of your save game file and press "Save". If there is
file with the same name in list box, game will warn you. All save games
could be accessed from "/doom/save" subfolder (relative to game
directory).
When you want to continue your saved game, press "Load Game" button
from main menu or use "Load" button in game menu and select a save game
to load. Save games from different game versions are incompatible.
When you complete a game and results table will show up, you may
save a replay of your game. To do this, press the "Save Replay" button.
A list box of replays will show up. Type the name of your replay and
press "Save" button. If there is file with the same name in list box,
game will warn you. All replays could be accessed from "/doom/logs"
subfolder (relative to
game directory).
When you want to replay your recorded game, press "Replay Game"
button
from main menu and select a replay to view.
Replays from different game versions are
incompatible. "Reveal Map" checkbox will allow you to view map without
fog of war. While viewing replay, you may enter commands to skip parts
of replay: to do this, press Enter, type "ffw x"(without quotes), where
x - the cycle number to go.
This section provides information about game settings and preferences.
All game settings could be accessed though "Options" button in main
menu.
Video
options:
- Resolution: resolution of
game screen. Game won't allow you to select video mode not supported by
your video card.
- Render mode:
method (Software-based or OpenGL hardware-based) of
screen rendering. This option requires game restart to see the changes.
Software-based rendering is more CPU-intensive, but requires little
memory. OpenGL rendering uses more memory and takes more time to load
game, but it may significantly increase performance on slow CPUs.
- Full screen: use this if
you want to play game in fullscreen mode
- Set maximum OpenGL texture to
256: check this if your video card
doesn't support textures bigger than 256x256.
Sound
options:
- Effects volume: adjust
the volume of in-game sounds. Use checkbox "Enabled" to switch in-game
sounds on/off.
- Music volume: adjust the
volume of music. Use checkbox "Enabled"
to switch music on/off.
- Soundtracks: list of
available soundtracks. To listen a
soundtrack, select it from list box and press "Play" button. Use
"Random" checkbox to allow game to randomly select in-game music.
Game
options:
- Show targeting lines:
check this to see targeting lines when you order a command to units.
- Show command hotkey: check
this to view button's hotkey on button panel.
- Show damage: check this
to view damage inflicted to units. Damage will be shown as floating
number over the damaged unit.
- Show unit radii: check
this to view unit's attack, sight and reaction radii. Attack range is
shown by red (or green) circle, sight radius - by green circle, reaction
radius - by blue circle.
- Show messages: check this
to view in-game message log on the top of the game screen.
- Big map mode: check this
to toggle between normal and big map mode (more information in Game Interface)
- Game speed: adjust the
game speed using this slider. Maximum value - 2.5 of normal game speed,
minimum - 0.5 of normal game speed.
- Mouse speed: adjust the
scroll speed of mouse using this slider.
This is currently the main type of game (until campaigns will come
out). In Skirmish mode you can battle against computer players. To
start a Skirmish game, press "Skirmish" button while in main menu. A
"Skirmish Setup" screen will appear, allowing you to change map and
configure game settings.
First, you need to choose a map to play. Use "Select Scenario"
button to bring up list of available maps. By default, game shows you
maps from /maps folder (relative to game directory). To open
a directory (they could be recognized by '/' symbol on their end) just
select it. To enter a parent directory while in subdirectory, press
".." symbols on the top of the list. Maps could be
recognized by ".smp.gz" or just ".smp" extension on map name end. When
you select a map, game updates data about map shown on the bottom of
the window and loads a preview image of this map. To finally accept
this map, press "OK" button.
Then you need to adjust the game settings you wish to play with. On
the left side of the
"Skirmish Setup" window you could see the players list. Each player has
its unique color and they are numbered from 1 to maximum amount of
players on this map. On the right side you could configure non-player
essential settings.
List of all available settings in "Skirmish Setup" screen:
- Type: Type of a
player. "Player" means that this slot will be occupied by human player.
If there is more than 1 "Player", the last ones will be replaced by AI
players. "Computer"
means that this slot will be occupied by AI player and therefore cannot
be occupied by human player (thus, if you want to start on player spot 2
on the map (blue player), set first player as "Computer" and second
player as "Person"). "None" means that no player will occupy that slot.
- Side: Side of a player.
You can select from "UAC" and "Hell". "Random" means that player's side
will be randomly selected.
- Teams: To which team
player will belong. There are maximum 4 teams in skirmish games.
Players in one team will be allied. '-' means that player won't have a
team (it will play against all players).
- Reveal map: How much
explored would be the map at the game start. "Default" means that map
won't be explored at all. "Explored" means that map will be explored
but the fog of war will not be disabled. "Revealed" means the same
as "Explored" with disabled fog of war.
- Game type: Game type to
play:
- Team Battle: The most
common game type. To defeat an opponent in this game type, player must
destroy all opponents' buildings. When player will defeat every
opponent, it wins. Teams are allowed.
- Free For All: The same
as "Team Battle", but teams
aren't allowed. The player, who defeats all other players, wins.
- UAC vs. Hell: The same as "Team Battle", but teams couldn't
be configured. All UAC players will fall in first team and all Hell
players will fall in another.
- Time Attack:
Allows setting game's time limit in seconds. When time runs out, the
player with the biggest score wins.
- Resources: How much
resources players will achieve on game start. "High" - 10000 minerals
and 500 energy. "Medium" - 6000 minerals and 250 energy. "Low" - 2000
minerals and 50 energy. "Quick Start" - 25000 minerals and 3000 energy.
- AI Difficulty: How much
tough the AI players would be:
- I'm too young to die:
The AI will play with 50% speed (this affects building, creating units,
researching upgrades and collecting resources). The attack forces will
be little. No superweapons will be used.
- Hey, not too rough:
The AI will play with 100% speed. The attack forces will be little. No
superweapons will be used.
- Hurt me plenty: The AI
will play with 100% speed will use almost all strength (tough attack
forces, superweapons)
- Ultra-Violence: Same
as Hurt me plenty, but with
even tougher attack forces and resource cheating.
- Nightmare!: Same as Ultra-Violence + 200% speed.
To start game, press "Start Game" button. If you have set some
incompatible settings (e.g. only one team, only UAC players in UAC vs. Hell
mode), game won't start and will bring up error message.
Multiplayer allows up to 8
players to battle in Doom Wars using LAN or Internet. The network
subsystem is peer-to-peer, as in original Doom: one player creates
game and others are connecting to his computer. The computers send
action and sync info to each other, and a "Network out of sync" message
will appear if there are some mismatches.
Players can use in-game chat to
exchange messages. To send a message, player should press "Enter",
compose message and press "Enter" again.
To create multiplayer game, Select Multiplayer from main menu. The
next screen allows you to enter your name, create a new game or join to
an existing one. If you want to create a new game, a screen with map
list will appear, allowing you need to select the map for battle. Then,
you can configure the game and wait for players. When at least one
player connects to your server, you may start the game.
When you are joining to an existing game, a list with saved servers
will appear. Initially, it contains only localhost server, and if you
want to join to game, you should add a new server with its IP address
and brief description. Then, select this server in list and press
Connect button. If everything will go OK, you will see a multiplayer
configuration window.
While in game, players can configure diplomacy settings to play as
allies. To do that, press Diplomacy button on the top of the screen. To
make player allied to you, check Allied checkbox. To allow this player
to see everything that you have explored, check Shared Vision checkbox.
Make sure that your ally did same thing regarding to you.
The map editor provides tools for creating and modifying maps. To access it, press "Editor" button while in main menu.
To create a new map, press "New Map" button. The next screen allows
you to change map description, size and tileset. The maximum size of
map is 256 cells. The tileset sets the appearance of map.
Map editor has several operation modes. They could be switched on the right sidebar:
- Select mode: the default mode.
- Unit mode: allows you to place units. On the right sidebar you can see
units you could place on map and a player selector, which allows to set
the unit's owner. The placed units could be deleted by Delete key while
pointing at them.
- Tile mode: allows you to change the landscape of the map. The right
sidebar shows available tiles and additional drawing modes. It is
recommended not to place walls from this mode, use units instead.
- Start Location mode: Allows you to set the player's start location.
It is the place where player's starting viewpoint will be and on that
spot a Command Center (or Hell Keep) would be spawned when playing
Skirmish or Multiplayer.
Additional options are available through the editor menu.
- Map preferences. Allows you to change map description and map's setup file(used for UMS(User Map Settings) maps)
- Player settings. Allows to set the number of player and their properties(for UMS mode)
Doom Wars uses damage and armor
types to calculate damage dealt in
battles. Every unit has armor type and every attacking unit has damage
type for each weapon it posesses (more information in Unit
characteristics).
When one unit (attacker) hits
another unit (target), attacker's active weapon base damage is used to
calculate resulting damage. First of all, base damage gets multiplied
to a coefficient which represents efficiency of attacker's active weapon
damage type against target's armor type. After that, damage gets
modified with veterancy system (more information in Veterancy
system).
Then it gets modified by active and passive effects (Super Shotgunner's
confusion chance, Pain Elemental's soul harvesting etc.). And finally,
a random multiplier between 0.7 and 1.2 is multiplied to damage.
The table below shows all armor
types, damage types, and efficiency coefficients(all values age given in
percents)
| damage/armor
types |
light |
heavy |
hero |
light
flesh |
heavy
flesh |
heavy
flesh(air unit) |
mech |
mech(air
unit) |
building |
concrete |
| generic |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
| bullet |
90 |
60 |
20 |
100 |
40 |
15 |
20 |
5 |
10 |
5 |
| AA-bullet |
90 |
60 |
20 |
100 |
40 |
75 |
20 |
75 |
10 |
5 |
| shell |
100 |
100 |
50 |
100 |
100 |
33 |
30 |
10 |
15 |
5 |
| explosion |
25 |
25 |
20 |
35 |
100 |
33 |
90 |
33 |
75 |
60 |
| anti-air-missile |
25 |
25 |
20 |
35 |
100 |
120 |
90 |
130 |
75 |
60 |
| high-explosion |
90 |
85 |
50 |
100 |
100 |
100 |
90 |
100 |
75 |
60 |
| homing-missile |
35 |
35 |
20 |
35 |
110 |
115 |
95 |
145 |
75 |
60 |
| plasma |
90 |
85 |
50 |
100 |
90 |
30 |
80 |
25 |
75 |
50 |
| anti-flesh |
100 |
100 |
60 |
100 |
100 |
33 |
25 |
10 |
20 |
25 |
| laser |
95 |
90 |
50 |
100 |
90 |
30 |
70 |
28 |
30 |
20 |
| air-laser |
95 |
90 |
50 |
100 |
90 |
85 |
70 |
90 |
30 |
20 |
| fire |
100 |
80 |
30 |
100 |
65 |
25 |
40 |
15 |
75 |
30 |
| demonic |
25 |
25 |
20 |
30 |
100 |
33 |
90 |
33 |
75 |
60 |
| air-demonic |
50 |
35 |
20 |
30 |
100 |
100 |
90 |
100 |
75 |
60 |
| building-fire |
25 |
25 |
10 |
20 |
15 |
5 |
15 |
5 |
75 |
60 |
| melee |
100 |
100 |
40 |
100 |
75 |
40 |
25 |
30 |
20 |
15 |
| mental |
100 |
100 |
66 |
50 |
50 |
50 |
0 |
0 |
0 |
0 |
Unit could wear additional
armor (UAC marines) or shield
generator (Fighter after upgrade, Doomer, UAC buildings after upgrade).
Additional armor partially
absorbs damage dealt to unit. Light
armor absorbs 50% damage and heavy armor absorbs 70% damage.
When
armor is destroyed, unit will fully take all resulting damage. Armor
could be repaired by Technicians and it can regenerate if appropriate
anomaly ("Research demon
regeneration anomaly") is researched.
Shield generators create an
energy shield, which fully absorbs all
damage and it regenerate at a rate of 1 point per second.
Here is a list of all units in
game.
Description of unit properties:
- Hit
points: how much damage
unit could take before destruction. Unit can possess a shield generator
or armor, which it will decrease or nullify damage dealt to hit points.
- Charge/Mana Points: the special
points which are required to use the majority of special abilities.
- Shield/Armor
points: shows how much
damage unit could partially or fully absorb with armor/shield
generator.
- Build
time: how much time (in
seconds) needs to create this unit. AI players increase that value twice
on "I'm too young to die" and decrease it twice on "Nightmare!"
difficulty levels respectively.
- Cost:
how much resources need to build that unit. M means minerals, E means
energy and S means supply.
- Weapon:
weapons possessed by unit. Values in brackets show damage type of
weapon.
- Armor:
armor type used by unit. More information in Damage
calculation section.
- Upgrades:
upgrades that could be applied to unit.
- Points:
how much score player gains when destroying that unit. Veterancy system
use this value to calculate ranks (more information in Veterancy
system section).
- Prerequisites: what
player should build or research to create this unit.
- Transport slots:
how much space unit occupies in transport (for UAC units)
- Sight range: sight
range of unit (in map cells)
- Attack range:
attack range of unit (in map cells)
- Artifact points: how much
artifact points unit give (for Hell units)
- Resource storing: how
much energy building can store.
- Energy balance: how much
percents of energy building produces/drains while functioning.
- Functions: list of
building functions.
- Special
abilities: list of special
abilities unit has. This list includes all passive and active effects
used by unit.
- Elite
bonus: special bonuses
achieved by unit when promoted to 3rd
veterancy level.
- Strong
against: list of unit
types, which could be killed by that unit with most efficiency.
- Weak
against: list of unit
types, which are the most dangerous to that unit.
Worker
Robot
- Hit
Points: 40
- Armor:
mech
- Cost:
500 M, 1 S
- Build
time: 5s
- Weapon:
plasma cutter(plasma, 4 base damage)
- Upgrades: N/A
- Points:
18
- Prerequisites: N/A
- Transport slots: 1
- Sight range: 4
- Attack range: 1
- Special
abilities: worker(see
below)
- Elite
bonus: N/A
- Strong
against: nothing
- Weak
against: everything
UAC worker. Can build buildings, repair damaged ones and collect
minerals.
|
 |
Shotgunner
- Hit
Points: 80
- Armor
Points: 30
- Armor:
light
- Cost:
550 M, 1 S
- Build
time: 7.5s
- Weapon:
assault shotgun(shell, 12 base damage)
- Upgrades: firepower("Upgrade
shells", "Research flesh weakness", "Research heavy flesh weakness",
"Research levitation anomaly"), armor("Upgrade
marines armor", "Research Megaarmor", "Research marine ultra protection
armor"), sight range("Research
light amplification visors"), armor
regeneration("Research demon
regeneration anomaly"), upgrade-to(Super
Shotgunner)
- Points:
30
- Prerequisites: N/A
- Transport slots: 1
- Sight range: 5
- Attack range: 4
- Special
abilities: none
- Elite
bonus: double shot
- Strong
against: ground flesh units
- Weak
against: buildings, mechs,
air units
Good
marines to rush on enemy in game's early stage. Their shotguns have no
penalty against organic units, so use them against monsters, that are
weak to infantry. A couple of Shotgunners can easily take off a Hell
Knight. In mid- and end game you should upgrade them to Super
Shotgunners to allow them to resist more stronger forces.
|
 |
Super
Shotgunner
- Hit
Points: 100
- Armor
Points: 70
- Armor:
heavy
- Cost:
750 M, 200 E, 1 S
- Build
time: 6.66s
- Weapon:
double-barreled shotgun(shell, 36 base damage),
- Upgrades: firepower("Upgrade
shells", "Research flesh weakness", "Research heavy flesh weakness",
"Research levitation anomaly"), armor("Upgrade
marines armor", "Research Megaarmor", "Research marine ultra protection
armor"), sight range("Research light amplification visors"), armor
regeneration("Research demon
regeneration anomaly")
- Points:
70
- Prerequisites: Tech Center
- Transport slots: 1
- Sight range: 5
- Attack range: 3
- Special abilities:
confusion(20% chance to make organic targets miss with 70% chance for 3
seconds)
- Elite bonus: higher
confusion chance(50%)
- Strong against:
ground flesh units
- Weak against:
buildings, mechs, air units
They
are DEADLY against any kind of ground monters. Their confusion ability
really helps to deal with strong monsters. Still, don't let your enemy
to zombify your Super Shotgunners.
|
 |
Technician
- Hit
Points: 60
- Armor
Points: 20
- Armor:
light
- Cost:
600 M, 80 E, 1 S
- Build
time: 8.33s
- Weapon:
grenade launcher (explosion, 18
base damage)
- Upgrades: firepower("Upgrade
explosive weapons", "Research flesh weakness", "Research heavy flesh
weakness", "Research levitation anomaly"), armor("Upgrade
marines
armor", "Research Megaarmor", "Research marine ultra protection
armor"), sight range("Research
light amplification visors"), attack
range("Upgrade grenade
launcher range"),
special abilities("Research
technician mining tools"), armor
regeneration("Research
demon regeneration anomaly")
- Points:
35
- Prerequisites: N/A
- Transport slots: 1
- Sight range: 6
- Attack range: 4
- Special abilities:
detects invisible units, repair infantry armor, repair vehicles, place
mine, place explosive charge
- Elite bonus: advanced
grenade launcher(shoots 2 grenades in time)
- Strong against:
ground heavy monsters, mechs, buildings
- Weak against:
air
units, infantry
They
really recoup their resource cost. First of all, they are really useful
to make rush on enemy base on game start(use them with Shotgunners).
Secondly, their repairing capabilities could save you your mechs and
marines. Third, they could make a diversion and blow up some emeny's
critical buildings. And they can make a mine fields to slow down
enemy's approach and they also could detect enemy's invisible units.
|
 |
Chaingun
Trooper
- Hit
Points: 100
- Armor
Points: 45
- Armor:
light
- Cost:
870 M, 130 E, 1 S
- Build
time: 10.8s
- Weapon:
minigun (AA-bullet, 8 base damage)
- Upgrades: firepower("Upgrade
bullet
weapons", "Research flesh weakness", "Research heavy flesh weakness",
"Research levitation anomaly", "Upgrade chaingun accuracy"), armor("Upgrade
marines
armor", "Research Megaarmor", "Research marine ultra protection
armor"), sight range("Research
light amplification visors"), attack
range("Upgrade chaingun
accuracy"), armor
regeneration("Research
demon regeneration anomaly")
- Points:
55
- Prerequisites: Weapon Factory
- Transport slots: 1
- Sight range: 5
- Attack range: 5
- Special abilities:
none
- Elite bonus:
100% precision
- Strong against:
infantry, light protected flesh monsters, air units
- Weak against:
buildings, mechs, heavy protected flesh monsters
First,
use them to retalliate against zombies, Imps, Devils and other small
monsters. And if enemy would make a rush on you with Cacodemons,
Chaingun Troopers will solve that problem without problems.
|
 |
Berserker
- Hit
Points: 100
- Armor
Points: 60
- Armor:
heavy
- Cost:
850 M, 160 E, 1 S
- Build
time: 10s
- Weapon:
chainsaw (melee, 24 base
damage)
- Upgrades: firepower("Upgrade
chainsaws", "Research flesh weakness", "Research heavy flesh
weakness", "Research levitation anomaly"), armor("Upgrade
marines
armor", "Research Megaarmor", "Research marine ultra protection
armor"), sight range("Research
light amplification visors"), armor
regeneration("Research demon
regeneration anomaly")
- Points:
50
- Prerequisites: Weapon Factory
- Transport slots: 1
- Sight range: 4
- Attack range: 1
- Special abilities:
none
- Elite bonus:
2x
attack speed
- Strong against:
ground flesh units
- Weak against:
buildings, mechs, air units
They
are fast and dangerous. That's all. The tactics is very simple: circle
your enemies with pack of Berserkers and rip'em all! Their speed
allow them to pass by base defences and harrass you opponents. The
really good tactics is to kill enemy's workers.
|
 |
Rocket
Launcher Trooper
- Hit
Points: 70
- Armor
Points: 20
- Armor:
light
- Cost:
1250 M, 240 E, 1 S
- Build
time: 10.8s
- Weapon:
rocket launcher (anti-air-missile,
50 base damage, radius 1 splash, homing on air targets)
- Upgrades: firepower("Upgrade
explosive weapons", "Research flesh weakness", "Research heavy flesh
weakness", "Research levitation anomaly"), armor("Upgrade
marines
armor", "Research Megaarmor", "Research marine ultra protection
armor"), sight range("Research
light amplification visors"), attack
range("Research long ranged
missiles"), armor
regeneration("Research
demon regeneration anomaly")
- Points:
65
- Prerequisites: Weapon Factory, Radar Station
- Transport slots: 1
- Sight range: 7
- Attack range: 8
- Special abilities:
none
- Elite bonus:
more
efficient rocket launcher(high-explosion, 50 base damage, radius 1
splash)
- Strong against:
heavy units, mechs, buildings, air units
- Weak against:
infantry, small demons
They could help you to wipe out enemy's air forces and destroy base
defences. Cover them as they are too weak without coverage.
|
 |
Heavy
Trooper
- Hit
Points: 100
- Armor
Points: 70
- Armor:
heavy
- Cost: 1300 M, 260 E, 1 S
- Build
time: 15s
- Weapon:
plasma rifle (plasma, 8 base
damage)
- Upgrades: firepower("Upgrade
infantry
energy weapons", "Research flesh weakness", "Research heavy flesh
weakness", "Research levitation anomaly"), armor("Upgrade
marines
armor", "Research Megaarmor", "Research marine ultra protection
armor"), sight range("Research
light amplification visors"), armor regeneration("Research
demon regeneration anomaly")
- Points:
75
- Prerequisites: Tech Center
- Transport slots: 1
- Sight range: 5
- Attack range: 4
- Special abilities:
none
- Elite bonus:
faster
attack
- Strong against:
ground units
- Weak against:
air
units
Just
use them in packs - and don't let enemy to kill them with air
forces(the most dangerous are Pain Elementals) or make zombies from
them. Their effeciency is very high, since they could deal with any
kind of trouble except air units.
|
 |
BFG
Commando
- Hit
Points: 120
- Armor
Points: 70
- Armor:
heavy
- Cost:
2500 M, 650 E, 2 S
- Build
time: 25s
- Weapon:
BFG9000 (anti-flesh, 260 base
damage, radius 2 splash)
- Upgrades: firepower("Upgrade
infantry
energy weapons", "Research flesh weakness", "Research heavy flesh
weakness", "Research levitation anomaly"), armor("Upgrade
marines
armor", "Research Megaarmor", "Research marine ultra protection
armor"), sight range("Research
light amplification visors"), armor regeneration("Research
demon regeneration anomaly")
- Points:
150
- Prerequisites: Tech Center, Advanced Command
Center
- Transport slots: 1
- Sight range: 6
- Attack range: 7
- Special abilities:
none
- Elite bonus:
BFG9500(anti-flesh, 260 base damage, radius 3 splash)
- Strong against:
packs of ground units
- Weak against: air
units, buildings
They
are difficult in controlling their fire as they are too dangerous to
enemy. Several BFG commandos could wipe out entire army if used
properly. Still, cover them from air units, as BFG Commandos deal very
little damage to them.
|
 |
Combat
Medic
- Hit
Points: 60
- Charge Points: 60
- Armor
Points: 20
- Armor:
light
- Cost:
1000 M, 200 E, 1 S
- Build
time: 10s
- Weapon:
pistol (bullet, 8 base
damage)
- Upgrades: firepower("Upgrade
bullet weapons", "Research flesh weakness", "Research heavy flesh
weakness", "Research levitation anomaly"), armor("Upgrade
marines
armor", "Research Megaarmor", "Research marine ultra protection
armor"), sight range("Research
light amplification visors"), armor regeneration("Research
demon regeneration anomaly"), special
abilities("Research defibrillation", "Research demon strength anomaly")
- Points:
45
- Prerequisites: Tech Center
- Transport slots: 1
- Sight range: 7
- Attack range: 4
- Special abilities:
heal, defibrillation, berserk injection
- Elite bonus:
none
- Strong against:
N/A
- Weak against: N/A
lways include them to your army - they will save a lot of marine lives.
|
 |
Raider
- Hit
Points: 200
- Armor:
mech
- Cost:
1150 M, 200 E, 2 S
- Build
time: 14.16s
- Weapon:
2 laser cannons (laser, 18 base
damage)
- Upgrades: firepower("Upgrade
vehicle
energy weapons", "Research flesh weakness", "Research heavy flesh
weakness", "Research levitation anomaly"), armor("Upgrade
vehicle armor" series), sight
range("Research
light amplification visors"), attack
range("Upgrade
vehicle attack range")
- Points:
65
- Prerequisites: N/A
- Transport slots: 2
- Sight range: 7
- Attack range: 6
- Special abilities:
none
- Elite bonus:
faster attack using 2 cannons together
- Strong against:
infantry, ground monsters, mechs
- Weak against: air
units, buildings
They could be good to cover your marines from enemy fire. Try to place
them on the front of your army.
|
 |
Crusher
- Hit
Points: 340
- Armor:
mech
- Cost:
1750 M, 300 E, 2 S
- Build
time: 18.3s
- Weapon:
100mm cannon (explosion, 24 base
damage)
- Upgrades: firepower("Upgrade
explosive weapons", "Research flesh weakness", "Research heavy flesh
weakness", "Research levitation anomaly"), armor("Upgrade
vehicle armor" series), sight
range("Research
light amplification visors"), attack
range("Upgrade
vehicle attack range"), upgrade-to("Crusher
with Missile Launcher")
- Points:
90
- Prerequisites: Tech Center
- Transport slots: 2
- Sight range: 6
- Attack range: 6
- Special abilities:
none
- Elite bonus:
twice shot
- Strong against:
buildings, heavy ground monsters, mechs
- Weak against:
infantry, air units, small monsters
Your
main assault force in mid-game. Remember, they cannot fire at air units
and are weak against infantry, so cover them with Rocket Launcher
Troopers and Fighters. Later, in end-game, upgrade them to have missile
launchers, so it would be possible to use them in conjuction with Thors. |
 |
Crusher
with Missile Launcher
- Hit
Points: 340
- Armor:
mech
- Cost:
850 M, 200 E, 3 S
- Build
time: 13.3s
- Weapon:
100mm cannon (explosion, 24 base
damage), missile launcher(anti-air-missile, 20 base damage, 2x shot)
- Upgrades: firepower("Upgrade
explosive weapons", "Research flesh weakness", "Research heavy flesh
weakness", "Research levitation anomaly"), armor("Upgrade
vehicle armor" series), sight
range("Research
light amplification visors"), attack
range("Upgrade
vehicle attack range")
- Points:
110
- Prerequisites: Tech Center, Advanced Command
Center, Research crusher's missile launcher
- Transport slots: 2
- Sight range: 6
- Attack range: 6
- Special abilities:
none
- Elite bonus:
twice shot from cannon
- Strong against:
buildings, heavy ground monsters, mechs, air units
- Weak against:
infantry, small monsters
This version of Crusher can do serious damage to enemy's airfleet, but
it's still weak against small and fast units.
|
 |
Thor
- Hit
Points: 500
- Armor:
mech
- Cost:
3100 M, 650 E, 4 S
- Build
time: 30s
- Weapon:
railgun (plasma, 52 base
damage, piercing ability, ignores walls)
- Upgrades: firepower("Upgrade
vehicle energy weapons", "Research flesh weakness", "Research heavy
flesh
weakness", "Research levitation anomaly"), armor("Upgrade
vehicle armor" series), sight
range("Research
light amplification visors"), attack
range("Upgrade
vehicle attack range"), overall upgrades("Research crusher's missile
launcher")
- Points:
150
- Prerequisites: Tech Center, Advanced Command
Center
- Transport slots: 3
- Sight range: 6
- Attack range: 6
- Special abilities:
none
- Elite bonus:
more powerful attack
- Strong against:
ground units
- Weak against:
air units
They
are strong, mean and slow. Their railgun can fire through several
enemies, soo use them against hordes of monsters. Don't forget to cover
them with Fighters or Rocket Launcher Troopers.
|
 |
Fighter
- Hit
Points: 180
- Shield points:
60(when upgraded)
- Armor:
air mech
- Cost:
1350 M, 280 E, 2 S
- Build
time: 16.67s
- Weapon:
battle laser cannon (laser, 17 base
damage)
- Upgrades: firepower("Upgrade
vehicle energy weapons", "Research flesh weakness", "Research heavy
flesh
weakness", "Research levitation anomaly"), armor("Upgrade
vehicle armor" series, "Research fighter shield"), sight range("Research
light amplification visors"), attack
range("Upgrade
vehicle attack range"),
- Points:
80
- Prerequisites: Radar Station
- Transport slots: N/A
- Sight range: 8
- Attack range: 4
- Special abilities:
none
- Elite bonus:
heavy superlaser(laser, 70 base
damage, only buildings)
- Strong against:
air units, infantry, mechs, monsters
- Weak against:
anti-air defences, buildings(when not elite)
This fast fighter is able to cover your forces from air attacks. Use
their speed to harrass enemy, especially workers.
|
 |
Transport
- Hit
Points: 350
- Armor:
air mech
- Cost:
1800 M, 450 E, 3 S
- Build
time: 19.16s
- Weapon: N/A
- Upgrades: armor("Upgrade
vehicle armor" series), sight
range("Research
light amplification visors")
- Points:
60
- Prerequisites: Radar Station, Tech Center
- Transport slots: N/A
- Sight range: 8
- Attack range: N/A
- Special abilities:
transports ground units(up to 6 slots), detects invisible units
- Elite bonus:
N/A
- Strong against: N/A
- Weak against: N/A
Use
them to quickly transport your forces and make diversions on enemy
base. Try to cover them with Fighters, because Transports have no
weapon to oppose strikes.
|
 |
Lost
soul
- Hit
Points: 40
- Armor: heavy flesh(air unit)
- Cost: 500 M, 1 S
- Build
time: 5s
- Weapon: mental attack (mental, 4 base
damage)
- Upgrades: sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration"), upgrade-to(Superior
Lost Soul)
- Points: 18
- Special abilities:
worker
- Prerequisites: N/A
- Sight range: 4
- Attack range: 1
- Artifact points: N/A
- Elite bonus:
N/A
- Strong against: N/A
- Weak against: N/A
Hell worker. Similar to UAC Worker Robot, it can create buildings,
repair damaged ones and collect minerals.
|
 |
Superior Lost
soul
- Hit
Points: 50
- Armor: heavy flesh(air unit)
- Cost: 500 M, 1 S
- Build
time: 5s
- Weapon: mental attack (mental, 10 base
damage)
- Upgrades: sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points: 20
- Special abilities:
worker
- Prerequisites: N/A
- Sight range: 5
- Attack range: 1
- Artifact points: N/A
- Elite bonus:
N/A
- Strong against: N/A
- Weak against: N/A
This one differs from Lost Soul with greater HP, base damage, increased
resource hold(120 minerals instead of 100) and ability of flying over
obstacles.
|
 |
Former
Human
- Hit
Points: 35
- Armor:
light
- Cost:
N/A
- Build
time: N/A
- Weapon:
pistol (bullet, 8 base
damage)
- Upgrades: sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points:
15
- Prerequisites: N/A
- Sight range: 4
- Attack range: 4
- Artifact points: 10
- Special abilities:
none
- Elite bonus:
2x attack speed
- Strong against:
infantry
- Weak against:
everything
Mostly waste of resources: they are weak and their pistol can't deal
much damage. Use them for exploration purposes.
|
 |
Former
Human Sergeant
- Hit
Points: 60
- Armor:
light
- Cost:
N/A
- Build
time: N/A
- Weapon:
assault shotgun (shell, 12 base
damage)
- Upgrades: sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points:
25
- Prerequisites: N/A
- Sight range: 5
- Attack range: 5
- Artifact points: 14
- Special abilities:
none
- Elite bonus:
shoots twice
- Strong against: ground
flesh units
- Weak against: buildings,
mechs,
air units
They
are tougher than Zombiemans and possess a shotgun, so they could damage
any ground organic forces with no penalty. Use them to cover your
forces.
|
 |
Former
Super Shotgunner
- Hit
Points: 60
- Armor:
heavy
- Cost:
N/A
- Build
time: N/A
- Weapon:
double-barreled shotgun (shell, 32 base
damage)
- Upgrades: sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points:
55
- Prerequisites: N/A
- Sight range: 5
- Attack range: 4
- Artifact points: 22
- Special abilities: confusion(20%
chance to make organic targets miss with 70% chance for 3
seconds)
- Elite bonus: higher
confusion chance(50%)
- Strong against:
ground flesh units
- Weak against:
buildings, mechs, air units
They are much stronger than other zombies, so use them with your main
forces. They have the same confusion ability.
|
 |
Former
Technician
- Hit
Points: 50
- Armor:
light
- Cost:
N/A
- Build
time: N/A
- Weapon:
self-explosion (high-explosion, 250 base
damage, radius 1 splash)
- Upgrades: sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points:
40
- Prerequisites: N/A
- Sight range: 4
- Attack range: 1
- Artifact points: N/A
- Special abilities:
none
- Elite bonus:
none
- Strong against:
ground units
- Weak against:
air units
They
run towards enemies and blow up themselves with everything around them.
Always try to capture them first, so they can do a lot of damage, while
being surrounded by enemies.
|
 |
Former
Chaingun Trooper
- Hit
Points: 80
- Armor:
light
- Cost:
N/A
- Build
time: N/A
- Weapon:
minigun (AA-bullet, 8 base
damage)
- Upgrades: sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points:
45
- Prerequisites: N/A
- Sight range: 5
- Attack range: 5
- Artifact points: 16
- Special abilities:
none
- Elite bonus: 100%
precision
- Strong against:
infantry, light protected flesh monsters, air units
- Weak against:
buildings, mechs, heavy protected flesh monsters
Serious threat against enemy's infantry, so always try to capture them
while in battle. They are good against air forces too.
|
 |
Former
Berserker
- Hit
Points: 80
- Armor:
heavy
- Cost:
N/A
- Build
time: N/A
- Weapon:
chainsaw (melee, 22 base damage)
- Upgrades: sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points:
40
- Prerequisites: N/A
- Sight range: 4
- Attack range: 1
- Artifact points: 16
- Special abilities:
none
- Elite bonus:
2x attack speed
- Strong against:
ground flesh units
- Weak against:
buildings, mechs, air units
Fast and furious, they can quickly rip out some marines before death.
Try to capture them first.
|
 |
Former
Rocket Launcher Trooper
- Hit
Points: 55
- Armor:
heavy
- Cost:
N/A
- Build
time: N/A
- Weapon:
rocket launcher (anti-air-missile, 50 base damage, radius 1 splash)
- Upgrades: sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points:
50
- Prerequisites: N/A
- Sight range: 6
- Attack range: 8
- Artifact points: 20
- Special abilities:
none
- Elite bonus:
more
efficient rocket launcher(high-explosion, 50 base damage, radius 1
splash)
- Strong against:
heavy units, mechs, buildings, air units
- Weak against:
infantry, small demons
They're good in wasting hostile mechs and buildings.
|
 |
Former
Heavy Trooper
- Hit
Points: 80
- Armor:
heavy
- Cost:
N/A
- Build
time: N/A
- Weapon:
plasma rifle (plasma, 8 base damage)
- Upgrades: sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points:
60
- Prerequisites: N/A
- Sight range: 5
- Attack range: 4
- Artifact points: 24
- Special abilities:
none
- Elite bonus:
faster
attack
- Strong against:
ground units
- Weak against:
air
units
Tough, so you can even make army of them and counterattack after
enemy's assault.
|
 |
Former
Commando
- Hit
Points: 110
- Armor:
heavy
- Cost:
N/A
- Build
time: N/A
- Weapon:
BFG9000 (anti-flesh, 240 base damage, radius 2 splash)
- Upgrades: sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points:
100
- Prerequisites: N/A
- Sight range: 5
- Attack range: 6
- Artifact points: 30
- Special abilities:
none
- Elite bonus:
BFG9500(anti-flesh, 260 base damage, radius 3 splash)
- Strong against:
packs of ground units
- Weak against: air
units, buildings
Always capture them tf there's an opportunity. The BFG is deadly
against marines.
|
 |
Phantom
- Hit
Points: 50
- Armor: heavy
flesh(air unit)
- Cost:
350 M, 35 E, 1 S
- Build
time: 6.66 s
- Weapon:
mental attack (mental, 5 base damage)
- Upgrades: firepower, flying
ability("Research souls
power"), armor("Upgrade
light monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points:
25
- Prerequisites: N/A
- Sight range: 6
- Attack range: 3
- Artifact points: N/A
- Special abilities:
zombifie
- Elite bonus:
none
- Strong against:
infantry
- Weak against:
everything
Always have several Phantoms in your army to raise dead marines after
battle to be able to continue attacking.
|
 |
Imp
- Hit
Points: 85
- Mana
Points: 20(when upgraded)
- Armor: light flesh
- Cost:
550 M, 1 S
- Build
time: 7.5 s
- Weapon:
fireball (fire, 14 base damage), claw attack(melee, 16 base damage)
- Upgrades: firepower, attack
range("Upgrade fireballs",
"Upgrade claws"), armor("Upgrade
light monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration"), upgrade-to(Devil)
- Points: 35
- Prerequisites: N/A
- Sight range: 5
- Attack range: 5
- Artifact points: 14
- Special abilities:
burn
- Elite bonus:
explosive fireball (+radius 1 splash)
- Strong against:
infantry, buildings
- Weak against:
mechs, air units
Your
main force in early game stages and very efficient in performing
rushes. Don't use them with Phantoms, because Imps burn marines without
leaving a corpse(excluding melee attack, which is much harder). Just
mass them and try to strike quick, before enemy will build serious
defence. |
 |
Devil
- Hit
Points: 85
- Armor: light flesh
- Cost: 250 M, 75 E, 1 S
- Build
time: 7.5 s
- Weapon: homing fireball (air-demonic, 14
base damage, homing ability), claw attack(melee, 16 base damage)
- Upgrades: firepower, attack
range("Upgrade fireballs",
"Upgrade claws"), armor("Upgrade
light monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points: 40
- Prerequisites: Blood Pool
- Sight range: 5
- Attack range: 5
- Artifact points: 16
- Special abilities:
none
- Elite bonus:
explosive homing fireball (+radius 1 splash)
- Strong against: air
units, buildings, mechs
- Weak against:
infantry
Your
first anti-air defence force. Their homing firebals could help you to
deal with those nasty Fighters harrasing your Lost Souls. |
 |
Demon
- Hit
Points: 150
- Armor: heavy flesh
- Cost: 800 M, 110 E, 1 S
- Build
time: 10 s
- Weapon: teeth bite (melee, 30 base damage)
- Upgrades: firepower, special abilities("Upgrade
demon teeth"), armor("Upgrade
heavy monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration"), upgrade-to(Blood
Demon, Spectre)
- Points: 55
- Prerequisites: Blood Pool
- Sight range: 4
- Attack range: 1
- Artifact points: 25
- Special abilities:
eat corpse
- Elite bonus:
regenerate health when attacking enemy
- Strong against:
ground organic units
- Weak against:
mechs, buildings, air units
Thier
armor and strength will help you a lot when it's time to deal with
emeny's marines. Try to strike quick and circle pack of marines with
several Demons. Avoid them from base defences, air units and mechs. |
 |
Blood Demon
- Hit
Points: 250
- Armor: heavy flesh
- Cost: 650 M, 120 E, 1 S
- Build
time: 10 s
- Weapon: steel teeth bite (melee, 45 base
damage)
- Upgrades: firepower, special abilities("Upgrade
demon teeth"), armor("Upgrade
heavy monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points: 70
- Prerequisites: Blood demon research
- Sight range: 4
- Attack range: 1
- Artifact points: 25
- Special abilities:
eat corpse, blink
- Elite bonus:
regenerate health when attacking enemy
- Strong against:
ground units
- Weak against: air
units
Tougher
version of Demon. They can even bite mechs and buildings. Researching a
blink ability will let them to circle emenies in one jump. |
 |
Spectre
- Hit
Points: 130
- Armor: heavy flesh
- Cost: 750 M, 150 E, 1 S
- Build
time: 10 s
- Weapon: teeth bite (melee, 25 base
damage)
- Upgrades: firepower, special abilities("Upgrade
demon teeth"), armor("Upgrade
heavy monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points: 55
- Prerequisites: Spectre ability research
- Sight range: 4
- Attack range: 1
- Artifact points: 40
- Special abilities:
eat corpse, permanent invisibility
- Elite bonus:
regenerate health when attacking enemy
- Strong against: ground
organic units
- Weak against: mechs,
buildings, air units
Slightly
less tough version of Demon, this one has a cloaking ability, allowing
to ambush marine armies without being even damaged. They are also
useful in scouting and spying in enemy bases.
|
 |
Hell Knight
- Hit
Points: 400
- Armor: heavy flesh
- Cost: 1300 M, 250 E, 2 S
- Build
time: 14.17 s
- Weapon: acid ball (demonic, 16 base
damage, 15 acid damage in 15 seconds(when upgraded)), claw
attack(melee, 20 base damage)
- Upgrades: firepower, attack range("Research
acidballs", "Upgrade claws"), armor("Upgrade
heavy monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points: 75
- Prerequisites: N/A
- Sight range: 6
- Attack range: 6
- Artifact points: 38
- Special abilities:
none
- Elite bonus: attack
with 2 acid balls
- Strong against:
mechs, buildings
- Weak against:
infantry(ranged attack), air units
This
ones could be used as main assault force, thanks to high efficientcy
against mechs and buildings. Protect them fron enemy enemy's infantry
and air forces, especially Rocket Launcher Marines. Upgrade them to
Barons of Hell in end-game. |
 |
Baron of Hell
- Hit
Points: 800
- Armor: heavy flesh
- Cost: 1100 M, 300 E, 3 S
- Build
time: 10 s
- Weapon: acid ball (demonic, 22 base
damage, 15 acid damage in 15 seconds(when upgraded)), claw
attack(melee, 25 base damage)
- Upgrades: firepower, attack range("Research
acidballs", "Upgrade claws"), armor("Upgrade
heavy monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points: 110
- Prerequisites: Upgrade Temple of Fire
- Sight range: 7
- Attack range: 7
- Artifact points: 60
- Special abilities:
none
- Elite bonus: attack
with 2 acid balls
- Strong against:
mechs, buildings
- Weak against:
infantry(ranged attack), air units
Even
tough version of Hell Knight with doubled hit points and stronger
attacks. Use them to cover your forces from enemy fire and to destroy
enemy mechs and buildings.
|
 |
Arachnotron
- Hit
Points: 380
- Armor: heavy flesh
- Cost: 1800 M, 370 E, 2 S
- Build
time: 19.17 s
- Weapon: plasma cannon (plasma, 8 base
damage)
- Upgrades: firepower, attack range("Upgrade
arachnotron plasma"), armor("Upgrade
heavy monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points: 85
- Prerequisites: Temple of Fire
- Sight range: 7
- Attack range: 5
- Artifact points: 48
- Special abilities:
none
- Elite bonus: 2x
attack speed
- Strong against:
ground units
- Weak against: air
units
Universal anti-ground unit. You can use them as your main assault
force. Protect them from enemy Fighters.
|
 |
Revenant
- Hit
Points: 200
- Armor: heavy flesh
- Cost: 1300 M, 300 E, 2 S
- Build
time: 16.67 s
- Weapon: 2 missile launchers
(homing-missile, 18 base damage, homing ability(when upgraded)),
punch(melee, 20 base damage)
- Upgrades: firepower, attack range("Upgrade
revenant missiles", "Upgrade claws"), armor("Upgrade light
monsters flesh" series), sight
range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points: 85
- Prerequisites: Temple of Fire
- Sight range: 7
- Attack range: 8
- Artifact points: 35
- Special abilities:
none
- Elite bonus:
attacking with 2 missile launchers together
- Strong against:
mechs, air units, buildings
- Weak against:
infantry(ranged attack)
The
most efficient air-force defence. Upgrade their missiles, so they will
have a homing ability and a longer attack range, allowing Revenants to
shoot at base defences without being harmed.
|
 |
Mancubus
- Hit
Points: 500
- Armor: heavy flesh
- Cost: 2700 M, 650 E, 4 S
- Build
time: 26.67 s
- Weapon: 2 flamethrowers (fire, 25 base
damage, 6 flames per attack)
- Upgrades: firepower, attack range("Upgrade
mancubus fireballs"), armor("Upgrade
heavy monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points: 110
- Prerequisites: Temple of Fire, Upgrade Temple of
Fire
- Sight range: 7
- Attack range: 6
- Artifact points: 50
- Special abilities:
none
- Elite bonus: burns
location for 2 seconds when hit(22 additional damage per flame)
- Strong against:
infantry, buildings
- Weak against:
mechs, air units
They
are great in dealing with lots of enemy infantry and buildings because
of splash damage of their fire. Protect them against Berserkers - they
are the biggest threat to your Mancubi.
|
 |
Arch-Vile
- Hit
Points: 600
- Mana points: 200
- Armor: heavy flesh
- Cost: 2500 M, 750 E, 4 S
- Build
time: 30 s
- Weapon: flame cast (fire, 85 base
damage)
- Upgrades: firepower, mana("Upgrade
arch-vile power"), armor("Upgrade
heavy monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points: 140
- Prerequisites: Temple of Fire, Upgrade Temple of
Fire
- Sight range: 9
- Attack range: 8
- Artifact points: 60
- Special abilities:
resurrect, destroy armor, invulnerability
- Elite bonus: new
ability - inferno
- Strong against:
infantry, buildings
- Weak against:
mechs, air units
Always
have at least couple of them in your army. Resurrecting your hordes is
much cheaper than resummoning them. Destroy armor ability will help a
lot with dealing with enemy's toughest units(such as heroes) and
infantry armies. And their Invulnerability can help you to cover your
most valuable units from enemy fire.
|
 |
Cacodemon
- Hit
Points: 250
- Armor: heavy flesh(air unit)
- Cost: 1400 M, 250 E, 2 S
- Build
time: 15.83 s
- Weapon: caco ball (air-demonic, 18 base
damage, homing on air targets(when upgraded))
- Upgrades: firepower, attack range("Upgrade
cacoballs"), armor("Upgrade
heavy monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration"), speed("Upgrade cacodemon speed")
- Points: 80
- Prerequisites: N/A
- Sight range: 8
- Attack range: 5
- Artifact points: 40
- Special abilities:
none
- Elite bonus: 2
additional caco balls shooting at 3x3 area
- Strong against: air
units, buildings, mechs
- Weak against:
infantry
Your
first and most universal air unit. Use them to destroy enemy Fighters
and Transports. A pack of them can even make a rush on enemy base while
opoonents have weak anti-air defence. |
 |
Pain Elemental
- Hit
Points: 330
- Mana Points: 80 (+80 when upgraded)
- Armor: heavy flesh(air unit)
- Cost: 2000 M, 370 E, 2 S
- Build
time: 18.33 s
- Weapon: soul harvesting (mental, 24 base
damage, organic targets only, ignores armor and shields, 100% hit, soul
harvesting and zombification special abilities)
- Upgrades: firepower, mana("Research
souls power"), armor("Upgrade
heavy monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration"), special
abilities("Research zombification")
- Points: 80
- Prerequisites: Temple of Fire
- Sight range: 8
- Attack range: 6
- Artifact points: N/A
- Special abilities:
soul harvesting(Pain Elemental's
attack lowers target's base damage by (25+6*(veterancy level))% for 3
seconds), summon phantom, transports up to 4 lost souls and phantoms,
zombification(when Pain Elemental hits a marine, for 5 seconds it has
33% chance(100% if Pain Elemental is elite) to turn into zombie after
death(when upgraded))
- Elite bonus:
upgraded zombification & soul harvesting(see above)
- Strong against:
infantry
- Weak against:
everything else
A
flying death to enemy's marines. Pain Elementals are the most useful
against heavy-armed marines, such as BFG Commandos and Heavy Troopers.
If you know that your opponent wants to rush at you with infantry -
summon Pain Elementals. They also could be useful to transport Phantoms
and Lost Souls until they will get a flying ability.
|
 |
Cacolich
- Hit
Points: 300
- Mana Points: 0 (+80 when elite)
- Armor: heavy flesh(air unit)
- Cost: 1250 M, 350 E, 3 S
- Build
time: 10 s
- Weapon: enhanced caco ball (air-demonic,
28 base
damage, ground targets only)
- Upgrades: firepower, attack range("Upgrade
cacoballs"), armor("Upgrade
heavy monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration"), speed("Upgrade cacodemon speed")
- Points: 100
- Prerequisites: Temple of Fire, Upgrade Temple of
Fire
- Sight range: 8
- Attack range: 5
- Artifact points: 55
- Special abilities:
burn(when elite)
- Elite bonus: new
ability - burn
- Strong against:
mechs, buildings
- Weak against: air
units
Heavy
armored flying monster, most valuable against enemy mechs and
buildings. Remember that they are defenceless against air units, so
leave some Cacodemons not upgraded to protect them.
|
 |
Buildings
Command
Center
- Hit
Points: 1800
- Armor: building
- Cost: 4000 M
- Build
time: 50 s
- Upgrades: armor("Upgrade building
armor" series, "Research building shield"), upgrade-to(Advanced Command
Center)
- Points: 250
- Prerequisites: N/A
- Functions: build
Worker Robots, bring Doomer on battlefield, research "Upgrade building
armor" upgrade series, trading center(more info in Trading section), serves as minerals
depot
- Resource storing: 400
E
- Energy balance: 0
UAC
main center. Without it, your chances to victory will considerably
decrease, so don't let your enemies to destroy it. Always have more
that one Command Center dispatched on mineral mines around the map to
increase your minerals income.
|
 |
Advanced Command
Center
- Hit
Points: 2500
- Armor: building
- Cost: 5500 M, 1000 E
- Build
time: 83.33 s
- Upgrades: armor("Upgrade building
armor" series, "Research building shield")
- Points: 400
- Prerequisites: Tech
Center
- Functions: build
Worker Robots, bring Doomer on battlefield, research "Upgrade building
armor" upgrade series, trading center(more info in Trading section), serves as minerals
depot
- Resource storing: 400
E
- Energy balance: 0
Upgraded
version of Command Center. Provides access to the most newest UAC
technologies, increases minerals processing output(+20%)
|
 |
Power Plant
- Hit
Points: 600
- Armor: building
- Cost: 750 M
- Build
time: 12.5 s
- Upgrades: armor("Upgrade building
armor" series, "Research building shield"), energy output("Research
inferno anomaly")
- Points: 60
- Prerequisites: Command
Center
- Functions: produces
energy
- Resource storing: 100
E
- Energy balance:
+100%
Main source of energy for UAC bases. Protect them from enemies, because
if you will lose them, you will lose your energy supply.
|
 |
Supply Depot
- Hit
Points: 600
- Armor: building
- Cost: 700 M
- Build
time: 12.5 s
- Upgrades: armor("Upgrade building
armor" series, "Research building shield")
- Points: 60
- Prerequisites: Command
Center
- Functions: provides
7 units of supply
- Energy balance:
look up for formula in Game Economics
sention
Main source of supply for UAC bases. As with power plant, keep your eye
on them.
|
 |
Barracks
- Hit
Points: 850
- Armor: building
- Cost: 1500 M
- Build
time: 26.67 s
- Upgrades: armor("Upgrade building
armor" series, "Research building shield")
- Points: 70
- Prerequisites: Command
Center
- Functions: trains
Shotgunners, Technicians, Chaingun Troopers, Berserkers, Rocket
Launcher Troopers, Heavy Troopers, Commandos, Combat Medics
- Energy balance: -25%
There you can train your infantry. Build more Barracks to train your
troops faster.
|
 |
Weapon Factory
- Hit
Points: 900
- Armor: building
- Cost: 2000 M, 350 E
- Build
time: 33.33 s
- Upgrades: armor("Upgrade building
armor" series, "Research building shield")
- Points: 60
- Prerequisites: Command
Center, Power Plant, Barracks
- Functions: researches
a majority of UAC unit upgrades
- Energy balance: -50%
Almost all UAC unit upgrades are located there. Build more Weapon
Factories to research upgrades faster.
|
 |
Radar Station
- Hit
Points: 700
- Armor: building
- Cost: 1800 M, 500 E
- Build
time: 30 s
- Upgrades: armor("Upgrade building
armor" series, "Research building shield"), abilities("Research radar
eye", "Hell anomalies radar research")
- Points: 60
- Prerequisites: Command
Center, Barracks, Weapon Factory
- Functions: reveals
a
big area around itself and tracks unit movement at a bigger distance,
Radar Eye superweapon, allows to research Hell buildings for artifact
points
- Energy balance: -60%
You will be informed for any kind of enemy approach. Try to
build additional Radar Stations near enemy base, so you will be
informed about all movement inside it.
|
 |
Vehicle Factory
- Hit
Points: 1000
- Armor: building
- Cost: 2400 M, 450 E
- Build
time: 36.67 s
- Upgrades: armor("Upgrade building
armor" series, "Research building shield")
- Points: 60
- Prerequisites: Command
Center, Barracks, Weapon Factory
- Functions: builds
Raiders, Crushers, Thors, Fighters, Transports, repairs all vehicles
- Energy balance: -75%
There you can build new vehicles for your army.
|
 |
Tech Center
- Hit
Points: 1000
- Armor: building
- Cost: 3200 M, 600 E
- Build
time: 46.67 s
- Upgrades: armor("Upgrade building
armor" series, "Research building shield")
- Points: 90
- Prerequisites: Command
Center, Weapon Factory
- Functions: provides
acces to hi-tech units and anomaly research(more info in Anomaly research section)
- Energy balance:
-100%
The main center on UAC research. There you can get demonic
essence spheres for your marines, as well as demonic technology
research.
|
 |
Orbital Control
- Hit
Points: 1500
- Armor: building
- Cost: 5000 M, 1000 E
- Build
time: 66.67 s
- Upgrades: armor("Upgrade building
armor" series, "Research building shield")
- Points: 180
- Prerequisites: Advanced
Command Center, Tech Center
- Functions: provides
acces to
orbital cannon superweapon
- Energy balance:
-200%
Build this to get access to orbital cannon.
|
 |
Nuclear Power Plant
- Hit
Points: 1500
- Armor: building
- Cost: 5000 M, 1000 E
- Build
time: 66.67 s
- Upgrades: armor("Upgrade building
armor" series, "Research building shield")
- Points: 180
- Prerequisites: Command
Center, Tech Center, Radar Station
- Functions: provides energy
- Resource storing: 150
E
- Energy balance:
+250%
Produces a lot of energy. Be careful with this buildings, as they would
explode if destroyed.
|
 |
Chaingun Turret
- Hit
Points: 150
- Armor: concrete
- Cost: 800 M, 130 E
- Build
time: 15 s
- Upgrades: armor("Upgrade building
armor" series, "Research tower shield"), firepower("Upgrade bullet
weapons", "Upgrade chaingun accuracy")
- Points: 60
- Prerequisites: Command
Center, Barracks, Weapon Factory
- Energy balance: -15%
- Weapon: heavy chaingun (AA-bullet, 10 base
damage)
- Sight range: 9
- Attack range: 5
- Strong against:
infantry, air units, small monsters
- Weak against:
mechs, heavy monsters
Build these towers to protect your base.
|
 |
Missile Turret
- Hit
Points: 220
- Armor: concrete
- Cost: 1500 M, 350 E
- Build
time: 18.33 s
- Upgrades: armor("Upgrade building
armor" series, "Research tower shield"), firepower("Upgrade
explosive weapons")
- Points: 90
- Prerequisites: Command
Center, Barracks, Radar Station, Tech Center
- Energy balance: -30%
- Weapon: missile launcher (homing-missile,
32 base
damage, homing ability)
- Sight range: 9
- Attack range: 8
- Strong against: air
units, heavy monsters, mechs
- Weak against:
infantry, small monsters
More tough defences for your base. Circle your base perimeter with
these turrets.
|
 |
Wall
- Hit
Points: 120
- Armor: concrete
- Cost: 50 M
- Build
time: 5 s
- Upgrades: armor("Upgrade building
armor" series)
- Points: 0
- Prerequisites: Command
Center, Barracks
- Energy balance: 0%
Passive
defence for your base. Walls have an ability to block the most of
projectiles, so build them to protect your most valuable positions.
|
 |
Hell buildings
Hell Keep
- Hit
Points: 1800
- Armor: building
- Cost: 4000 M
- Build
time: 50 s
- Upgrades: armor("Upgrade building
armor" series)
- Points: 300
- Prerequisites: N/A
- Functions: summon
Lost Souls, Belial, research "Upgrade building
armor" upgrade series, trading center(more info in Trading section), serves as minerals
depot
- Resource storing: 400
E
- Artifact points: 150
- Energy balance: 0
Hell main building. As with UAC Command Center, your chances to victory
will
considerably decrease if you'll lose your Hell Keep, so don't let your
enemies to destroy it. And always
have more that one Hell Keep dispatched on mineral mines around
the map to increase your minerals income.
|
 |
Generator of Hell Power
- Hit
Points: 750
- Armor: building
- Cost: 750 M
- Build
time: 22.5 s
- Upgrades: armor("Upgrade building
armor" series), upgrade-to(Advanced Generator of Hell Power)
- Points: 65
- Prerequisites: Hell
Keep
- Functions: produces
energy and 9 units of supply
- Resource storing: 100
E
- Artifact points: 35
- Energy balance:
+140%
Main source of energy for Hell bases. Protect them from enemies,
because if you will lose them, you will lose your energy supply.
|
 |
Advanced Generator
of Hell Power
- Hit
Points: 850
- Armor: building
- Cost: 800 M, 200 E
- Build
time: 16.67 s
- Upgrades: armor("Upgrade building
armor" series)
- Points: 75
- Prerequisites: Hell
Keep, Temple of Fire
- Functions: produces energy and 10 units of
supply
- Resource storing: 120
E
- Artifact points: 50
- Energy balance:
+180%
Upgraded version of Generator of Hell Power. Try to upgrade all your
generators to produce more power in mid- and end-game |
 |
Monster Spawner
- Hit
Points: 850
- Armor: building
- Cost: 1500 M
- Build
time: 26.67 s
- Upgrades: armor("Upgrade building
armor" series)
- Points: 65
- Prerequisites: Hell
Keep
- Functions: summons
Phantoms, Imps, Demons, Revenants
- Artifact points: 55
- Energy balance: -25%
A lesser demons of Hell are using this spawner to move on battlefield.
|
 |
Blood Pool
- Hit
Points: 900
- Armor: building
- Cost: 2200 M, 400 E
- Build
time: 33.33 s
- Upgrades: armor("Upgrade building
armor" series)
- Points: 60
- Prerequisites: Hell Keep, Monster Spawner
- Functions: researches
a majority of Hell demon upgrades
- Artifact points: 60
- Energy balance: -50%
Almost all Hell demon upgrades are located there. Build more Blood
Pools to research upgrades faster.
|
 |
Well of Souls
- Hit
Points: 400
- Mana Points: 400
- Armor: building
- Cost: 1400 M, 400 E
- Build
time: 33.33 s
- Upgrades: armor("Upgrade building
armor" series)
- Points: 70
- Prerequisites: Hell
Keep, Hell Gate, Blood Pool
- Functions: heals
monsters and charges up thier mana
- Artifact points: 45
- Energy balance: -30%
Build these to keep your monsters healed up and charged.
|
 |
Hell Gate
- Hit
Points: 1000
- Armor: building
- Cost: 3200 M, 550 E
- Build
time: 36.67 s
- Upgrades: armor("Upgrade building
armor" series), special
abilities("Portals research")
- Points: 80
- Prerequisites: Hell
Keep, Monster Spawner, Blood Pool
- Functions: summons
Hell Knights, Barons of Hell, Arachnotrons, Pain Elementals, Mancubi
and Arch-Viles, able to create a portal to the another map spot
- Artifact points: 70
- Energy balance: -75%
A superior demons of Hells are moving to the battlefield through this
gates. Hell Gates are able to create a small portals to another map
spot, to quickly transport your forces.
|
 |
Temple of Fire
- Hit
Points: 1200
- Armor: building
- Cost: 3700 M, 700 E
- Build
time: 46.67 s
- Upgrades: armor("Upgrade building
armor" series), upgrade-to("Upgrade
Temple of Fire")
- Points: 90
- Prerequisites: Hell
Keep, Blood Pool, Hell Gate
- Functions: provides
access to superior demons
- Artifact points: 90
- Energy balance:
-100%
Several superior upgrades are located here.
|
 |
Death Pentagram
- Hit
Points: 1500
- Armor: building
- Cost: 5000 M, 1000 E
- Build
time: 66.67 s
- Upgrades: armor("Upgrade building
armor" series)
- Points: 180
- Prerequisites: Hell
Keep, Temple of Fire, Upgrade Temple of Fire
- Functions: provides
acces to summon
either Spider Masterminds or Cyberdemons
- Artifact points: 120
- Energy balance:
-200%
Build this to get access to Hell superweapon.
|
 |
Fire Tower
- Hit
Points: 150
- Armor: concrete
- Cost: 700 M, 110 E
- Build
time: 16.67 s
- Upgrades: armor("Upgrade building
armor" series), firepower("Upgrade
fireballs"), upgrade-to(Advanced
Fire Tower)
- Points: 60
- Prerequisites: Hell
Keep, Monster Spawner, Blood Pool
- Artifact points: 20
- Energy balance: -15%
- Weapon: fireballs (fire, 14 base
damage)
- Sight range: 9
- Attack range: 5
- Strong against:
infantry, small monsters
- Weak against:
mechs, heavy monsters, air units
Base defence for your bases. |
 |
Advanced Fire Tower
- Hit
Points: 150
- Armor: concrete
- Cost: 600 M, 180 E
- Build
time: 10 s
- Upgrades: armor("Upgrade building
armor" series), firepower("Upgrade
revenant missiles")
- Points: 85
- Artifact points: 30
- Prerequisites: Hell
Keep, Monster Spawner, Blood Pool, Hell Gate
- Energy balance: -25%
- Weapon: revenant missile (high-explosion,
22 base
damage, homing ability(when upgraded))
- Sight range: 9
- Attack range: 6
- Strong against:
infantry, air units, monsters
- Weak against:
ranged units
Advanced version of Fire Tower. Build these towers to defend your bases
from air units.
|
 |
Horror Tower
- Hit
Points: 300
- Armor: concrete
- Cost: 2000 M, 450 E
- Build
time: 23.33 s
- Upgrades: armor("Upgrade building
armor" series), firepower("Research
acidballs"), special
abilities("Zombie raising research")
- Points: 120
- Artifact points: 40
- Prerequisites: Hell
Keep, Monster Spawner, Temple of Fire
- Energy balance: -40%
- Weapon: big acid fireballs (plasma, 55
base
damage, radius 2 splash, 20 acid damage)
- Sight range: 9
- Attack range: 8
- Special abilities: raise zombie
- Strong against:
monsters, mechs, infantry
- Weak against: air
units
A powerful defence tower, especially effective against infantry because
of raise zombie ability.
|
 |
Wall
- Hit
Points: 120
- Armor: concrete
- Cost: 50 M
- Build
time: 5 s
- Upgrades: armor("Upgrade building
armor" series),
- Points: 0
- Prerequisites: Hell Keep, Monster Spawner
- Energy balance: 0%
Passive defence for your base. Walls have an ability to block the most
of projectiles, so build them to protect your most valuable positions.
|
 |
A lot of marines were possessed and turned to zombies on first
Hellish invasion. Since that, demonic possession abilities were
significantly improved.
The marine's corpses are the most common way to create zombies. When
going that way, remember that marine corpse shouldn't be burnt or
turned into gibs. Then, there are several ways to create zombie:
- Use Phantom's dwell ability:
the most frequently used variant.
Use that ability on corpse. If Phantom doesn't get killed during
possession, it will disappear and the marine's corpse will raise as
zombie.
- Use Horror Tower's raise zombie
ability: this one is most useful when an army of
marines try to breach your defenses. Like with Phantoms, use Horror
Tower's ability on corpse. The most effective way is to enable autocast
for that ability, allowing towers to automatically create zombies, when
marines die.
- Use Pain Elemental's
zombification ability: useful when
retaliating with opponents. In average, 33% of killed marines will
turn into zombie after death.
- Use Belial's possess ability:
this ability makes Belial one of
the strongest unit against infantry. Just use it on opponent's infantry
to immediately turn them to zombies. So, it is wrong to ambush Belial
with only infantry.
Additionally, zombies don't need any supply.
The list of all zombies is under Hell
units section.
Heroes are one of the strongest and toughest units. They can easily
deal with several enemies at one and have some special abilities. When
defeating enemies and gaining XP, they progress in veterancy levels,
improving their abilities.
Each player may own only one hero of each type. UAC players may
bring Doomer on their side and Hell players may summon Belial on their
side.
Doomer
- Hit
Points: 200
- Charge Points: 80(+40
with each veterancy level)
- Armor: hero
- Cost: 3400 M, 800 E, 2 S
- Build
time: 50 s
- Weapons:
- quad shotgun(shell, 100 base damage, 40% confusion chance)
- rocket launcher(anti-air-missile, 70 base damage)
- BFG9000(anti-flesh, 350 base damage, radius 3 splash)
- Unmaker(general, 8 base damage, steals 1/3 damage dealt
by weapon to Doomer as HP)
- melee attack(melee, 18 base damage)
- Upgrades: firepower("Upgrade
shotguns", "Upgrade explosive weapons", "Upgrade infantry energy
weapons", "Research flesh weakness", "Research heavy flesh
weakness", "Research levitation anomaly"), sight range("Research light
amplification visors")
- Points: 250
- Special abilities:
demonic spheres(see below)
- Elite bonus: none
- Strong against:
everything
- Weak against:
nothing
The marine, who has survived on first Hellish invasion and
saved all mankind from demons.
A strong and tough unit, owning several weapons, such as quad
shotgun,
rocket launcher, BFG9000. He have shield-protecting armor with 200
shield points and can regenerate his health at a rate of 1 HP per
second. Initially he has 120 energy cells, enough to shoot 2 BFG shots,
and each level adds 40 energy energy cells. A researched anomaly will
give Doomer the Unmaker - ultimate weapon, very effective against
monsters, able to steal their health and transferring it back to Doomer.
Doomer has several demonic spheres at his disposal. Each
sphere gives
specified ability at a period of time, when activated, and needs to
recharge itself to function again. Veterancy progress increases the
sphere's active time.
- Soulsphere: restores
all HP of Doomer. Recharge time - 2 minutes.
- Invisibility sphere:
makes Doomer invisible for 30 seconds. No even detector units could
detect Doomer. Each veterancy level adds 10 seconds to total
time. Recharge time - 2 minutes.
- Doom sphere:
doubles all damage dealt by Doomer twice for 10 seconds. Each veterancy
level adds 5 seconds to total time. Recharge time - 3 minutes.
- Invulnerability sphere:
makes Doomer invulnerable to damage for 10 seconds. Each veterancy
level adds 5 seconds to total time. Recharge time - 3 minutes.
|
 |
Belial
- Hit
Points: 1000(+100 with each veterancy level)
- Mana Points: 250(+50 with
each veterancy level)
- Armor: heavy flesh
- Cost: 4500 M, 1000 E, 4 S
- Build
time: 66.67 s
- Weapons:
- two-hand acid fireball(air-demonic, 35 base damage, slows
down target for 5 seconds, 15 acid damage(when upgraded))
- melee vampirism attack(melee, 30 base damage, steals 10
HP and 3 mana points to Belial, additionally +3 HP and +1 mana point
with each veterancy level)
- Upgrades: firepower, attack range("Research
acidballs", "Upgrade claws"), armor("Upgrade
heavy monsters flesh" series), sight range("Upgrade
monsters sight"), regeneration("Research
monsters regeneration")
- Points: 300
- Special abilities:
vampirism, rage, possess, teleport, demonic storm(see below)
- Elite bonus: none
- Strong against:
everything
- Weak against:
nothing
Supreme demon of Hell, right hand of Icon of Sin
A very strong monster with several special abilities and powerful
attack, which slows down the targets.
List of abilities:
Vampirism: when
Belial attacks organic enemy, he gets 10 HP(+3 HP for each veterancy
level) and 3 mana points(+1 mana point for each veterancy level). So
it's bad idea to surround Belial with infantry.
Rage(60 MP, organic targets): When
casted on monster, increases its attack and move speeds twice. Use it
on slow monsters.
Possess(40 MP, UAC marines(except Doomer)):
Turn marine to zombie and brings it under Belials control.
Teleport(120 MP, any location):
Belial can teleport itself to any point on the map.
Acid Storm(200 MP, any location): Belial
creates an evil stone full of demonic energy, which begins to burst
around with acid fireballs. The number of fireballs increases with each
veterancy level.
|  |
Each side possesses superweapons
- the ultimate weapons that are able either make a lot of destruction,
or provide a special ability. All superweapons require energy to
operate and need to be recharged after use. Each side has 2
superweapon types: first could be built many times and second could be
built only once.
UAC superweapons:
- Radar Eye
- Prerequisites: Research
radar eye
- Building: Radar Station
- Recharge time: 2 minutes
- Resources to cast: 600 E
- Effect: reveals area
around target location for 10 seconds, shows invisible units.
- Orbital attack
- Prerequisites: N/A
- Building: Orbital Control
- Recharge time: 6 minutes
- Resources to cast: 1000 E
- Effect: shots 10 big plasma blasts from orbital cannon.
Hell superweapons:
- Create a portal link
- Prerequisites: Portals research
- Building: Hell Gate
- Recharge time: 6 minutes
- Resources to cast: 1000 E
- Effect:
creates a portal to random map spot. The portal creates itself within
10 second and is vulnerable during creation. After that, it lasts for
30 seconds and player is able to teleport demons by sending them to
Hell Gate.
- Summon Cyberdemon/Spider Mastermind
- Prerequisites: N/A
- Building: Pentagram of Death
- Recharge time: 6 minutes
- Resources to cast: 1000 E
- Effect:
summons either Spider Mastermind or Cyberdemon on random map spot.
Players should select the demon they want to summon in Pentagram of Death
Several units in this game have
special abilities, which are need to make special actions by this unit. Several
abilities need charge, or mana points to use them, several of them
require resources.
To use special ability, just click on its button on action panel. Most
of the abilities require to specify target unit for ability, but there
are few of them, that affect caster unit itself(they will work just
after button press).
A lot of special abilities may use autocast mode: in this mode they
get used automatically when special conditions are met. To activate
autocast mode, press on ability's button using CTRL key. The ability's
button will be edged by blue line when autocast mode is activated.
Description of properties:
- Name: ability's name.
- Valid targets: on which
targets this ability could be applied.
- Units: units that have
this ability
- Additional conditions:
conditions that are need for ability use.
- Effect: what this ability
does when activated.
- Cost: charge/mana points
or resources need for ability.
- Prerequisites: what is required to use this
ability
- Autocast: conditions when
ability activates itself in autocast mode.
Heal
- Valid targets: organic units
- Units with this ability: Combat Medic
- Additional conditions: allied unit, HP is
less than 100%
- Range: 1
- Action: heals organic target on 10 HP to
max health, nullifies acid, slow, and soul harvesting effects.
- Cost: N/A
- Prerequisites: N/A
- Autocast: radius 8 range, closest units
are the most priority
That's
why Medics created for. You'll absolutely need that when your infantry
is wounded. Always try to heal your marines, because it will cost you a
lot to train new marines.
|
|
Defibrillation
- Valid targets: UAC marine corpses
- Units with this ability: Combat Medic
- Additional conditions: non-defibrillated
marine corpse
- Range: 1
- Action: tries to revive the dead marine
back to life. The chance of successful revival depends on death time: a
only just dead marine's chance is approx. 94.7%, but it will quickly
lower to 0% in 90 seconds.
- Cost: 30 charge points
- Prerequisites: Research defibrillation
- Autocast: radius 8 range
Try to use it, when you notice that your marine has been killed, and
use as fast as you can.
|
 |
Collect samples
- Valid targets: Hell demons corpses
- Units with this ability: Combat Medic
- Additional conditions: N/A
- Range: 1
- Action: researches the dead demon's corpse
and gives some artifact points to player(depends on corpse)
- Cost: N/A
- Prerequisites: N/A
- Autocast: radius 8 range, closest units are the
most priority
This is one of the ways to gain artifact points need for your anomaly
research. Always use it after battle.
|
 |
Make a berserk injection
- Valid targets: UAC marines
- Units with this ability: Combat Medic
- Additional conditions: cannot be used
again on the berserked marine
- Range: 1
- Action: injects an essences of demonic
blood into marine, making his twice faster for 10 seconds
- Cost: 30 charge points
- Prerequisites: Research demon strength
anomaly
- Autocast: radius 4 range, attacking units only,
closest units are the most priority
Try to use that on your slow marines, such as BFG Commandos or Rocket
Launcher Troopers.
|
 |
Place mine
- Valid targets: ground
- Units with this ability: Technician
- Additional conditions: N/A
- Range: 1
- Action: places an invisible mine on the
ground.
Mine could be detected by detector units. If there is enemy unit on
mine, it explodes, dealing 130 high-explosion damage with radius 1
splash
- Cost: 1 mine
- Prerequisites: Research technician mining
tools
- Autocast: N/A
This will help you to prevent sudden assaults on your base. Mine has 5
sight range, allowing also to track enemy movement. |
 |
Place bomb
- Valid targets: buildings
- Units with this ability: Technician
- Additional conditions: N/A
- Range: 1
- Action: places a big explosive charge near
the
building, which will blow up in 10 seconds, dealing 1500 high-explosion
damage to building(enough to destroy almost everything, except Command
Centers and Hell Keeps). The charge could be destroyed by enemy without
explosion.
- Cost: 1 bomb
- Prerequisites: Research technician mining
tools
- Autocast: N/A
Excellent thing to make diversions on enemy base. Use Transports to
ease your work.
|
 |
Repair vehicle
- Valid targets: mechs
- Units with this ability: Technician
- Additional conditions: HP is less than 100%
- Range: 1
- Action: repairs the damaged vehicles. 2 HP
per cast.
- Cost: N/A
- Prerequisites: N/A
- Autocast: radius 8 range, alliance units only,
closest units are the most priority
Don't forget to repair your vehicles - this will cost you much cheaper
than to build a new mechs. |
 |
Repair armor
- Valid targets: UAC marines with armor
- Units with this ability: Technician
- Additional conditions: Armor is less than
100%, marine must have no actions while repairing his armor
- Range: 1
- Action: fully repairs armor
- Cost: 40 minerals
- Prerequisites: N/A
- Autocast: radius 8 range, alliance units only,
closest units are the most priority, marine should lost at lesat 50% of
his armor
Replace armor on your marines after battle to lower causalities.
|
 |
Repair vehicle
- Valid targets: mechs
- Units with this ability: Vehicle Factory
- Additional conditions: HP is less than
100%, vehicles must have no actions while repairing
- Range: 1
- Action: repairs damaged vehicles. 6 HP is
repaired per cast
- Cost: 3 M, 1 E for cast
- Prerequisites: N/A
- Autocast: radius 1 range, alliance units only
This ability allows to quickly repair your vehicles, though it uses
some resources to repair.
|
 |
Burn
- Valid targets: ground
- Units with this ability: Imp
- Additional conditions: N/A
- Range: 6
- Action: throws a fireball on random map
spot, which additionally deals radius 1 splash damage
- Cost: 10 mana
- Prerequisites: Upgrade fireballs
- Autocast: radius 7 range, buildings only, in combat
only
This will help you to deal with Chaingun Towers on game early stages.
|
 |
Eat corpse
- Valid targets: corpses
- Units with this ability: Demon, Blood
Demon, Spectre
- Additional conditions: N/A
- Range: 1
- Action: Demon eats a corpse, fully
restoring its HP
- Cost: N/A
- Prerequisites: Upgrade demon teeth
- Autocast: radius 3 range, when demon is less that
90% HP
If your demons are wounded, this ability will help you to restore their
HP
|
 |
Blink
- Valid targets: ground
- Units with this ability: Blood Demon
- Additional conditions: N/A
- Range: 8
- Action: teleports Blood Demon to any
position within spell's range
- Cost: 3 seconds cooldown after use
- Prerequisites: Blink teleporting ability
- Autocast: N/A
Use this to move your Blood Demons on front line instantly, or to
retreat from enemy's ambush. Useful to make "hit-and-run" attacks using
that ability.
|
 |
Zombifie
- Valid targets: UAC marine corpses
- Units with this ability: Phantom
- Additional conditions: only one Phantom
may zombifie marine
- Range: 1
- Action: Phantom dwells into marine corpse,
raising it as zombie.
- Cost: Phantom
- Prerequisites: N/A
- Autocast: radius 5 range
That's why Phantoms are needed. Raise most valuable zombies first.
|
 |
Raise zombie
- Valid targets: UAC marine corpses
- Units with this ability: Horror Tower
- Additional conditions: N/A
- Range: 8
- Action: Horror Tower raises a zombie from
dead marine
- Cost: 30 mana
- Prerequisites: Zombie raising research
- Autocast: radius 8 range
This ability will seriously fortify your Horror Towers, making them
much stronger against infantry.
|
 |
Summon Phantom
- Valid targets: ground
- Units with this ability: Pain Elemental
- Additional conditions: N/A
- Range: 7
- Action: Pain Elemental creates a Phantom,
which lasts for 1 minute
- Cost: 80 mana
- Prerequisites: N/A
- Autocast: N/A
Use this to quickly make a zombie if there is an opportunity to do so. |
 |
Burn
- Valid targets: land units
- Units with this ability: Cacolich
- Additional conditions: Cacolich should
become chosen one
- Range: 4
- Action: Burns specified location, dealing
15 building-fire damage on each hit
- Cost: 1 mana per cast
- Prerequisites: N/A
- Autocast: radius 6
range, opponent only, buildings only
Very useful to quickly demolish a building, especially Missile Towers.
|
 |
Resurrect
- Valid targets: dead demons
- Units with this ability: Arch-Vile
- Additional conditions: Arch-Viles, Spider
Masterminds, Cyberdemons and Belial cannot be resurrected
- Range: 1
- Action: attempts to resurrect dead demon.
- Cost: 20 mana per attempt
- Prerequisites: N/A
- Autocast: radius 6 range
The second weapon of Arch-Vile, allows you to spend less resources to
replenish your forces. Several Arch-Viles will do their job quicker.
|
 |
Curse armor
- Valid targets: units
- Units with this ability: Arch-Vile
- Additional conditions: N/A
- Range: 8
- Action:
curses the target's armor. The cursed armor will permanently receive 2x
of attacker's base damage. Additionally, all infantry within 3x3 area
will lose their armor
- Cost: 100 mana
- Prerequisites: N/A
- Autocast: radius 8
range, opponent only, at least 10% armor or shield remains
This ability is intended to be a panacea against toughest units and
infantry. Just cast it to cripple enemy's strong units.
|
 |
Invulnerability
- Valid targets: organic units
- Units with this ability: Arch-Vile
- Additional conditions: N/A
- Range: 8
- Action: the target unit will become
invulnerable for attacks on 15 seconds.
- Cost: 150 mana
- Prerequisites: N/A
- Autocast: radius 8
range, attacking units only, alliance units only, sorting by points.
Use this to prevent your most valuable units to be killed or to make
diversions to enemy base.
|
 |
Inferno
- Valid targets: ground
- Units with this ability: Arch-Vile
- Additional conditions: Arch-Vile should
become chosen one
- Range: 8
- Action: burns specified area with fire in
5x5 area, dealing 2 damage per game tic when hit.
- Cost: 200 mana
- Prerequisites: N/A
- Autocast: radius 6
range, in combat only, opponent only
Arch-Vile's ultimate ability, which allows destroying several buildings
in one cast. Use it wisely.
|
 |
Heal
- Valid targets: organic units
- Units with this ability: Well of Souls
- Additional conditions: less that 100% HP
- Range: 1
- Action: heals monster on 4 HP per cast
- Cost: 5 mana per cast
- Prerequisites: N/A
- Autocast: radius 1
range, most wounded ones first, allied units only
Main ability of Well of Souls. Useful to keep your forces always in
full strength.
|
 |
Charge
- Valid targets: organic units
- Units with this ability: Well of Souls
- Additional conditions: less that 100% mana
points
- Range: 1
- Action: charges up 3 mana points of
monster per cast
- Cost: 5 mana per cast
- Prerequisites: N/A
- Autocast: radius 1
range, allied units only
Second ability of Well of Souls. With it your casters will use their
abilities much longer.
|
 |
Upgrades, as in most RTS games, are the way to increase
capabilities and characteristics of units.
UAC upgrades
Upgrade
shotguns
- Cost: 1500 M, 350 E
- Upgrade time: 50 s
- Prerequisites: none
- Researched in:
Weapon Factory
- Effect: +20% to base damage, +1 attack
range(except Doomer)
- Affected units: Shotgunner, Super
Shotgunner, Doomer(quad shotgun)
Research this if you want to use Shotgunners or Super Shotgunners as
your main force.
|
 |
Upgrade bullet weapons
- Cost: 1800 M, 450 E
- Upgrade time: 58.33 s
- Prerequisites: none
- Researched in:
Weapon Factory
- Effect: +15% to base damage
- Affected units: Chaingun Trooper, Combat
Medic, Chaingun Tower
This upgrade could be useful if you plan to fortify your base with
Chaingun Towers or use Chaingunners as your main force. |
 |
Upgrade explosive weapons
- Cost: 2600 M, 650 E
- Upgrade time: 66.67 s
- Prerequisites: Radar Station
- Researched in:
Weapon Factory
- Effect: +20% to base damage
- Affected units: Technician, Rocket
Launcher Trooper, Crusher, Crusher with Missile Launcher, Missile
Tower, Doomer(rocket launcher)
A lot of units in UAC army use explosive weapons, so this is one of the
most important researches you must do. |
 |
Upgrade infantry energy
weapons
- Cost: 3000 M, 900 E
- Upgrade time: 75 s
- Prerequisites: Tech Center
- Researched in:
Weapon Factory
- Effect: +20% to base damage, +1 attack
range (except Doomer)
- Affected units: Heavy Trooper, Commando, Doomer(BFG9000)
When you want to use your Heavy Troopers and Commandos, research this.
|
 |
Upgrade vehicle energy
weapons
- Cost: 3500 M, 1100 E
- Upgrade time: 75 s
- Prerequisites: Tech Center
- Researched in:
Weapon Factory
- Effect: +20% to base damage
- Affected units: Raider, Thor, Fighter
Use it to reinforce your vehicles' strength.
|

|
Upgrade chainsaws
- Cost: 1000 M, 250 E
- Upgrade time: 50 s
- Prerequisites: none
- Researched in:
Weapon Factory
- Effect: +20% to base damage
- Affected units: Berserker
If you want to use Berserkers very often, this is the first upgrade you
should to do.
|
 |
Upgrade grenade launcher
range
- Cost: 1300 M, 320 E
- Upgrade time: 50 s
- Prerequisites: none
- Researched in:
Weapon Factory
- Effect: +3 attack
range
- Affected units: Technician
Useful on early stages to breach base defences without harm to your
forces. Research this if you want to rush using your Shotgunners and
Technicians.
|
 |
Upgrade chaingun accuracy
- Cost: 1500 M, 400 E
- Upgrade time: 66.67 s
- Prerequisites: Radar Station
- Researched in:
Weapon Factory
- Effect: +33% damage to air units, +1
attack
range, +20% precision(Chaingun Trooper)
- Affected units: Chaingun Trooper, Chaingun
Tower
This upgrade will make your Chaingun Troopers and Chaingun Towers
deadly against enemy air forces, so if there is such a threat, research
this.
|
 |
Research long ranged
missiles
- Cost: 2500 M, 650 E
- Upgrade time: 75 s
- Prerequisites: Radar Station, Tech Center
- Researched in:
Weapon Factory
- Effect: +2 attack
range
- Affected units: Rocket Launcher Trooper
Very useful upgrade, allowing your Rocket Launcher Troopers to destroy
enemy's base defences from safe attack range.
|
 |
Upgrade marines armor
- Cost: 1300 M, 300 E
- Upgrade time: 50 s
- Prerequisites: none
- Researched in:
Weapon Factory
- Effect: +15 armor points, +5% to armor
absorbing
- Affected units:
Shotgunner, Technician, Berserker, Chaingun Trooper, Rocket Launcher
Trooper, Combat Medic, Heavy Trooper, Super Shotgunner, Commando
Armor upgrades are always useful to your forces, because they allow
them to stay longer. Research them first.
|
 |
Research Megaarmor
- Cost: 2400 M, 650 E
- Upgrade time: 66.67 s
- Prerequisites: Radar Station, Tech Center,
Upgrade marines armor
- Researched in:
Weapon Factory
- Effect: +15 armor points, +5% to armor
absorbing
- Affected units: Shotgunner, Technician,
Berserker,
Chaingun Trooper, Rocket Launcher Trooper, Combat Medic, Heavy Trooper,
Super Shotgunner, Commando
Same as above.
|
 |
Research marine ultra
protection armor
- Cost: 3200 M, 850 E
- Upgrade time: 83.33 s
- Prerequisites: Radar Station, Tech Center,
Advanced Command Center, Research
Megaarmor
- Researched in:
Weapon Factory
- Effect: +20 armor points, +5% to armor
absorbing
- Affected units: Shotgunner, Technician,
Berserker,
Chaingun Trooper, Rocket Launcher Trooper, Combat Medic, Heavy Trooper,
Super Shotgunner, Commando
Same as above. |
 |
Research light
amplification visors
- Cost: 2000 M, 500 E
- Upgrade time: 58.3 s
- Prerequisites: Radar Station
- Researched in:
Weapon Factory
- Effect: +2 sight
range
- Affected units: Shotgunner, Technician,
Berserker,
Chaingun Trooper, Rocket Launcher Trooper, Combat Medic, Heavy Trooper,
Super Shotgunner, Commando, Doomer, Raider, Crusher, Crusher with
Missile Launcher, Thor, Fighter, Transport
This allows your forces to see enemy approaching earlier, so research
this to retaliate more efficiently.
|
 |
Research technician
mining tools
- Cost: 2000 M, 500 E
- Upgrade time: 58.3 s
- Prerequisites: none
- Researched in:
Weapon Factory
- Effect: ability to place mines, ability to
place explosive charges
- Affected units: Technician
Technicians will achieve their best abilities with this upgrade, so
research it if you plan to make diversions or place mines.
|
 |
Research defibrillation
- Cost: 2200 M, 550 E
- Upgrade time: 61.66 s
- Prerequisites: Tech Center
- Researched in:
Weapon Factory
- Effect: defibrillation ability for medics
- Affected units: Combat Medic
With defibrillation ability your casualties will be lesser, so always
research and try to use this ability.
|
 |
Research crusher's
missile launcher
- Cost: 2800 M, 650 E
- Upgrade time: 75 s
- Prerequisites: Tech Center
- Researched in:
Weapon Factory
- Effect: Crushers will be able to upgrade
themselves to have a missile launcher
- Affected units: Crusher
A lot of units in UAC army use explosive weapons, so this is one of the
most important researches you must do. |
 |
Research fighter shield
- Cost: 2500 M, 700 E
- Upgrade time: 66.66 s
- Prerequisites: Tech Center
- Researched in:
Weapon Factory
- Effect: +60 shield points
- Affected units: Fighter
Always research this if you are planning to use Fighters to make them
tougher.
|
 |
Upgrade vehicle armor (3
upgrades)
- Cost: 2000 M, 500 E (1 upgrade), 2700 M,
700 E (2 upgrade), 3500 M, 900 E (3 upgrade)
- Upgrade time: 50 s (1 upgrade), 66.66 s (2
upgrade), 83.33 s (3 upgrade)
- Prerequisites: Tech Center
- Researched in:
Weapon Factory
- Effect: +25 HP (1 upgrade), +30 HP (2
upgrade), +35 HP (3 upgrade)
- Affected units: Raider, Crusher, Crusher
with Missile Launcher, Thor, Fighter, Transport
Always research this when you are planning to use vehicles, because
tougher armor will allow your units to stay longer.
|
   |
Upgrade vehicle attack
range
- Cost: 3000 M, 800 E
- Upgrade time: 66.66 s
- Prerequisites: Tech Center
- Researched in:
Weapon Factory
- Effect: +1 attack
range
- Affected units: Raider, Crusher, Crusher
with Missile Launcher, Thor, Fighter
Greater attack range will allow you to attack first, so always research
this upgrade.
|
 |
Research radar eye
- Cost: 2800 M, 650 E
- Upgrade time: 66.66 s
- Prerequisites: none
- Researched in: Tech
Center
- Effect: radar eye ability
- Affected units: Radar Station
Radar eye will help you a lot in map exploration. Use it when picking
targets for orbital cannon.
|
 |
Upgrade building armor(2
upgrades)
- Cost: 1750 M, 400 E(1 upgrade), 2800 M,
600 E(2 upgrade)
- Upgrade time: 60 s(1 upgrade), 75 s(1
upgrade)
- Prerequisites: Radar Station, Tech Center,
Weapon Factory, Upgrade
building armor 1
- Researched in:
Command Center
- Effect: +45 HP(+55 HP for 2 upgrade) to
Wall, Fire
Tower, Advanced Fire Tower, Horror Tower, +150 HP(+200 HP for 2
upgrade) for all other buildings
- Affected units: Command
Center, Advanced Command Center, Power Plant, Supply Depot, Nuclear
Power Plant, Barracks, Weapon Factory, Vehicle Factory, Radar Station,
Tech Center, Orbital Control, Wall, Chaingun Tower, Missile Tower
A lot of units in UAC army use explosive weapons, so this is one of the
most important researches you must do. |
  |
Research building shield
- Cost: 3500 M, 1100 E
- Upgrade time: 75 s
- Prerequisites: Advanced Command Center
- Researched in: Tech
Center
- Effect: +250 shield points
- Affected units:
Command Center, Advanced Command Center, Power Plant, Supply Depot,
Nuclear Power Plant, Barracks, Weapon Factory, Vehicle Factory, Radar
Station, Tech Center, Orbital Control
Research this to make your buildings more difficult to destroy.
|
 |
Research tower shield
- Cost: 3500 M, 1100 E
- Upgrade time: 75 s
- Prerequisites: Advanced Command Center
- Researched in: Tech
Center
- Effect: +80 shield points
- Affected units: Chaingun Tower, Missile
Tower
A good thing to fortify your base defenses.
|
 |
Hell upgrades
Upgrade
demon teeth
- Cost: 1200 M, 300 E
- Upgrade time: 53.33 s
- Prerequisites: none
- Researched in:
Blood Pool
- Effect: +20% to base damage, eat corpse
ability
- Affected units: Demon, Blood Demon, Spectre
If you plan to use Demons, upgrade this to make them stronger and
allowing to fully restore their HP by eating corpses. |
|
Upgrade claws
- Cost: 1700 M, 450 E
- Upgrade time: 58.33 s
- Prerequisites: none
- Researched in:
Blood Pool
- Effect: +20% to base damage for melee
attacks
- Affected units: Imp, Devil, Hell Knight,
Baron of Hell, Revenant, Belial
This could be useful if you plan to use melee attacks of your demons.
|
|
Research souls power
- Cost: 1900 M, 500 E
- Upgrade time: 75 s
- Prerequisites: Hell Gate, Temple of Fire
- Researched in:
Blood Pool
- Effect: +20% to base damage, +80 mana
points (for Pain Elemental)
- Affected units: Phantom, Pain Elemental
Always research this if you are retaliating against
hordes of enemy infantry. Ability to summon a second Phantom will let
you to have more zombies in your army.
|
|
Upgrade arch-vile power
- Cost: 2200 M, 650 E
- Upgrade time: 75 s
- Prerequisites: Hell Gate, Temple of Fire,
Upgrade Temple of Fire
- Researched in:
Blood Pool
- Effect: +20% to base damage, +50 mana
points
- Affected units: Arch-Vile
Researching that will make your Arch-Viles be able to resurrect more
dead demons. |
|
Upgrade fireballs
- Cost: 1300 M, 350 E
- Upgrade time: 58.33 s
- Prerequisites: none
- Researched in:
Blood Pool
- Effect: +20% to base damage, +1 attack
range, burn ability (for Imp)
- Affected units: Imp, Devil
You
might need that if you are planning to make an early rush with your
Imps. Ability to burn with fireballs will let you to destroy Chaingun
Towers without being harmed.
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Upgrade cacoballs
- Cost: 1700 M, 450 E
- Upgrade time: 63.33 s
- Prerequisites: Hell Gate
- Researched in:
Blood Pool
- Effect: +20% to base damage, +1 attack
range, air targets homing ability (for Cacodemon)
- Affected units: Cacodemon, Cacolich
You'll
absolutely need that if you planning to use Cacodemons and Cacoliches.
This upgrade is very useful when dealing against Fighters, because
Cacodemons will have more precision in launching their fireballs
against air units.
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Research acidballs
- Cost: 2000 M, 500 E
- Upgrade time: 66.66 s
- Prerequisites: Hell Gate
- Researched in:
Blood Pool
- Effect: +20% to base damage, +1 attack
range, +15 acid damage in 15 seconds (except Horror Tower, since it has
it initially)
- Affected units: Hell Knight, Baron of
Hell, Belial, Horror Tower
This
upgrade is very useful because it's reinforcing fireballs of Hell
Knight, Barons of Hell and Horror Tower by adding additional 15 acid
damage.
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Upgrade arachnotron
plasma
- Cost: 1600 M, 550 E
- Upgrade time: 66.66 s
- Prerequisites: Hell Gate, Temple of Fire
- Researched in:
Blood Pool
- Effect: +20% to base damage, +1 attack
range
- Affected units: Arachnotron
If you want to strike using your Arachnotrons, research this. |
|
Upgrade mancubus
fireballs
- Cost: 2200 M, 650 E
- Upgrade time: 75 s
- Prerequisites: Hell Gate, Temple of Fire,
Upgrade Temple of Fire
- Researched in:
Blood Pool
- Effect: +20% to base damage, +1 attack
range
- Affected units: Mancubus
A great opportunity to make deadful flames of Mancubi even more deadful. |
|
Upgrade revenant missiles
- Cost: 1700 M, 550 E
- Upgrade time: 75 s
- Prerequisites: Tech Center
- Researched in:
Blood Pool
- Effect: +20% to base damage, +1 attack
range, missile homing ability
- Affected units: Revenant, Advanced Fire
Tower
Always
research this if you want to use Revenants, because this upgrade will
reinforce their missiles with higher attack range and homing ability.
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|
Upgrade light monsters
flesh (3 upgrades)
- Cost: 1400 M, 350 E(1 upgrade), 2400 M,
600 E(2 upgrade), 2800 M, 800 E(3 upgrade)
- Upgrade time: 58.33 s(1 upgrade), 66.66
s(2 upgrade), 75 s(3 upgrade),
- Prerequisites: Upgrade light monsters flesh 1, Temple of
Fire(2 upgrade), Upgrade
light monsters flesh 2, Temple of Fire, Upgrade Temple of Fire(3 upgrade)
- Researched in:
Blood Pool
- Effect: +15 HP (1 upgrade), +20 HP (2
upgrade), +25 HP (3 upgrade)
- Affected units:
Former Human, Former Sergeant, Former Super Shotgunner, Former
Technician, Former Chaingun Trooper, Former Berserker, Former Rocket
Launcher Trooper, Former Heavy Trooper, Former Commando, Phantom,
Imp, Devil, Revenant
Always research this to have more HP for your monsters.
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Upgrade heavy monsters
flesh (3 upgrades)
- Cost: 2000 M, 500 E(1 upgrade), 2700 M,
650 E(2 upgrade), 3000 M, 800 E(3 upgrade)
- Upgrade time: 58.33 s(1 upgrade), 70 s(2
upgrade), 83.33 s(3 upgrade),
- Prerequisites: Upgrade heavy monsters flesh 1, Temple of
Fire(2 upgrade), Upgrade heavy monsters flesh 2, Temple of Fire, Upgrade Temple of Fire(3 upgrade)
- Researched in:
Blood Pool
- Effect: +25 HP(1 upgrade), +35 HP(2
upgrade), +45 HP(3 upgrade)
- Affected units: Demon, Spectre, Blood
Demon, Hell Knight, Baron of Hell, Arachnotron, Mancubus, Arch-Vile,
Cacodemon, Pain Elemental, Cacolich
Same as above: you will always need this, since a majority of your
forces will consist of heavy armored monsters. |
  |
Upgrade monsters sight
- Cost: 2000 M, 600 E
- Upgrade time: 66.66 s
- Prerequisites: Hell Gate
- Researched in:
Blood Pool
- Effect: +2 sight range
- Affected units:
Former Human, Former Sergeant, Former Super Shotgunner, Former
Technician, Former Chaingun Trooper, Former Berserker, Former Rocket
Launcher Trooper, Former Heavy Trooper, Former Commando, Phantom,
Imp, Devil, Revenant, Demon, Spectre, Blood Demon, Hell Knight, Baron
of Hell, Arachnotron, Mancubus, Arch-Vile, Cacodemon, Pain Elemental,
Cacolich
Very useful upgrade. Your monsters will have a larger field of vision,
allowing detecting enemy approaches early.
|
 |
Spectre ability research
- Cost: 2000 M, 550 E
- Upgrade time: 61.66 s
- Prerequisites: Hell Gate
- Researched in:
Blood Pool
- Effect: ability to upgrade Demons into
Spectres
- Affected units: Demon
You'll need that if you want to use Spectres.
|
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Research zombification
- Cost: 2700 M, 700 E
- Upgrade time: 75 s
- Prerequisites: Hell Gate, Temple of Fire,
Upgrade Temple of Fire
- Researched in:
Blood Pool
- Effect: Pain Elemental's zombification
ability - when it hits a marine,
it has
33% chance (100% if Pain Elemental is elite) to turn
into zombie after
death for 5 seconds.
- Affected units: Pain Elemental
If you're retalliating against hordes of marines, this upgrade will
allow your Pain Elementals to make some zombies from them. |
 |
Blood demon research
- Cost: 1900 M, 500 E
- Upgrade time: 58.33 s
- Prerequisites: Hell Gate
- Researched in:
Blood Pool
- Effect: ability to upgrade Demons into
Blood Demons
- Affected units: Demon
You'll need that if you want to use Blood Demons. |
 |
Blink teleporting ability
- Cost: 1500 M, 400 E
- Upgrade time: 60 s
- Prerequisites: Temple of Fire, Blood demon research
- Researched in:
Blood Pool
- Effect: Blink teleporting ability
- Affected units: Blood Demon
Blink teleporting is useful to make quick jumps through enemy and
attack them from back.
|
 |
Upgrade cacodemon speed
- Cost: 1600 M, 450 E
- Upgrade time: 66.66 s
- Prerequisites: Temple of Fire
- Researched in:
Blood Pool
- Effect: faster Cacodemons and Cacoliches
- Affected units: Cacodemon, Cacolich
This will help you to make quich runs with your Cacodemons and
Cacoliches. |
 |
Upgrade building armor
(2 upgrades)
- Cost: 1400 M, 350 E (1 upgrade), 2400 M,
550 E (2 upgrade),
- Upgrade time: 53.33 s (1 upgrade), 70 s (2
upgrade)
- Prerequisites: Blood Pool (1 upgrade),
Blood Pool, Temple of Fire, Upgrade
building armor 1 (2 upgrade),
- Researched in: Hell
Keep
- Effect: +45 HP (+55 HP for 2 upgrade) to
Wall,
Fire Tower, Advanced Fire Tower, Horror Tower, +150 HP (+200 HP for 2
upgrade) for all other buildings
- Affected units: Wall, Fire Tower,
Advanced Fire Tower, Horror Tower, Hell Keep, Generator of Hell Power,
Advanced Generator of Hell Power, Monster Spawner, Blood Pool, Hell
Gate, Well of Souls, Temple of Fire, Pentagram of Death
Research this if you need to fortify your base. Very useful for your
defenses.
|
  |
Research monsters
regeneration
- Cost: 3000 M, 850 E
- Upgrade time: 75 s
- Prerequisites: none
- Researched in:
Temple of Fire
- Effect: +1 HP per second regeneration
- Affected units: Lost
Soul, Superior Lost Soul, Former Human, Former Sergeant, Formar Super
Shotgunner, Former
Technician, Former Chaingun Trooper, Former Berserker, Former Rocket
Launcher Trooper, Former Heavy Trooper, Former Commando, Phantom,
Imp, Devil, Revenant, Demon, Spectre, Blood Demon, Hell Knight, Baron
of Hell, Arachnotron, Mancubus, Arch-Vile, Cacodemon, Pain Elemental,
Cacolich
Always
research this. Your monsters will slowly regenerate their health, so
they will be able to fight al full strength on each battle.
|
 |
Upgrade Lost Soul workers
- Cost: 2800 M, 700 E
- Upgrade time: 75 s
- Prerequisites: none
- Researched in:
Temple of Fire
- Effect: upgrade all Lost Souls to Superior
Lost Souls
- Affected units: Lost Soul
A
great way to improve your economics: Superior Lost Souls are tougher;
they also can gain more minerals and are able to fly over obstacles.
|
 |
Upgrade Temple of Fire
- Cost: 3200 M, 800 E
- Upgrade time: 91.66 s
- Prerequisites: none
- Researched in: Temple of Fire
- Effect: Upgraded Temple of Fire
- Affected units: Temple of Fire
Upgraded Temple of Fire will
provide access for ultimate Hellish technologies.
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 |
Zombie raising research
- Cost: 2600 M, 700 E
- Upgrade time: 70 s
- Prerequisites: none
- Researched in: Temple of Fire
- Effect: ability to raise zombies from dead
marines
- Affected units: Horror Tower
With
this upgrade researched, your Horror Towers will be able to raise
zombies from dead marines in their attack range, making the bases to be
more impregnable for infantry assaults.
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 |
Portals research
- Cost: 3000 M, 800 E
- Upgrade time: 83.33 s
- Prerequisites: none
- Researched in: Temple of Fire
- Effect: ability to create portals
- Affected units: Hell Gate
This research will make your forces to become uncontrollable for your
opponent, as you will be able to strike everywhere.
|
 |
UAC labs have made a big progress in researching the data about
monsters collected from first monster invasion, thus able to make the
marines stronger than usual and give them special weapons and armor,
based on hellish technologies.
Players can perform anomaly researches from Tech Center. All anomaly
research is divided into 2 groups: demonic technologies (they behave
like ordinary upgrades with one difference that they don't require
minerals and energy but instead use artifact points, or hellpower) and
demonic essences (they are used to upgrade and enhance abilities of
single marines).
Any marine can use spheres from Tech Center, except Doomer (he
possess
some of them already). The Tech Center can distribute spheres to
marines within range of 15 cells.
To use all these capabilities, a special resource is required,
called artifact points (or hellpower). They could be earned using Combat
Medic's "Collect artifacts" ability or by researching Hell buildings
using radar. First feature should be used on non-damaged demon
bodies (not burnt or gibbed). The artifact points collected from demon
vary from its type. To use second feature, a "Hell anomalies radar
research" upgrade should be researched in Tech Center. After that,
radar will prepare itself for researching in 1 minute. To research a
building, use that ability on enemy's Hell building. Each building
could be researched only once. Research time and artifact points gained
after research vary from building to building.
Demonic
essences (spheres)
Life sphere
- Cost: 40 artifact points
- Prerequisites: none
Marine becomes very strong and tough, gaining additional 50 HP. Use it
on your weak armored marines (Combat Medics) or most valuable ones. |
|
Regeneration
sphere
- Cost: 30 artifact points
- Prerequisites: none
Marine become able to regenerate his health at a rate of 1 HP per
second. Useful for your tough marines to let them deal without medics. |
|
Acid
Sphere
- Cost: 80 artifact points
- Prerequisites: none
Every demon that has attacked the marine, gets 20 additional acid
damage. Damages cannot be stacked on next attacks. If more
than 600 damage is made at total, sphere gets destroyed. |
 |
Skull
sphere
- Cost: 45 artifact points
- Prerequisites: Advanced Command Center
Marine cannot be possessed or used by Hell (this includes Belial's
possess ability, Phantom's corpse dwelling, Horror Tower's raise
corpse, Demon's corpse eating, Pain Elementals zombification) |
 |
Sphere
of Corruption
- Cost: 100 artifact points
- Prerequisites: Advanced Command Center
Marine deals 15 damage to all nearby demons in every second. If more
than 600 damage is made at total, sphere gets destroyed. |
 |
Vampirism
Sphere
- Cost: 80 artifact points
- Prerequisites: Advanced Command Center
Every marine's attack gives him 1/5 damage back as health. When marine
will achieve 200 HP from this sphere, it will be destroyed. |
 |
Sphere
of Absolute Defence
- Cost: 120 artifact points
- Prerequisites: Advanced Command Center
When marine is being attacked, this sphere gets activated, making
marine
invulnerable to damage for 10 seconds. |
 |
Shield
sphere
- Cost: 150 artifact points
- Prerequisites: Advanced Command Center
Marine gets a new shield-protected armor with 120 shield points,
replacing his original armor.
|
 |
Research
flesh weakness
- Cost: 200 artifact points
- Research time: 58.33 s
- Prerequisites: none
- Affected units: All UAC combat units
When player researched this anomaly, all UAC combat units will get +15%
to their base damage against light flesh demons. Great, if you are
battling too much against zombies or revenants.
|
 |
Research heavy flesh
weakness
- Cost: 270 artifact points
- Research time: 58.33 s
- Prerequisites: none
- Affected units: All UAC combat units
When player researched this anomaly, all UAC combat units will get +15%
to their base damage against heavy flesh demons. Research it when it's
time to retaliate with enemy's army.
|
 |
Research levitation
weakness
- Cost: 235 artifact points
- Research time: 58.33 s
- Prerequisites: none
- Affected units: All UAC combat units
When player researched this anomaly, all UAC combat units will get +15%
to their base damage against air demons. You'll need that if there are
too many flying demons around.
|
 |
Research torture anomaly
- Cost: 250 artifact points
- Research time: 66.66 s
- Prerequisites: Advanced Command Center
- Affected units: Doomer
When this anomaly will be researched, Doomer will get an ultimate
demonic weapon - Unmaker, which is great against any kind of
monsters, stealing life from them and returning it to Doomer.
|
 |
Research inferno anomaly
- Cost: 380 artifact points
- Research time: 66.66 s
- Prerequisites: Advanced Command Center
- Affected units: Power Plant, Nuclear Power
Plant
Research of this anomaly will enhance Power Plant and Nuclear Power
Plants with new demonic technology, increasing their output on 30%.
|
 |
Research demon strength
anomaly
- Cost: 320 artifact points
- Research time: 75 s
- Prerequisites: Advanced Command Center
- Affected units: Combat Medic
This will give to Combat Medic a new ability to inject essences of
demonic blood to marines, increasing their attack and moving speed
twice. Very useful when applied to slowest units, like Commando.
|
 |
Research invisibility
anomaly
- Cost: 450 artifact points
- Research time: 75 s
- Prerequisites: Advanced Command Center
- Affected units: Fighter
This anomaly will install a new cloaking device based on demonic
technologies into Fighters. This cloaking generator will hide Fighter
even from detector units on 25 seconds. Useful to make sneak attacks
to enemy or to quickly get out from battle.
|
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