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

  1. Starting the game
  2. Veterancy system
  3. Trading
  4. Game economics
  5. Game interface
  6. Save game and replays
  7. Game settings
  8. Skirmish
  9. Multiplayer
  10. Editor
  11. Damage calculation
  12. Units
    1. UAC units
    2. Hell units
    3. UAC buildings
    4. Hell buildings
    5. Zombies
    6. Heroes
  13. Superweapons
  14. Special abilities
  15. Upgrades
    1. UAC upgrades
    2. Hell upgrades
  16. Anomaly research
    1. Demonic essences (spheres)
    2. 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:

Veterancy system

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.


Trading

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.


Game economics

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.


Game interface

The screenshot below shows UAC game interface with information about all elements.

The game screen is divided into several parts.

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.


Save games and replays

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.


Game settings

This section provides information about game settings and preferences.

All game settings could be accessed though "Options" button in main menu. 

Video options:

Sound options:

Game options:


Skirmish

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:

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

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.


Editor

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:

Additional options are available through the editor menu.


Damage calculation

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.


Units


Unit List

Here is a list of all units in game.

Description of unit properties:


UAC units
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.

Hell units
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

UAC 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.


Zombies

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:

Additionally, zombies don't need any supply.

The list of all zombies is under Hell units section.


Heroes

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.



Superweapons

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:
Hell superweapons:

Special abilities

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:

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

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.
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.
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.
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.
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.
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.
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.
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.
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.


Anomaly research

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.

Demonic technologies

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.