Combat stats, recruitment costs and explanations of special abilities. Browse by town, with all entries available without JavaScript.
111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.
Creature catalogue
111
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Heroes VI Sentinels also protect adjacent allies through Shielding. Deploy by recipients and the actual incoming damage type rather than adding protection percentages.
Watch for: Do not transfer this rule to the base Heroes VII Sentinel. Ranged protection, damage sharing and Might/Magic protection are separate effects.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Shielding: Absorbs 35% of damage aimed at an adjacent ally, reducing the absorbed hit by 25%. The protector can therefore lose creatures without being directly attacked.
Shielded Sentinel: Sentinel and Praetorian take 25% less ranged damage. Their own protection is distinct from absorbing damage aimed at adjacent allies.
Might damage
2–4
Magic damage
—
Might protection
16 %
Magic protection
2 %
Health
25
Initiative
20
Combat movement
5
Ranged reach
—
Morale
7
Luck
7
Reference growth
9
Cost per creature: 75 gold
Abilities and limitations
Shielding
Absorbs 35% of damage aimed at an adjacent ally, reducing the absorbed hit by 25%. The protector can therefore lose creatures without being directly attacked.
Shielded Sentinel
Sentinel and Praetorian take 25% less ranged damage. Their own protection is distinct from absorbing damage aimed at adjacent allies.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Example in a tactical plan (1)
The creature is an example in our specific plan; this does not establish ownership or a starting army.
Position adjacent allies to use the Praetorian’s documented protective and reactive traits. Then check whether clustering creates a favorable enemy area target.
Watch for: An upgrade does not provide unconditional protection to the entire army. Read each range and recipient type separately.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Shield Bash: When an adjacent ally is attacked, Praetorian can strike the aggressor. Placing the protector beside an important stack therefore also provides offensive value.
Shielding: Absorbs 35% of damage aimed at an adjacent ally, reducing the absorbed hit by 25%. The protector can therefore lose creatures without being directly attacked.
Might damage
3–5
Magic damage
—
Might protection
21 %
Magic protection
5 %
Health
32
Initiative
25
Combat movement
5
Ranged reach
—
Morale
9
Luck
7
Reference growth
15
Cost per creature: 110 gold
Abilities and limitations
Shield Bash
When an adjacent ally is attacked, Praetorian can strike the aggressor. Placing the protector beside an important stack therefore also provides offensive value.
Shielding
Absorbs 35% of damage aimed at an adjacent ally, reducing the absorbed hit by 25%. The protector can therefore lose creatures without being directly attacked.
Shielded Sentinel
Sentinel and Praetorian take 25% less ranged damage. Their own protection is distinct from absorbing damage aimed at adjacent allies.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Crossbowman needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Armor piercing: Crossbowman ignores 35% of the target’s defense. Do not subtract 35 percentage points directly from the displayed protection percentage.
Might damage
2–5
Magic damage
—
Might protection
7 %
Magic protection
2 %
Health
20
Initiative
30
Combat movement
5
Ranged reach
100
Morale
6
Luck
6
Reference growth
7
Cost per creature: 110 gold
Abilities and limitations
Armor piercing
Crossbowman ignores 35% of the target’s defense. Do not subtract 35 percentage points directly from the displayed protection percentage.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Example in a tactical plan (1)
The creature is an example in our specific plan; this does not establish ownership or a starting army.
Marksman needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Piercing shot: Marksman hits creatures along the shot’s entire line. Check positions behind the main target, including any allies.
Armor piercing: Crossbowman ignores 35% of the target’s defense. Do not subtract 35 percentage points directly from the displayed protection percentage.
Might damage
4–6
Magic damage
—
Might protection
9 %
Magic protection
2 %
Health
24
Initiative
35
Combat movement
5
Ranged reach
100
Morale
6
Luck
14
Reference growth
12
Cost per creature: 150 gold
Abilities and limitations
Piercing shot
Marksman hits creatures along the shot’s entire line. Check positions behind the main target, including any allies.
Armor piercing
Crossbowman ignores 35% of the target’s defense. Do not subtract 35 percentage points directly from the displayed protection percentage.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Sister should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Pacification: Stops an eligible target’s movement, attacks and abilities for two rounds. Taking damage ends the effect.
Might damage
—
Magic damage · Light
5–7
Might protection
2 %
Magic protection
18 %
Health
17
Initiative
20
Combat movement
5
Ranged reach
—
Morale
10
Luck
7
Reference growth
7
Cost per creature: 105 gold
Abilities and limitations
Pacification
Stops an eligible target’s movement, attacks and abilities for two rounds. Taking damage ends the effect.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Weekly recruitment availability (1)
The specialty increases weekly recruitment availability for this creature. Account separately for buying and transporting reinforcements. The named form is an established target; do not treat further variants as a second simultaneous reward.
Vestal should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Heal: Actively restores an eligible ally’s health. Assess stack size and healing restrictions rather than treating it as unlimited resurrection.
Pacification: Stops an eligible target’s movement, attacks and abilities for two rounds. Taking damage ends the effect.
Might damage
—
Magic damage · Light
5–7
Might protection
5 %
Magic protection
21 %
Health
22
Initiative
25
Combat movement
5
Ranged reach
—
Morale
12
Luck
14
Reference growth
11
Cost per creature: 150 gold
Abilities and limitations
Heal
Actively restores an eligible ally’s health. Assess stack size and healing restrictions rather than treating it as unlimited resurrection.
Pacification
Stops an eligible target’s movement, attacks and abilities for two rounds. Taking damage ends the effect.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Griffin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Diving Attack: Griffin leaves the battlefield and strikes the chosen enemy at round end with normal attack damage. Plan around the landing time rather than an immediate hit.
Unlimited retaliation: Griffin has unlimited retaliations within a round. This does not mean unlimited voluntary attack actions.
Might damage
14–18
Magic damage
—
Might protection
25 %
Magic protection
28 %
Health
80
Initiative
35
Combat movement
6
Ranged reach
—
Morale
8
Luck
7
Reference growth
3
Cost per creature: 490 gold
Abilities and limitations
Diving Attack
Griffin leaves the battlefield and strikes the chosen enemy at round end with normal attack damage. Plan around the landing time rather than an immediate hit.
Unlimited retaliation
Griffin has unlimited retaliations within a round. This does not mean unlimited voluntary attack actions.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Imperial Griffin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Rush Dive: Imperial Griffin leaves until round end and then hits enemies along the selected line. The strike resolves later than an ordinary attack.
Unlimited retaliation: Griffin has unlimited retaliations within a round. This does not mean unlimited voluntary attack actions.
Might damage
15–20
Magic damage
—
Might protection
31 %
Magic protection
31 %
Health
90
Initiative
40
Combat movement
6
Ranged reach
—
Morale
8
Luck
7
Reference growth
4
Cost per creature: 600 gold
Abilities and limitations
Rush Dive
Imperial Griffin leaves until round end and then hits enemies along the selected line. The strike resolves later than an ordinary attack.
Unlimited retaliation
Griffin has unlimited retaliations within a round. This does not mean unlimited voluntary attack actions.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Radiant Glory should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Purifying Light: Teleporting removes one random harmful effect from adjacent allies and one beneficial effect from adjacent enemies. Placement at the destination determines affected stacks.
Speed of Light: The creature moves to its target, strikes without retaliation and returns to its starting position. The original position still matters after the attack.
Might damage
—
Magic damage · Light
14–16
Might protection
25 %
Magic protection
28 %
Health
70
Initiative
45
Combat movement
6
Ranged reach
—
Morale
7
Luck
7
Reference growth
3
Cost per creature: 390 gold
Abilities and limitations
Purifying Light
Teleporting removes one random harmful effect from adjacent allies and one beneficial effect from adjacent enemies. Placement at the destination determines affected stacks.
Speed of Light
The creature moves to its target, strikes without retaliation and returns to its starting position. The original position still matters after the attack.
Dark vulnerability
Radiant Glory and Blazing Glory take 25% more Dark damage. High mobility does not remove this particular weakness.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Blazing Glory should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 8 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Searing Light: Deals Light damage and blinds an eligible target for two rounds. Activation costs some of the caster’s health, restored after combat; base and upgraded versions use different costs.
Purifying Light: Teleporting removes one random harmful effect from adjacent allies and one beneficial effect from adjacent enemies. Placement at the destination determines affected stacks.
Might damage
—
Magic damage · Light
15–18
Might protection
25 %
Magic protection
28 %
Health
75
Initiative
50
Combat movement
8
Ranged reach
—
Morale
7
Luck
8
Reference growth
5
Cost per creature: 525 gold
Abilities and limitations
Searing Light
Deals Light damage and blinds an eligible target for two rounds. Activation costs some of the caster’s health, restored after combat; base and upgraded versions use different costs.
Purifying Light
Teleporting removes one random harmful effect from adjacent allies and one beneficial effect from adjacent enemies. Placement at the destination determines affected stacks.
Speed of Light
The creature moves to its target, strikes without retaliation and returns to its starting position. The original position still matters after the attack.
Dark vulnerability
Radiant Glory and Blazing Glory take 25% more Dark damage. High mobility does not remove this particular weakness.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Sun Rider should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Charge: Sun Rider gains 10% damage per tile travelled before the hit. A blocked approach can reduce the available bonus.
Might damage
14–16
Magic damage
—
Might protection
35 %
Magic protection
21 %
Health
90
Initiative
35
Combat movement
6
Ranged reach
—
Morale
10
Luck
7
Reference growth
3
Cost per creature: 410 gold
Abilities and limitations
Charge
Sun Rider gains 10% damage per tile travelled before the hit. A blocked approach can reduce the available bonus.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Sun Crusader should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Sun Stallion: For one round Sun Crusader can cross obstacles and stacks and resist movement reduction. Activation does not itself consume its normal movement.
Blinding Charge: Sun Crusader gains 10% damage per tile travelled and prevents normal retaliation. The available approach path is part of the attack’s strength.
Might damage
14–16
Magic damage
—
Might protection
39 %
Magic protection
23 %
Health
95
Initiative
40
Combat movement
6
Ranged reach
—
Morale
12
Luck
7
Reference growth
5
Cost per creature: 525 gold
Abilities and limitations
Sun Stallion
For one round Sun Crusader can cross obstacles and stacks and resist movement reduction. Activation does not itself consume its normal movement.
Blinding Charge
Sun Crusader gains 10% damage per tile travelled and prevents normal retaliation. The available approach path is part of the attack’s strength.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Seraph should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Blade of Mercy: Seraph can restore eligible fallen allies within two tiles. The same Light effect interacts harmfully with demons, undead and orcs; check the entire area.
Blade of Judgement: Deals 20% more damage to an enemy that destroyed an allied stack in this battle. The trigger is destroying the stack, rather than killing one member.
Might damage
51–52
Magic damage
—
Might protection
54 %
Magic protection
47 %
Health
300
Initiative
40
Combat movement
6
Ranged reach
—
Morale
12
Luck
7
Reference growth
1
Cost per creature: 1695 gold + 1 crystals
Abilities and limitations
Blade of Mercy
Seraph can restore eligible fallen allies within two tiles. The same Light effect interacts harmfully with demons, undead and orcs; check the entire area.
Blade of Judgement
Deals 20% more damage to an enemy that destroyed an allied stack in this battle. The trigger is destroying the stack, rather than killing one member.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Celestial should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Purity: Celestial is immune to harmful status effects. Direct damage is not automatically the same as a removable debuff.
Blade of Epiphany: Celestial restores eligible allies within two tiles and adds 30 morale and 10 initiative for two rounds. The Light effect can damage demons, undead and orcs in range.
Might damage
54
Magic damage
—
Might protection
57 %
Magic protection
50 %
Health
325
Initiative
45
Combat movement
6
Ranged reach
—
Morale
12
Luck
7
Reference growth
2
Cost per creature: 2190 gold + 1 crystals
Abilities and limitations
Purity
Celestial is immune to harmful status effects. Direct damage is not automatically the same as a removable debuff.
Blade of Epiphany
Celestial restores eligible allies within two tiles and adds 30 morale and 10 initiative for two rounds. The Light effect can damage demons, undead and orcs in range.
Blade of Judgement
Deals 20% more damage to an enemy that destroyed an allied stack in this battle. The trigger is destroying the stack, rather than killing one member.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Maniac should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mental immunity: Maniac and Demented resist mind control and morale reduction. An ordinary damage spell is not stopped by this rule.
Fireproof Skin: The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Might damage
3–6
Magic damage
—
Might protection
14 %
Magic protection
5 %
Health
23
Initiative
35
Combat movement
5
Ranged reach
—
Morale
9
Luck
14
Reference growth
9
Cost per creature: 95 gold
Abilities and limitations
Mental immunity
Maniac and Demented resist mind control and morale reduction. An ordinary damage spell is not stopped by this rule.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Demented should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Demented Laughter: For one round weakens the target creatures’ damage and boosts its own attack. Creature counts matter; this is not permanent hero attribute growth.
Mental immunity: Maniac and Demented resist mind control and morale reduction. An ordinary damage spell is not stopped by this rule.
Might damage
4–8
Magic damage
—
Might protection
18 %
Magic protection
7 %
Health
28
Initiative
40
Combat movement
5
Ranged reach
—
Morale
9
Luck
16
Reference growth
12
Cost per creature: 145 gold
Abilities and limitations
Demented Laughter
For one round weakens the target creatures’ damage and boosts its own attack. Creature counts matter; this is not permanent hero attribute growth.
Mental immunity
Maniac and Demented resist mind control and morale reduction. An ordinary damage spell is not stopped by this rule.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Hellhound should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Insatiable: Hellhound and Cerberus can retaliate repeatedly against melee attacks. Their voluntary action count does not become unlimited.
Eye of Gluttony: Hellhound and Cerberus deal 20% more damage to enemies that previously attacked this stack. The bonus depends on that particular target’s history.
Might damage
5–8
Magic damage
—
Might protection
14 %
Magic protection
11 %
Health
25
Initiative
35
Combat movement
6
Ranged reach
—
Morale
4
Luck
12
Reference growth
6
Cost per creature: 135 gold
Abilities and limitations
Insatiable
Hellhound and Cerberus can retaliate repeatedly against melee attacks. Their voluntary action count does not become unlimited.
Eye of Gluttony
Hellhound and Cerberus deal 20% more damage to enemies that previously attacked this stack. The bonus depends on that particular target’s history.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Weekly recruitment availability (1)
The specialty increases weekly recruitment availability for this creature. Account separately for buying and transporting reinforcements. The named form is an established target; do not treat further variants as a second simultaneous reward.
Cerberus should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Voracious: Cerberus hits enemies in the arc ahead during melee attacks. Attack direction and adjacent target positions matter beyond selecting the main enemy.
Insatiable: Hellhound and Cerberus can retaliate repeatedly against melee attacks. Their voluntary action count does not become unlimited.
Might damage
5–10
Magic damage
—
Might protection
16 %
Magic protection
11 %
Health
32
Initiative
40
Combat movement
7
Ranged reach
—
Morale
4
Luck
16
Reference growth
10
Cost per creature: 185 gold
Abilities and limitations
Voracious
Cerberus hits enemies in the arc ahead during melee attacks. Attack direction and adjacent target positions matter beyond selecting the main enemy.
Insatiable
Hellhound and Cerberus can retaliate repeatedly against melee attacks. Their voluntary action count does not become unlimited.
Eye of Gluttony
Hellhound and Cerberus deal 20% more damage to enemies that previously attacked this stack. The bonus depends on that particular target’s history.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Succubus needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Shared Pain: Succubus takes 90% of melee damage and returns the remaining 10% to the attacker. Ranged attacks do not use that melee trigger.
Fireproof Skin: The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Might damage
1–3
Magic damage · Fire
3–5
Might protection
11 %
Magic protection
7 %
Health
20
Initiative
25
Combat movement
6
Ranged reach
100
Morale
5
Luck
15
Reference growth
7
Cost per creature: 110 gold
Abilities and limitations
Shared Pain
Succubus takes 90% of melee damage and returns the remaining 10% to the attacker. Ranged attacks do not use that melee trigger.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Lilim needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mesmerizing Kiss: Disables an eligible enemy’s movement, attacks and abilities for two rounds. Damage ends the control, so choose follow-up attacks deliberately.
Sadistic Love: Lilim takes 80% of melee damage and returns the remaining 20% to its attacker. Ranged hits do not trigger this melee rule.
Might damage
2–4
Magic damage · Fire
5–7
Might protection
16 %
Magic protection
9 %
Health
24
Initiative
30
Combat movement
6
Ranged reach
100
Morale
5
Luck
18
Reference growth
11
Cost per creature: 160 gold
Abilities and limitations
Mesmerizing Kiss
Disables an eligible enemy’s movement, attacks and abilities for two rounds. Damage ends the control, so choose follow-up attacks deliberately.
Sadistic Love
Lilim takes 80% of melee damage and returns the remaining 20% to its attacker. Ranged hits do not trigger this melee rule.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Breeder needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mana Stealer: An attack steals 5% of the enemy hero’s current mana and transfers it to your hero. It uses current mana rather than maximum capacity.
Fireproof Skin: The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Might damage
7–9
Magic damage · Fire
14–17
Might protection
25 %
Magic protection
29 %
Health
70
Initiative
40
Combat movement
5
Ranged reach
50
Morale
4
Luck
8
Reference growth
3
Cost per creature: 410 gold
Abilities and limitations
Mana Stealer
An attack steals 5% of the enemy hero’s current mana and transfers it to your hero. It uses current mana rather than maximum capacity.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Mother Breeder needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Multiplication: Adds 20% more creatures to the stack in the first round. These extra members do not become permanent army reinforcements after combat.
Mana Stealer: An attack steals 5% of the enemy hero’s current mana and transfers it to your hero. It uses current mana rather than maximum capacity.
Might damage
8–10
Magic damage · Fire
16–19
Might protection
28 %
Magic protection
32 %
Health
75
Initiative
45
Combat movement
5
Ranged reach
50
Morale
6
Luck
10
Reference growth
5
Cost per creature: 495 gold
Abilities and limitations
Multiplication
Adds 20% more creatures to the stack in the first round. These extra members do not become permanent army reinforcements after combat.
Mana Stealer
An attack steals 5% of the enemy hero’s current mana and transfers it to your hero. It uses current mana rather than maximum capacity.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Tormentor should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Retractable Spikes: Tormentor strikes surrounding stacks for normal damage and prevents retaliation. Its value depends on how many targets the position actually reaches.
Taste of Pain: Dealing or taking damage adds 15% to the next attack, up to four charges. This prepares the following hit rather than permanently boosting every future attack.
Might damage
15–20
Magic damage
—
Might protection
23 %
Magic protection
9 %
Health
76
Initiative
40
Combat movement
6
Ranged reach
—
Morale
4
Luck
8
Reference growth
3
Cost per creature: 495 gold
Abilities and limitations
Retractable Spikes
Tormentor strikes surrounding stacks for normal damage and prevents retaliation. Its value depends on how many targets the position actually reaches.
Taste of Pain
Dealing or taking damage adds 15% to the next attack, up to four charges. This prepares the following hit rather than permanently boosting every future attack.
Dead Flesh
Reduces incoming Might damage by 20%. Assess magical hits using the relevant magic protection instead.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Lacerator should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Exploding Spikes: Lacerator strikes adjacent stacks with a 25% damage bonus and prevents normal retaliation. Check the surrounding targets before activating it.
Taste of Pain: Dealing or taking damage adds 15% to the next attack, up to four charges. This prepares the following hit rather than permanently boosting every future attack.
Might damage
17–22
Magic damage
—
Might protection
28 %
Magic protection
14 %
Health
80
Initiative
45
Combat movement
6
Ranged reach
—
Morale
5
Luck
10
Reference growth
5
Cost per creature: 615 gold
Abilities and limitations
Exploding Spikes
Lacerator strikes adjacent stacks with a 25% damage bonus and prevents normal retaliation. Check the surrounding targets before activating it.
Taste of Pain
Dealing or taking damage adds 15% to the next attack, up to four charges. This prepares the following hit rather than permanently boosting every future attack.
Dead Flesh
Reduces incoming Might damage by 20%. Assess magical hits using the relevant magic protection instead.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Juggernaut should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Unstoppable charge: Hits stacks and objects throughout its movement path. Adds 3 damage against objects; check friendly stacks in the path before acting.
Infernal Armor: Resists effects that reduce Might or Magic defense. This immunity does not itself cancel ordinary damage.
Might damage
17–20
Magic damage
—
Might protection
31 %
Magic protection
26 %
Health
90
Initiative
50
Combat movement
6
Ranged reach
—
Morale
5
Luck
12
Reference growth
3
Cost per creature: 490 gold
Abilities and limitations
Unstoppable charge
Hits stacks and objects throughout its movement path. Adds 3 damage against objects; check friendly stacks in the path before acting.
Infernal Armor
Resists effects that reduce Might or Magic defense. This immunity does not itself cancel ordinary damage.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Ravager should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 55 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mesmerizing Threat: Ravager forces enemies within two tiles to direct attacks and abilities at it. Leaving the area ends the effect.
Unstoppable charge: Hits stacks and objects throughout its movement path. Adds 3 damage against objects; check friendly stacks in the path before acting.
Might damage
18–21
Magic damage
—
Might protection
32 %
Magic protection
26 %
Health
100
Initiative
55
Combat movement
7
Ranged reach
—
Morale
6
Luck
12
Reference growth
5
Cost per creature: 630 gold
Abilities and limitations
Mesmerizing Threat
Ravager forces enemies within two tiles to direct attacks and abilities at it. Leaving the area ends the effect.
Unstoppable charge
Hits stacks and objects throughout its movement path. Adds 3 damage against objects; check friendly stacks in the path before acting.
Infernal Armor
Resists effects that reduce Might or Magic defense. This immunity does not itself cancel ordinary damage.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Pit Fiend should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Blade of Hatred: For one round the target is forced to attack a random adjacent stack. Further damage can end the effect early.
Hateful Retaliation: Retaliation deals Fire damage to stacks that attacked it earlier. Pit Fiend, Pit Lord and the Azkaal boss use different damage values.
Might damage
53–59
Magic damage
—
Might protection
46 %
Magic protection
42 %
Health
275
Initiative
45
Combat movement
7
Ranged reach
—
Morale
5
Luck
8
Reference growth
1
Cost per creature: 1690 gold + 1 crystals
Abilities and limitations
Blade of Hatred
For one round the target is forced to attack a random adjacent stack. Further damage can end the effect early.
Hateful Retaliation
Retaliation deals Fire damage to stacks that attacked it earlier. Pit Fiend, Pit Lord and the Azkaal boss use different damage values.
Blinded by Rage
Pit Fiend resists mind control and movement-reducing effects. Stopping its advance therefore requires another tool.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Pit Lord should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Boundless Hate: Deals Fire damage to all enemy stacks. A normal Pit Lord and a campaign boss do not use the same numerical coefficient.
Blade of Hatred: For one round the target is forced to attack a random adjacent stack. Further damage can end the effect early.
Might damage
57–66
Magic damage
—
Might protection
49 %
Magic protection
44 %
Health
290
Initiative
50
Combat movement
7
Ranged reach
—
Morale
5
Luck
9
Reference growth
2
Cost per creature: 2195 gold + 1 crystals
Abilities and limitations
Boundless Hate
Deals Fire damage to all enemy stacks. A normal Pit Lord and a campaign boss do not use the same numerical coefficient.
Blade of Hatred
For one round the target is forced to attack a random adjacent stack. Further damage can end the effect early.
Hateful Retaliation
Retaliation deals Fire damage to stacks that attacked it earlier. Pit Fiend, Pit Lord and the Azkaal boss use different damage values.
Blinded by Rage
Pit Fiend resists mind control and movement-reducing effects. Stopping its advance therefore requires another tool.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Skeleton needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Old Bones: Reduces physical ranged damage by 50%. A projectile dealing magical damage does not automatically satisfy that physical-damage condition.
Emotionless: Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Might damage
3–5
Magic damage
—
Might protection
7 %
Magic protection
2 %
Health
18
Initiative
20
Combat movement
4
Ranged reach
50
Morale
—
Luck
5
Reference growth
9
Cost per creature: 85 gold
Abilities and limitations
Old Bones
Reduces physical ranged damage by 50%. A projectile dealing magical damage does not automatically satisfy that physical-damage condition.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Skeletal Spearman needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Webbing Spears: The target and adjacent stacks lose 1 movement for four rounds. Spacing reduces how many groups one attack affects.
Old Bones: Reduces physical ranged damage by 50%. A projectile dealing magical damage does not automatically satisfy that physical-damage condition.
Might damage
4–6
Magic damage
—
Might protection
11 %
Magic protection
7 %
Health
23
Initiative
25
Combat movement
4
Ranged reach
50
Morale
—
Luck
5
Reference growth
14
Cost per creature: 125 gold
Abilities and limitations
Webbing Spears
The target and adjacent stacks lose 1 movement for four rounds. Spacing reduces how many groups one attack affects.
Old Bones
Reduces physical ranged damage by 50%. A projectile dealing magical damage does not automatically satisfy that physical-damage condition.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Ghoul should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Dead Flesh: Reduces incoming Might damage by 20%. Assess magical hits using the relevant magic protection instead.
Emotionless: Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Might damage
5–7
Magic damage
—
Might protection
11 %
Magic protection
5 %
Health
23
Initiative
30
Combat movement
5
Ranged reach
—
Morale
—
Luck
6
Reference growth
6
Cost per creature: 120 gold
Abilities and limitations
Dead Flesh
Reduces incoming Might damage by 20%. Assess magical hits using the relevant magic protection instead.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Heroes connected to this creature
Specific specialty effect (2)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Ravenous Ghoul should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Rage Against the Living: Gains 30% damage and 2 movement against living creatures. Do not rely on that advantage against undead or other nonliving targets.
Dead Flesh: Reduces incoming Might damage by 20%. Assess magical hits using the relevant magic protection instead.
Might damage
6–8
Magic damage
—
Might protection
16 %
Magic protection
5 %
Health
30
Initiative
35
Combat movement
5
Ranged reach
—
Morale
—
Luck
6
Reference growth
9
Cost per creature: 175 gold
Abilities and limitations
Rage Against the Living
Gains 30% damage and 2 movement against living creatures. Do not rely on that advantage against undead or other nonliving targets.
Dead Flesh
Reduces incoming Might damage by 20%. Assess magical hits using the relevant magic protection instead.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Ghost should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Doom Wraith: Reduces healing effectiveness for the living target and adjacent stacks by 50% for three rounds. Check spacing around healers and the affected stack.
Incorporeal: Ghost crosses obstacles, walls and stacks and takes 25% less Might damage. This is not a random chance for an attack to miss.
Might damage
—
Magic damage · Dark
3–7
Might protection
7 %
Magic protection
11 %
Health
19
Initiative
30
Combat movement
6
Ranged reach
—
Morale
—
Luck
7
Reference growth
6
Cost per creature: 110 gold
Abilities and limitations
Doom Wraith
Reduces healing effectiveness for the living target and adjacent stacks by 50% for three rounds. Check spacing around healers and the affected stack.
Incorporeal
Ghost crosses obstacles, walls and stacks and takes 25% less Might damage. This is not a random chance for an attack to miss.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Spectre should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Unraveling: Heals a chosen undead stack while draining adjacent living creatures. The stolen energy increases recovery, so surrounding positions affect the result.
Doom Wraith: Reduces healing effectiveness for the living target and adjacent stacks by 50% for three rounds. Check spacing around healers and the affected stack.
Might damage
—
Magic damage · Dark
5–7
Might protection
9 %
Magic protection
14 %
Health
23
Initiative
35
Combat movement
6
Ranged reach
—
Morale
—
Luck
7
Reference growth
8
Cost per creature: 160 gold
Abilities and limitations
Unraveling
Heals a chosen undead stack while draining adjacent living creatures. The stolen energy increases recovery, so surrounding positions affect the result.
Doom Wraith
Reduces healing effectiveness for the living target and adjacent stacks by 50% for three rounds. Check spacing around healers and the affected stack.
Greater Incorporeal
Spectre crosses obstacles, walls and stacks and takes 35% less Might damage. Assess magical attacks separately.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Lich needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Darkness vulnerability aura: The target and adjacent stacks become 15% more vulnerable to Dark damage. Plan a following Dark attack around the affected group.
Emotionless: Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Might damage
—
Magic damage · Dark
14–17
Might protection
21 %
Magic protection
23 %
Health
65
Initiative
25
Combat movement
4
Ranged reach
100
Morale
—
Luck
6
Reference growth
3
Cost per creature: 420 gold
Abilities and limitations
Darkness vulnerability aura
The target and adjacent stacks become 15% more vulnerable to Dark damage. Plan a following Dark attack around the affected group.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Heroes connected to this creature
Weekly recruitment availability (5)
The specialty increases weekly recruitment availability for this creature. Account separately for buying and transporting reinforcements. The named form is an established target; do not treat further variants as a second simultaneous reward.
Archlich needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Necromantic Channeling: Archlich converts 20% of damage dealt to a living target into healing for a chosen ally. It cannot heal itself this way.
Darkness vulnerability aura: The target and adjacent stacks become 15% more vulnerable to Dark damage. Plan a following Dark attack around the affected group.
Might damage
—
Magic damage · Dark
16–20
Might protection
26 %
Magic protection
26 %
Health
72
Initiative
30
Combat movement
4
Ranged reach
100
Morale
—
Luck
7
Reference growth
5
Cost per creature: 525 gold
Abilities and limitations
Necromantic Channeling
Archlich converts 20% of damage dealt to a living target into healing for a chosen ally. It cannot heal itself this way.
Darkness vulnerability aura
The target and adjacent stacks become 15% more vulnerable to Dark damage. Plan a following Dark attack around the affected group.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Lamasu should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Aura of Putrescence: At turn start reduces adjacent stacks’ maximum health by 5%. Lasts two rounds and can accumulate up to five applications; it affects more than the selected target.
Emotionless: Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Might damage
14–16
Magic damage
—
Might protection
28 %
Magic protection
28 %
Health
80
Initiative
25
Combat movement
6
Ranged reach
—
Morale
—
Luck
7
Reference growth
5
Cost per creature: 350 gold
Abilities and limitations
Aura of Putrescence
At turn start reduces adjacent stacks’ maximum health by 5%. Lasts two rounds and can accumulate up to five applications; it affects more than the selected target.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Putrid Lamasu should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Breath of Vermin: Reduces Might and Magic attack power by 5 in a 3 × 3 area for three rounds. The main target also takes recurring Earth damage.
Contagion: Infected stacks spread Aura of Putrescence to adjacent stacks at turn start. Spacing units apart limits the chain of transmission.
Might damage
14–18
Magic damage
—
Might protection
31 %
Magic protection
31 %
Health
85
Initiative
30
Combat movement
7
Ranged reach
—
Morale
—
Luck
7
Reference growth
7
Cost per creature: 445 gold
Abilities and limitations
Breath of Vermin
Reduces Might and Magic attack power by 5 in a 3 × 3 area for three rounds. The main target also takes recurring Earth damage.
Contagion
Infected stacks spread Aura of Putrescence to adjacent stacks at turn start. Spacing units apart limits the chain of transmission.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Vampire should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Life Drain: Vampire restores health equal to 15% of damage dealt to a living enemy. Nonliving targets do not provide the same recovery.
Out of Time: After Defend, the first incoming attack against Vampire or Vampire Lord automatically misses. This is not unlimited evasion against every attack that round.
Might damage
13–14
Magic damage
—
Might protection
29 %
Magic protection
23 %
Health
80
Initiative
45
Combat movement
4
Ranged reach
—
Morale
—
Luck
9
Reference growth
4
Cost per creature: 360 gold
Abilities and limitations
Life Drain
Vampire restores health equal to 15% of damage dealt to a living enemy. Nonliving targets do not provide the same recovery.
Out of Time
After Defend, the first incoming attack against Vampire or Vampire Lord automatically misses. This is not unlimited evasion against every attack that round.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Heroes connected to this creature
Specific specialty effect (6)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Vampire Lord should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Greater Life Drain: Vampire Lord restores health equal to 20% of damage dealt to a living enemy. This is a higher proportion than Vampire, rather than healing from every possible target.
Out of Time: After Defend, the first incoming attack against Vampire or Vampire Lord automatically misses. This is not unlimited evasion against every attack that round.
Might damage
14–16
Magic damage
—
Might protection
35 %
Magic protection
28 %
Health
95
Initiative
50
Combat movement
5
Ranged reach
—
Morale
—
Luck
9
Reference growth
5
Cost per creature: 450 gold
Abilities and limitations
Greater Life Drain
Vampire Lord restores health equal to 20% of damage dealt to a living enemy. This is a higher proportion than Vampire, rather than healing from every possible target.
Out of Time
After Defend, the first incoming attack against Vampire or Vampire Lord automatically misses. This is not unlimited evasion against every attack that round.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Fate Spinner should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Dual Forms: Fate Spinner or Fate Weaver switches between humanoid and spider forms. Switching performs Wait; two catalogue cards represent forms of one creature rather than two extra recruitable species.
Baleful Gaze: When the gaze triggers, the attacker takes Dark damage before its own hit. This form’s reference coefficient is 40 per creature before modifiers; do not rely on it triggering repeatedly for every hit in a round.
Might damage
49–55
Magic damage
—
Might protection
48 %
Magic protection
46 %
Health
280
Initiative
40
Combat movement
6
Ranged reach
—
Morale
—
Luck
6
Reference growth
1
Cost per creature: 1695 gold + 1 crystals
Two forms of the same creature. Humanoid and spider profiles differ in damage and abilities; switching performs Wait. This is not an extra separate species in town recruitment.
Abilities and limitations
Dual Forms
Fate Spinner or Fate Weaver switches between humanoid and spider forms. Switching performs Wait; two catalogue cards represent forms of one creature rather than two extra recruitable species.
Baleful Gaze
When the gaze triggers, the attacker takes Dark damage before its own hit. This form’s reference coefficient is 40 per creature before modifiers; do not rely on it triggering repeatedly for every hit in a round.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Fate Weaver should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Dance of Decay: Deals Prime damage to adjacent living targets based on 10% of initial health and advances their timed effects by one round. Damage from this effect cannot be healed normally.
Dual Forms: Fate Spinner or Fate Weaver switches between humanoid and spider forms. Switching performs Wait; two catalogue cards represent forms of one creature rather than two extra recruitable species.
Might damage
53–59
Magic damage
—
Might protection
53 %
Magic protection
49 %
Health
300
Initiative
45
Combat movement
6
Ranged reach
—
Morale
—
Luck
6
Reference growth
2
Cost per creature: 2190 gold + 1 crystals
Two forms of the same creature. Humanoid and spider profiles differ in damage and abilities; switching performs Wait. This is not an extra separate species in town recruitment.
Abilities and limitations
Dance of Decay
Deals Prime damage to adjacent living targets based on 10% of initial health and advances their timed effects by one round. Damage from this effect cannot be healed normally.
Dual Forms
Fate Spinner or Fate Weaver switches between humanoid and spider forms. Switching performs Wait; two catalogue cards represent forms of one creature rather than two extra recruitable species.
Baleful Gaze
When the gaze triggers, the attacker takes Dark damage before its own hit. This form’s reference coefficient is 44 per creature before modifiers; do not rely on it triggering repeatedly for every hit in a round.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Fate Spinner needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Dual Forms: Fate Spinner or Fate Weaver switches between humanoid and spider forms. Switching performs Wait; two catalogue cards represent forms of one creature rather than two extra recruitable species.
Venomous Touch: In melee, attacked stacks and attackers receive Earth venom for 3 rounds. This form’s reference coefficient is 13 health per creature per round before modifiers; a ranged shot alone does not guarantee this venom.
Might damage
—
Magic damage · Dark
54–59
Might protection
39 %
Magic protection
39 %
Health
280
Initiative
45
Combat movement
5
Ranged reach
100
Morale
—
Luck
6
Reference growth
1
Cost per creature: 1695 gold + 1 crystals
Two forms of the same creature. Humanoid and spider profiles differ in damage and abilities; switching performs Wait. This is not an extra separate species in town recruitment.
Abilities and limitations
Dual Forms
Fate Spinner or Fate Weaver switches between humanoid and spider forms. Switching performs Wait; two catalogue cards represent forms of one creature rather than two extra recruitable species.
Venomous Touch
In melee, attacked stacks and attackers receive Earth venom for 3 rounds. This form’s reference coefficient is 13 health per creature per round before modifiers; a ranged shot alone does not guarantee this venom.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Fate Weaver needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Frozen Web: Fate Weaver prevents adjacent stacks from moving for two rounds. Movement restriction alone does not prohibit every other action.
Dual Forms: Fate Spinner or Fate Weaver switches between humanoid and spider forms. Switching performs Wait; two catalogue cards represent forms of one creature rather than two extra recruitable species.
Might damage
—
Magic damage · Dark
57–64
Might protection
43 %
Magic protection
42 %
Health
300
Initiative
45
Combat movement
5
Ranged reach
100
Morale
—
Luck
6
Reference growth
2
Cost per creature: 2190 gold + 1 crystals
Two forms of the same creature. Humanoid and spider profiles differ in damage and abilities; switching performs Wait. This is not an extra separate species in town recruitment.
Abilities and limitations
Frozen Web
Fate Weaver prevents adjacent stacks from moving for two rounds. Movement restriction alone does not prohibit every other action.
Dual Forms
Fate Spinner or Fate Weaver switches between humanoid and spider forms. Switching performs Wait; two catalogue cards represent forms of one creature rather than two extra recruitable species.
Venomous Touch
In melee, attacked stacks and attackers receive Earth venom for 3 rounds. This form’s reference coefficient is 14 health per creature per round before modifiers; a ranged shot alone does not guarantee this venom.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Mauler should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Shielded: Brute and Crusher take 25% less ranged damage. This particular protection does not help against an entirely melee army.
Blood Anger: Each attack against the stack raises its creatures’ minimum damage by 1, up to four times for the battle. It raises the minimum, rather than automatically raising both ends of the range.
Might damage
4–8
Magic damage
—
Might protection
9 %
Magic protection
7 %
Health
30
Initiative
25
Combat movement
5
Ranged reach
—
Morale
5
Luck
6
Reference growth
6
Cost per creature: 130 gold
Abilities and limitations
Shielded
Brute and Crusher take 25% less ranged damage. This particular protection does not help against an entirely melee army.
Blood Anger
Each attack against the stack raises its creatures’ minimum damage by 1, up to four times for the battle. It raises the minimum, rather than automatically raising both ends of the range.
Demonic Lineage
Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Crusher should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Assault: Crusher can strike again after the first hit. An additional strike within an action is not a permanently granted extra turn.
Shielded: Brute and Crusher take 25% less ranged damage. This particular protection does not help against an entirely melee army.
Might damage
4–8
Magic damage
—
Might protection
11 %
Magic protection
7 %
Health
34
Initiative
30
Combat movement
6
Ranged reach
—
Morale
6
Luck
6
Reference growth
10
Cost per creature: 185 gold
Abilities and limitations
Assault
Crusher can strike again after the first hit. An additional strike within an action is not a permanently granted extra turn.
Shielded
Brute and Crusher take 25% less ranged damage. This particular protection does not help against an entirely melee army.
Blood Anger
Each attack against the stack raises its creatures’ minimum damage by 1, up to four times for the battle. It raises the minimum, rather than automatically raising both ends of the range.
Demonic Lineage
Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Goblin needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Traps: The first enemy entering the trap takes physical damage and loses 4 movement. Place it on the target’s actual path rather than merely nearby.
Demonic Lineage: Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Might damage
2–3
Magic damage
—
Might protection
7 %
Magic protection
7 %
Health
19
Initiative
40
Combat movement
5
Ranged reach
50
Morale
4
Luck
5
Reference growth
12
Cost per creature: 75 gold
Abilities and limitations
Traps
The first enemy entering the trap takes physical damage and loses 4 movement. Place it on the target’s actual path rather than merely nearby.
Demonic Lineage
Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Goblin Hunter needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Opportunism: Goblin Trapper deals 50% more damage to an immobilized enemy. Confirm movement control remains active before firing.
Traps: The first enemy entering the trap takes physical damage and loses 4 movement. Place it on the target’s actual path rather than merely nearby.
Might damage
3–5
Magic damage
—
Might protection
9 %
Magic protection
7 %
Health
22
Initiative
45
Combat movement
6
Ranged reach
50
Morale
4
Luck
6
Reference growth
18
Cost per creature: 100 gold
Abilities and limitations
Opportunism
Goblin Trapper deals 50% more damage to an immobilized enemy. Confirm movement control remains active before firing.
Traps
The first enemy entering the trap takes physical damage and loses 4 movement. Place it on the target’s actual path rather than merely nearby.
Demonic Lineage
Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Harpy should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Strike and Return: Harpy or Fury returns to its starting position after attacking. This trait alone does not determine whether the enemy can retaliate.
Might damage
4–6
Magic damage
—
Might protection
5 %
Magic protection
9 %
Health
29
Initiative
45
Combat movement
6
Ranged reach
—
Morale
7
Luck
7
Reference growth
8
Cost per creature: 110 gold
Abilities and limitations
Strike and Return
Harpy or Fury returns to its starting position after attacking. This trait alone does not determine whether the enemy can retaliate.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Fury should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
No retaliation: Fury prevents normal retaliation when it attacks. Returning to the starting position and preventing retaliation are separate traits.
Strike and Return: Harpy or Fury returns to its starting position after attacking. This trait alone does not determine whether the enemy can retaliate.
Might damage
5–9
Magic damage
—
Might protection
7 %
Magic protection
14 %
Health
33
Initiative
50
Combat movement
7
Ranged reach
—
Morale
7
Luck
7
Reference growth
12
Cost per creature: 160 gold
Abilities and limitations
No retaliation
Fury prevents normal retaliation when it attacks. Returning to the starting position and preventing retaliation are separate traits.
Strike and Return
Harpy or Fury returns to its starting position after attacking. This trait alone does not determine whether the enemy can retaliate.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Dreamwalker should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Father Sky, Mother Earth: Choose between giving an ally 5 initiative and 2 movement, or damaging a nonflying enemy with Earth and reducing movement by 2. Lasts two rounds.
Demonic Lineage: Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Might damage
—
Magic damage · Earth
13–15
Might protection
21 %
Magic protection
28 %
Health
85
Initiative
30
Combat movement
6
Ranged reach
—
Morale
7
Luck
8
Reference growth
4
Cost per creature: 355 gold
Abilities and limitations
Father Sky, Mother Earth
Choose between giving an ally 5 initiative and 2 movement, or damaging a nonflying enemy with Earth and reducing movement by 2. Lasts two rounds.
Demonic Lineage
Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Weekly recruitment availability (1)
The specialty increases weekly recruitment availability for this creature. Account separately for buying and transporting reinforcements. The named form is an established target; do not treat further variants as a second simultaneous reward.
Dreamreaver should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mass Father Sky, Mother Earth: The mass version grants allies 1 initiative and 1 movement, or damages enemy nonflying stacks and reduces movement by 1 for two rounds.
Demonic Lineage: Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Might damage
—
Magic damage · Earth
15–19
Might protection
23 %
Magic protection
31 %
Health
100
Initiative
35
Combat movement
6
Ranged reach
—
Morale
7
Luck
10
Reference growth
6
Cost per creature: 450 gold
Abilities and limitations
Mass Father Sky, Mother Earth
The mass version grants allies 1 initiative and 1 movement, or damages enemy nonflying stacks and reduces movement by 1 for two rounds.
Demonic Lineage
Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Centaur needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Maneuver: Centaur retreats when attacked in melee and returns fire. Free space behind the stack therefore affects its defense.
Vigilant Scout: Fires a free shot at the first enemy entering half its ranged reach. This is a specific first trigger rather than automatic fire at every movement.
Might damage
14–16
Magic damage
—
Might protection
18 %
Magic protection
21 %
Health
70
Initiative
50
Combat movement
6
Ranged reach
100
Morale
7
Luck
7
Reference growth
3
Cost per creature: 495 gold
Abilities and limitations
Maneuver
Centaur retreats when attacked in melee and returns fire. Free space behind the stack therefore affects its defense.
Vigilant Scout
Fires a free shot at the first enemy entering half its ranged reach. This is a specific first trigger rather than automatic fire at every movement.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Marauder Centaur needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 8 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mobile Shooter: Centaur Marauder can combine movement and shooting in either order. It can shoot and withdraw when a valid movement position remains.
Maneuver: Centaur retreats when attacked in melee and returns fire. Free space behind the stack therefore affects its defense.
Might damage
14–18
Magic damage
—
Might protection
18 %
Magic protection
23 %
Health
80
Initiative
50
Combat movement
8
Ranged reach
100
Morale
7
Luck
7
Reference growth
4
Cost per creature: 625 gold
Abilities and limitations
Mobile Shooter
Centaur Marauder can combine movement and shooting in either order. It can shoot and withdraw when a valid movement position remains.
Maneuver
Centaur retreats when attacked in melee and returns fire. Free space behind the stack therefore affects its defense.
Vigilant Scout
Fires a free shot at the first enemy entering half its ranged reach. This is a specific first trigger rather than automatic fire at every movement.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Jaguar Warrior should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Feral Charge: Jaguar Warrior charges without normal retaliation from at least three tiles away. This special charge is unavailable at close range.
War Fury: After damaging an enemy, Jaguar or Panther Warrior gains resistance to morale reduction and mind control. The trigger requires the hit to have occurred.
Might damage
15–18
Magic damage
—
Might protection
23 %
Magic protection
19 %
Health
85
Initiative
50
Combat movement
7
Ranged reach
—
Morale
8
Luck
6
Reference growth
3
Cost per creature: 415 gold
Abilities and limitations
Feral Charge
Jaguar Warrior charges without normal retaliation from at least three tiles away. This special charge is unavailable at close range.
War Fury
After damaging an enemy, Jaguar or Panther Warrior gains resistance to morale reduction and mind control. The trigger requires the hit to have occurred.
Demonic Lineage
Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Panther Warrior should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 55 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
All-around charge: Panther Warrior charges into the target and hits adjacent stacks without normal retaliation. Requires at least three tiles of separation; check the entire impact area.
War Fury: After damaging an enemy, Jaguar or Panther Warrior gains resistance to morale reduction and mind control. The trigger requires the hit to have occurred.
Might damage
16–20
Magic damage
—
Might protection
23 %
Magic protection
23 %
Health
90
Initiative
55
Combat movement
7
Ranged reach
—
Morale
10
Luck
6
Reference growth
5
Cost per creature: 535 gold
Abilities and limitations
All-around charge
Panther Warrior charges into the target and hits adjacent stacks without normal retaliation. Requires at least three tiles of separation; check the entire impact area.
War Fury
After damaging an enemy, Jaguar or Panther Warrior gains resistance to morale reduction and mind control. The trigger requires the hit to have occurred.
Demonic Lineage
Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Cyclops should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Brutal Blow: Cyclops hits without normal retaliation and pushes a small target back one tile. Account for the target’s resulting position.
Sunder: Cyclops deals 1 extra point of damage to objects. Do not automatically apply this bonus to ordinary creature damage.
Might damage
57–65
Magic damage
—
Might protection
44 %
Magic protection
42 %
Health
340
Initiative
35
Combat movement
7
Ranged reach
—
Morale
7
Luck
7
Reference growth
1
Cost per creature: 1685 gold + 1 crystals
Abilities and limitations
Brutal Blow
Cyclops hits without normal retaliation and pushes a small target back one tile. Account for the target’s resulting position.
Sunder
Cyclops deals 1 extra point of damage to objects. Do not automatically apply this bonus to ordinary creature damage.
Delayed casualties
Cyclops casualties are applied at the start of their next turn. A stack still standing after damage does not necessarily consist of saved survivors.
Demonic Lineage
Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Enraged Cyclops needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Crushing Blow: Enraged Cyclops hits the main target and orthogonally adjacent stacks for full damage without retaliation. Small targets are also pushed back one tile.
Burning Rage: Enraged Cyclops gains a ranged Fire attack. The hit adds burning for two rounds, based on 20% of damage dealt.
Might damage
57–65
Magic damage · Fire
57–65
Might protection
44 %
Magic protection
42 %
Health
365
Initiative
40
Combat movement
7
Ranged reach
50
Morale
7
Luck
7
Reference growth
2
Cost per creature: 2190 gold + 1 crystals
Abilities and limitations
Crushing Blow
Enraged Cyclops hits the main target and orthogonally adjacent stacks for full damage without retaliation. Small targets are also pushed back one tile.
Burning Rage
Enraged Cyclops gains a ranged Fire attack. The hit adds burning for two rounds, based on 20% of damage dealt.
Sunder
Cyclops deals 1 extra point of damage to objects. Do not automatically apply this bonus to ordinary creature damage.
Delayed casualties
Cyclops casualties are applied at the start of their next turn. A stack still standing after damage does not necessarily consist of saved survivors.
Demonic Lineage
Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Shark Guard should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Crippling Wound: Reduces movement by 3 for two rounds and adds recurring bleeding based on 10% of the original hit. It combines movement control with continuing damage.
Water resistance: Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Might damage
3–5
Magic damage
—
Might protection
9 %
Magic protection
5 %
Health
25
Initiative
30
Combat movement
4
Ranged reach
—
Morale
7
Luck
3
Reference growth
8
Cost per creature: 95 gold
Abilities and limitations
Crippling Wound
Reduces movement by 3 for two rounds and adds recurring bleeding based on 10% of the original hit. It combines movement control with continuing damage.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Wanizame should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Blood Frenzy: Wanizame deals 30% more damage to a target affected by Crippling Wound. Confirm the wound is present before relying on the bonus.
Crippling Wound: Reduces movement by 3 for two rounds and adds recurring bleeding based on 10% of the original hit. It combines movement control with continuing damage.
Might damage
3–7
Magic damage
—
Might protection
14 %
Magic protection
7 %
Health
31
Initiative
35
Combat movement
5
Ranged reach
—
Morale
7
Luck
3
Reference growth
12
Cost per creature: 130 gold
Abilities and limitations
Blood Frenzy
Wanizame deals 30% more damage to a target affected by Crippling Wound. Confirm the wound is present before relying on the bonus.
Crippling Wound
Reduces movement by 3 for two rounds and adds recurring bleeding based on 10% of the original hit. It combines movement control with continuing damage.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Coral Priestess needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mesmerizing Gaze: Pearl Priestess reduces target initiative by 20 for two rounds when attacking. This is not a direct reduction in movement range.
Water resistance: Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Might damage
—
Magic damage · Air
3–5
Might protection
2 %
Magic protection
9 %
Health
18
Initiative
40
Combat movement
5
Ranged reach
100
Morale
7
Luck
5
Reference growth
7
Cost per creature: 110 gold
Abilities and limitations
Mesmerizing Gaze
Pearl Priestess reduces target initiative by 20 for two rounds when attacking. This is not a direct reduction in movement range.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Pearl Priestess needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Waves of Renewal: For three rounds restores an ally’s health and removes a harmful effect. This continuing support can be cut short by battle end or dispelling.
Mesmerizing Gaze: Pearl Priestess reduces target initiative by 20 for two rounds when attacking. This is not a direct reduction in movement range.
Might damage
—
Magic damage · Air
4–6
Might protection
5 %
Magic protection
14 %
Health
22
Initiative
45
Combat movement
5
Ranged reach
100
Morale
7
Luck
6
Reference growth
11
Cost per creature: 160 gold
Abilities and limitations
Waves of Renewal
For three rounds restores an ally’s health and removes a harmful effect. This continuing support can be cut short by battle end or dispelling.
Mesmerizing Gaze
Pearl Priestess reduces target initiative by 20 for two rounds when attacking. This is not a direct reduction in movement range.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Kappa should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Leap: Kappa leaps in a straight line without retaliation, gaining 5% damage per tile crossed. Requires at least two tiles and reaches at most twice current movement.
Water resistance: Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Might damage
3–4
Magic damage
—
Might protection
11 %
Magic protection
9 %
Health
21
Initiative
50
Combat movement
4
Ranged reach
—
Morale
5
Luck
7
Reference growth
8
Cost per creature: 90 gold
Abilities and limitations
Leap
Kappa leaps in a straight line without retaliation, gaining 5% damage per tile crossed. Requires at least two tiles and reaches at most twice current movement.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Kappa Shoya should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 55 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Splashing Leap: Kappa Shoya retains the straight leap, 5% damage per tile and no retaliation, while adding Water splash in a 3 × 3 area. The two-tile minimum and twice-movement limit still apply.
Water resistance: Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Might damage
4–6
Magic damage
—
Might protection
14 %
Magic protection
16 %
Health
25
Initiative
55
Combat movement
4
Ranged reach
—
Morale
6
Luck
8
Reference growth
13
Cost per creature: 135 gold
Abilities and limitations
Splashing Leap
Kappa Shoya retains the straight leap, 5% damage per tile and no retaliation, while adding Water splash in a 3 × 3 area. The two-tile minimum and twice-movement limit still apply.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Spring Spirit should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Spirit Bond: Spring Spirit and the linked stack share beneficial effects, including pain reflection. Another Spring Spirit, Mizu-Kami or an already linked stack cannot be chosen.
Pain reflection: Returns 10% of a melee hit’s damage to its attacker. Reflecting part of a hit does not completely block the attack.
Might damage
—
Magic damage · Water
9–12
Might protection
28 %
Magic protection
34 %
Health
70
Initiative
45
Combat movement
5
Ranged reach
—
Morale
7
Luck
8
Reference growth
4
Cost per creature: 355 gold
Abilities and limitations
Spirit Bond
Spring Spirit and the linked stack share beneficial effects, including pain reflection. Another Spring Spirit, Mizu-Kami or an already linked stack cannot be chosen.
Pain reflection
Returns 10% of a melee hit’s damage to its attacker. Reflecting part of a hit does not completely block the attack.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Weekly recruitment availability (1)
The specialty increases weekly recruitment availability for this creature. Account separately for buying and transporting reinforcements. The named form is an established target; do not treat further variants as a second simultaneous reward.
Mizu-Kami should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Protective membrane: This form takes 15% less damage. Do not transfer the bonus between Spring Spirit, Mizu-Kami and Water Elemental cards.
Greater Spirit Bond: Mizu-Kami shares beneficial effects, pain reflection and its protective membrane with the linked stack. Restrictions on linking other spirits and already linked stacks still apply.
Might damage
—
Magic damage · Water
10–13
Might protection
29 %
Magic protection
37 %
Health
76
Initiative
50
Combat movement
5
Ranged reach
—
Morale
7
Luck
8
Reference growth
6
Cost per creature: 450 gold
Abilities and limitations
Protective membrane
This form takes 15% less damage. Do not transfer the bonus between Spring Spirit, Mizu-Kami and Water Elemental cards.
Greater Spirit Bond
Mizu-Kami shares beneficial effects, pain reflection and its protective membrane with the linked stack. Restrictions on linking other spirits and already linked stacks still apply.
Pain reflection
Returns 10% of a melee hit’s damage to its attacker. Reflecting part of a hit does not completely block the attack.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Snow Maiden needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Frozen Caress: Snow Maiden applies Chill on a hit, reducing movement by 1 and raising Fire vulnerability by 20%. This is not complete freezing.
Water resistance: Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Might damage
—
Magic damage · Water
13–15
Might protection
25 %
Magic protection
29 %
Health
65
Initiative
40
Combat movement
6
Ranged reach
100
Morale
7
Luck
6
Reference growth
3
Cost per creature: 410 gold
Abilities and limitations
Frozen Caress
Snow Maiden applies Chill on a hit, reducing movement by 1 and raising Fire vulnerability by 20%. This is not complete freezing.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Yuki-Onna needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Ice Shards: Creates a 3 × 3 trap for three rounds. Enemies crossing it take Water damage per tile and receive Chill.
Freezing Strike: Yuki-Onna reduces target initiative by 20 and applies Chill for one round: 1 less movement and 20% more Fire vulnerability.
Might damage
—
Magic damage · Water
14–16
Might protection
26 %
Magic protection
34 %
Health
72
Initiative
45
Combat movement
6
Ranged reach
100
Morale
7
Luck
6
Reference growth
4
Cost per creature: 520 gold
Abilities and limitations
Ice Shards
Creates a 3 × 3 trap for three rounds. Enemies crossing it take Water damage per tile and receive Chill.
Freezing Strike
Yuki-Onna reduces target initiative by 20 and applies Chill for one round: 1 less movement and 20% more Fire vulnerability.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Kenshi should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Battle Ready: Kenshi can retaliate repeatedly within a round. The trait does not itself override an attacker’s explicit prevention of retaliation.
Challenge: The first target deals 45% less damage to other stacks; the challenger does not receive this protection. Another enemy can be challenged after that target dies.
Might damage
17–21
Magic damage
—
Might protection
29 %
Magic protection
29 %
Health
80
Initiative
45
Combat movement
5
Ranged reach
—
Morale
10
Luck
8
Reference growth
3
Cost per creature: 490 gold
Abilities and limitations
Battle Ready
Kenshi can retaliate repeatedly within a round. The trait does not itself override an attacker’s explicit prevention of retaliation.
Challenge
The first target deals 45% less damage to other stacks; the challenger does not receive this protection. Another enemy can be challenged after that target dies.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Kensei should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Four Waves: Repeatedly attacking the same previous target lets Kensei add strikes, up to three extra. Each successive strike deals half the previous strike’s damage.
Battle Ready: Kenshi can retaliate repeatedly within a round. The trait does not itself override an attacker’s explicit prevention of retaliation.
Might damage
19–22
Magic damage
—
Might protection
34 %
Magic protection
32 %
Health
90
Initiative
50
Combat movement
5
Ranged reach
—
Morale
11
Luck
8
Reference growth
5
Cost per creature: 630 gold
Abilities and limitations
Four Waves
Repeatedly attacking the same previous target lets Kensei add strikes, up to three extra. Each successive strike deals half the previous strike’s damage.
Battle Ready
Kenshi can retaliate repeatedly within a round. The trait does not itself override an attacker’s explicit prevention of retaliation.
Challenge
The first target deals 45% less damage to other stacks; the challenger does not receive this protection. Another enemy can be challenged after that target dies.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Kirin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 55 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Water Flows Freely: Kirin resists movement and initiative reduction. Do not treat it as an ordinary target for slowing strategies.
Trail of Mist: Kirin leaves mist that costs enemies 1 movement per tile crossed. Kirins resist this slowing effect.
Might damage
54–58
Magic damage
—
Might protection
49 %
Magic protection
51 %
Health
260
Initiative
55
Combat movement
6
Ranged reach
—
Morale
7
Luck
10
Reference growth
2
Cost per creature: 1405 gold + 1 crystals
Abilities and limitations
Water Flows Freely
Kirin resists movement and initiative reduction. Do not treat it as an ordinary target for slowing strategies.
Trail of Mist
Kirin leaves mist that costs enemies 1 movement per tile crossed. Kirins resist this slowing effect.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Sacred Kirin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 60 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Hailstorm: Sacred Kirin adds Water damage and freezing to its normal hit: target movement drops to zero and Fire vulnerability rises by 20%.
Water Flows Freely: Kirin resists movement and initiative reduction. Do not treat it as an ordinary target for slowing strategies.
Might damage
58–62
Magic damage
—
Might protection
49 %
Magic protection
51 %
Health
275
Initiative
60
Combat movement
6
Ranged reach
—
Morale
8
Luck
10
Reference growth
3
Cost per creature: 1830 gold + 1 crystals
Abilities and limitations
Hailstorm
Sacred Kirin adds Water damage and freezing to its normal hit: target movement drops to zero and Fire vulnerability rises by 20%.
Water Flows Freely
Kirin resists movement and initiative reduction. Do not treat it as an ordinary target for slowing strategies.
Invigorating Rain
The mist trail slows enemies and enables an extra allied action. The corresponding Kirins resist their own effect; movement through the mist changes action planning.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Assassin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Shadow Cloak: After two rounds without attacking, the creature becomes hidden. Attacking, enemy proximity or indirect damage can reveal it; an enemy entering an adjacent tile triggers an automatic attack.
Backstab: Assassin attacking from invisibility deals 20% more damage and prevents retaliation. The attack also ends its concealment.
Might damage
5–8
Magic damage
—
Might protection
9 %
Magic protection
18 %
Health
22
Initiative
40
Combat movement
6
Ranged reach
—
Morale
6
Luck
7
Reference growth
7
Cost per creature: 130 gold
Abilities and limitations
Shadow Cloak
After two rounds without attacking, the creature becomes hidden. Attacking, enemy proximity or indirect damage can reveal it; an enemy entering an adjacent tile triggers an automatic attack.
Backstab
Assassin attacking from invisibility deals 20% more damage and prevents retaliation. The attack also ends its concealment.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Shade should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Poisoned Blades: Shade adds recurring Dark damage and reduces target initiative by 5 for three rounds. Distinguish the continuing health loss from the basic physical hit.
Shadow Cloak: After two rounds without attacking, the creature becomes hidden. Attacking, enemy proximity or indirect damage can reveal it; an enemy entering an adjacent tile triggers an automatic attack.
Might damage
6–9
Magic damage
—
Might protection
9 %
Magic protection
18 %
Health
28
Initiative
45
Combat movement
6
Ranged reach
—
Morale
6
Luck
7
Reference growth
11
Cost per creature: 170 gold
Abilities and limitations
Poisoned Blades
Shade adds recurring Dark damage and reduces target initiative by 5 for three rounds. Distinguish the continuing health loss from the basic physical hit.
Shadow Cloak
After two rounds without attacking, the creature becomes hidden. Attacking, enemy proximity or indirect damage can reveal it; an enemy entering an adjacent tile triggers an automatic attack.
Backstab
Assassin attacking from invisibility deals 20% more damage and prevents retaliation. The attack also ends its concealment.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Stalker needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Curse of Shadow: Reduces target movement by 1 for three rounds. Even a small reduction can decide whether it reaches a shooter on its next action.
Disciple of Malassa: The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Might damage
4–6
Magic damage
—
Might protection
7 %
Magic protection
14 %
Health
21
Initiative
35
Combat movement
5
Ranged reach
100
Morale
6
Luck
6
Reference growth
7
Cost per creature: 105 gold
Abilities and limitations
Curse of Shadow
Reduces target movement by 1 for three rounds. Even a small reduction can decide whether it reaches a shooter on its next action.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Chakram Dancer needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Whirling Death: Chakram Dancer hits stacks along the projectile’s curved path, including friendly stacks. Check the whole trajectory before firing.
Curse of Shadow: Reduces target movement by 1 for three rounds. Even a small reduction can decide whether it reaches a shooter on its next action.
Might damage
5–7
Magic damage
—
Might protection
9 %
Magic protection
16 %
Health
25
Initiative
40
Combat movement
5
Ranged reach
100
Morale
7
Luck
7
Reference growth
10
Cost per creature: 160 gold
Abilities and limitations
Whirling Death
Chakram Dancer hits stacks along the projectile’s curved path, including friendly stacks. Check the whole trajectory before firing.
Curse of Shadow
Reduces target movement by 1 for three rounds. Even a small reduction can decide whether it reaches a shooter on its next action.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Shadow Lurker needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Harrowing Vision: A ranged hit adds continuing Dark damage for two rounds, based on 20% of the hit. The initial strike is not the attack’s entire impact.
Spirit Form: Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Might damage
1–3
Magic damage · Dark
3–6
Might protection
5 %
Magic protection
22 %
Health
18
Initiative
30
Combat movement
4
Ranged reach
100
Morale
6
Luck
6
Reference growth
6
Cost per creature: 125 gold
Abilities and limitations
Harrowing Vision
A ranged hit adds continuing Dark damage for two rounds, based on 20% of the hit. The initial strike is not the attack’s entire impact.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Shadow Watcher needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mind Probe: Silent Watcher marks one stack to take 15% more damage from all sources for the battle. Activation does not consume its normal action; only one target can be marked at once.
Harrowing Vision: A ranged hit adds continuing Dark damage for two rounds, based on 20% of the hit. The initial strike is not the attack’s entire impact.
Might damage
2–4
Magic damage · Dark
4–7
Might protection
7 %
Magic protection
22 %
Health
22
Initiative
35
Combat movement
4
Ranged reach
100
Morale
6
Luck
7
Reference growth
9
Cost per creature: 180 gold
Abilities and limitations
Mind Probe
Silent Watcher marks one stack to take 15% more damage from all sources for the battle. Activation does not consume its normal action; only one target can be marked at once.
Harrowing Vision
A ranged hit adds continuing Dark damage for two rounds, based on 20% of the hit. The initial strike is not the attack’s entire impact.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Manticore should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Paralysis Sting: Manticore attacks for 80% damage without retaliation and reduces a living target’s movement by 4 for two rounds. Reduced immediate damage trades for movement control.
Defense-reducing venom: Manticore reduces the target’s defense attribute by 10 for one round. The defense attribute and the protection percentage in the stat table are different quantities.
Might damage
16–20
Magic damage
—
Might protection
26 %
Magic protection
32 %
Health
80
Initiative
50
Combat movement
6
Ranged reach
—
Morale
6
Luck
6
Reference growth
4
Cost per creature: 475 gold
Abilities and limitations
Paralysis Sting
Manticore attacks for 80% damage without retaliation and reduces a living target’s movement by 4 for two rounds. Reduced immediate damage trades for movement control.
Defense-reducing venom
Manticore reduces the target’s defense attribute by 10 for one round. The defense attribute and the protection percentage in the stat table are different quantities.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Scorpicore should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 55 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Crippling Sting: Scorpicore makes a full attack without normal retaliation. A living target also loses 6 movement and 10 initiative for two rounds.
Corroding Venom: Scorpicore reduces the target’s defense attribute by 15 for one round. Do not subtract that number directly from the table’s protection percentage.
Might damage
18–22
Magic damage
—
Might protection
28 %
Magic protection
34 %
Health
85
Initiative
55
Combat movement
6
Ranged reach
—
Morale
7
Luck
7
Reference growth
5
Cost per creature: 615 gold
Abilities and limitations
Crippling Sting
Scorpicore makes a full attack without normal retaliation. A living target also loses 6 movement and 10 initiative for two rounds.
Corroding Venom
Scorpicore reduces the target’s defense attribute by 15 for one round. Do not subtract that number directly from the table’s protection percentage.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Faceless should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack and stay: An alternative command attacks and keeps the stack beside its target. Use it when the new position matters more than the normal return.
Shadow Strike: The hit prevents normal target retaliation. Movement or returning after the attack depends on the particular creature and is not universal to every user of this effect.
Might damage
—
Magic damage · Dark
14–16
Might protection
21 %
Magic protection
35 %
Health
65
Initiative
45
Combat movement
6
Ranged reach
—
Morale
7
Luck
7
Reference growth
3
Cost per creature: 390 gold
Abilities and limitations
Attack and stay
An alternative command attacks and keeps the stack beside its target. Use it when the new position matters more than the normal return.
Shadow Strike
The hit prevents normal target retaliation. Movement or returning after the attack depends on the particular creature and is not universal to every user of this effect.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Weekly recruitment availability (1)
The specialty increases weekly recruitment availability for this creature. Account separately for buying and transporting reinforcements. The named form is an established target; do not treat further variants as a second simultaneous reward.
Faceless Puppeteer should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 8 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mind Leash: Faceless Puppeteer controls an eligible enemy stack for two rounds. Damage to the victim ends the effect; consider the cost of breaking control before attacking it.
Drain Substance: Faceless Puppeteer’s next attack this turn removes beneficial effects from its target. Preparing the effect does not itself consume the normal action.
Might damage
—
Magic damage · Dark
15–18
Might protection
25 %
Magic protection
38 %
Health
70
Initiative
50
Combat movement
8
Ranged reach
—
Morale
8
Luck
8
Reference growth
4
Cost per creature: 505 gold
Abilities and limitations
Mind Leash
Faceless Puppeteer controls an eligible enemy stack for two rounds. Damage to the victim ends the effect; consider the cost of breaking control before attacking it.
Drain Substance
Faceless Puppeteer’s next attack this turn removes beneficial effects from its target. Preparing the effect does not itself consume the normal action.
Attack and stay
An alternative command attacks and keeps the stack beside its target. Use it when the new position matters more than the normal return.
Shadow Strike
The hit prevents normal target retaliation. Movement or returning after the attack depends on the particular creature and is not universal to every user of this effect.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Minotaur should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Preemptive Strike: Minotaur retaliates before the attacker’s blow lands. Casualties can therefore reduce the strength of the incoming hit.
Fighting Spirit: A normal voluntary attack adds 6 morale to the Minotaur, up to 30. Retaliation does not trigger it and the bonus cannot be dispelled.
Might damage
15–19
Magic damage
—
Might protection
34 %
Magic protection
34 %
Health
90
Initiative
35
Combat movement
5
Ranged reach
—
Morale
10
Luck
5
Reference growth
3
Cost per creature: 410 gold
Abilities and limitations
Preemptive Strike
Minotaur retaliates before the attacker’s blow lands. Casualties can therefore reduce the strength of the incoming hit.
Fighting Spirit
A normal voluntary attack adds 6 morale to the Minotaur, up to 30. Retaliation does not trigger it and the bonus cannot be dispelled.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Minotaur Guard should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mighty Slash: Minotaur Guard hits for normal damage without retaliation and pushes a smaller target back two tiles. The new position can open space for another ally.
Preemptive Strike: Minotaur retaliates before the attacker’s blow lands. Casualties can therefore reduce the strength of the incoming hit.
Might damage
18–22
Magic damage
—
Might protection
37 %
Magic protection
35 %
Health
100
Initiative
40
Combat movement
5
Ranged reach
—
Morale
11
Luck
6
Reference growth
4
Cost per creature: 475 gold
Abilities and limitations
Mighty Slash
Minotaur Guard hits for normal damage without retaliation and pushes a smaller target back two tiles. The new position can open space for another ally.
Preemptive Strike
Minotaur retaliates before the attacker’s blow lands. Casualties can therefore reduce the strength of the incoming hit.
Fighting Spirit
A normal voluntary attack adds 6 morale to the Minotaur, up to 30. Retaliation does not trigger it and the bonus cannot be dispelled.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Shadow Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Withering Breath: Dark breath adds continuing damage when the target acts. It starts at 15% of base damage and rises by 1 percentage point per round to 20%; the initial hit is not the entire effect.
Heart of Darkness: Each Shadow Dragon or Black Dragon adds 0.5% to Dark ability damage and duration, capped at 5%. Additional creatures beyond the cap do not raise this bonus.
Might damage
55–61
Magic damage
—
Might protection
43 %
Magic protection
51 %
Health
290
Initiative
45
Combat movement
7
Ranged reach
—
Morale
7
Luck
7
Reference growth
1
Cost per creature: 1700 gold + 1 crystals
Abilities and limitations
Withering Breath
Dark breath adds continuing damage when the target acts. It starts at 15% of base damage and rises by 1 percentage point per round to 20%; the initial hit is not the entire effect.
Heart of Darkness
Each Shadow Dragon or Black Dragon adds 0.5% to Dark ability damage and duration, capped at 5%. Additional creatures beyond the cap do not raise this bonus.
Terrifying Presence
Nearby enemies face a 20% chance of incapacitation and an 80% chance of losing 15 morale. Check whether the target is susceptible to these effects.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Black Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Magic immunity: Black Dragon cannot normally be selected as a spell target and takes 30% less magic damage. These rules do not automatically reduce every area-based magical hit to zero.
Withering Breath: Dark breath adds continuing damage when the target acts. It starts at 15% of base damage and rises by 1 percentage point per round to 20%; the initial hit is not the entire effect.
Might damage
59–65
Magic damage
—
Might protection
45 %
Magic protection
53 %
Health
310
Initiative
50
Combat movement
7
Ranged reach
—
Morale
8
Luck
8
Reference growth
2
Cost per creature: 2200 gold + 1 crystals
Abilities and limitations
Magic immunity
Black Dragon cannot normally be selected as a spell target and takes 30% less magic damage. These rules do not automatically reduce every area-based magical hit to zero.
Withering Breath
Dark breath adds continuing damage when the target acts. It starts at 15% of base damage and rises by 1 percentage point per round to 20%; the initial hit is not the entire effect.
Heart of Darkness
Each Shadow Dragon or Black Dragon adds 0.5% to Dark ability damage and duration, capped at 5%. Additional creatures beyond the cap do not raise this bonus.
Terrifying Presence
Nearby enemies face a 20% chance of incapacitation and an 80% chance of losing 15 morale. Check whether the target is susceptible to these effects.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Timber Wolf should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Hunger: Receives 2 extra movement in the first combat round. The extended reach does not automatically persist in later rounds.
Might damage
4–6
Magic damage
—
Might protection
9 %
Magic protection
9 %
Health
25
Initiative
35
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Reference growth
9
Cost per creature: 115 gold
Abilities and limitations
Hunger
Receives 2 extra movement in the first combat round. The extended reach does not automatically persist in later rounds.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Fire Elemental needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Fire retaliation: Fire Elemental deals Fire damage to melee attackers. Consider the cost of making contact when deciding how to eliminate it.
Cremation: A destroyed Fire Elemental damages adjacent stacks with fire. Move unnecessarily exposed allies before dealing the final blow.
Might damage
—
Magic damage · Fire
16–18
Might protection
26 %
Magic protection
28 %
Health
80
Initiative
40
Combat movement
5
Ranged reach
50
Morale
10
Luck
10
Reference growth
4
Cost per creature: 450 gold
Abilities and limitations
Fire retaliation
Fire Elemental deals Fire damage to melee attackers. Consider the cost of making contact when deciding how to eliminate it.
Cremation
A destroyed Fire Elemental damages adjacent stacks with fire. Move unnecessarily exposed allies before dealing the final blow.
Elemental affinity
Its own element deals 50% less damage and the opposing element 50% more. Harmful effects of its element are resisted; identify the element from the specific elemental.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Air Elemental needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Wind Shield: Air Elemental prevents normal retaliation when it strikes. This is not complete shielding against subsequent independent attacks.
Ranged protection: Air Elemental takes 20% less ranged damage. This trait does not provide the same protection against melee hits.
Might damage
—
Magic damage · Air
13
Might protection
32 %
Magic protection
26 %
Health
75
Initiative
50
Combat movement
6
Ranged reach
100
Morale
7
Luck
7
Reference growth
4
Cost per creature: 390 gold
Abilities and limitations
Wind Shield
Air Elemental prevents normal retaliation when it strikes. This is not complete shielding against subsequent independent attacks.
Ranged protection
Air Elemental takes 20% less ranged damage. This trait does not provide the same protection against melee hits.
Chain lightning
The Air attack can jump to three additional targets, halving damage at each jump. A boss and an ordinary Air Elemental have different starting damage.
Elemental affinity
Its own element deals 50% less damage and the opposing element 50% more. Harmful effects of its element are resisted; identify the element from the specific elemental.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Water Elemental should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Ice Bolt: The Water hit also freezes the target, sets movement to zero and raises Fire vulnerability by 20%. Check resistance to freezing.
Protective membrane: This form takes 20% less damage. Do not transfer the bonus between Spring Spirit, Mizu-Kami and Water Elemental cards.
Might damage
—
Magic damage · Water
10–14
Might protection
28 %
Magic protection
31 %
Health
85
Initiative
40
Combat movement
5
Ranged reach
—
Morale
10
Luck
7
Reference growth
4
Cost per creature: 410 gold
Abilities and limitations
Ice Bolt
The Water hit also freezes the target, sets movement to zero and raises Fire vulnerability by 20%. Check resistance to freezing.
Protective membrane
This form takes 20% less damage. Do not transfer the bonus between Spring Spirit, Mizu-Kami and Water Elemental cards.
Water Strike
Water Elemental applies soaking when attacking. Assess follow-up elemental interactions against the target’s current state.
Elemental affinity
Its own element deals 50% less damage and the opposing element 50% more. Harmful effects of its element are resisted; identify the element from the specific elemental.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Earth Elemental should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Petrification: Turns the target into invulnerable stone for one round. An enemy cannot act; a friendly target can end the effect by taking an action.
Earth regeneration: Earth Elemental restores health at the start of its turn. Regenerating a surviving creature does not automatically recover every fallen member of the stack.
Might damage
15–16
Magic damage
—
Might protection
34 %
Magic protection
34 %
Health
100
Initiative
40
Combat movement
4
Ranged reach
—
Morale
7
Luck
5
Reference growth
4
Cost per creature: 460 gold
Abilities and limitations
Petrification
Turns the target into invulnerable stone for one round. An enemy cannot act; a friendly target can end the effect by taking an action.
Earth regeneration
Earth Elemental restores health at the start of its turn. Regenerating a surviving creature does not automatically recover every fallen member of the stack.
Elemental affinity
Its own element deals 50% less damage and the opposing element 50% more. Harmful effects of its element are resisted; identify the element from the specific elemental.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Light Elemental should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Searing Light: Deals Light damage and blinds an eligible target for two rounds. Activation costs some of the caster’s health, restored after combat; base and upgraded versions use different costs.
Pain reflection: Returns 10% of a melee hit’s damage to its attacker. Reflecting part of a hit does not completely block the attack.
Might damage
—
Magic damage · Light
14–17
Might protection
21 %
Magic protection
32 %
Health
75
Initiative
50
Combat movement
6
Ranged reach
—
Morale
10
Luck
10
Reference growth
4
Cost per creature: 420 gold
Abilities and limitations
Searing Light
Deals Light damage and blinds an eligible target for two rounds. Activation costs some of the caster’s health, restored after combat; base and upgraded versions use different costs.
Pain reflection
Returns 10% of a melee hit’s damage to its attacker. Reflecting part of a hit does not completely block the attack.
Speed of Light
The creature moves to its target, strikes without retaliation and returns to its starting position. The original position still matters after the attack.
Epiphany
Retaliation sends rays in eight directions, damaging enemies with Light and healing eligible allies. Army positioning determines which stacks the rays actually reach.
Elemental affinity
Its own element deals 50% less damage and the opposing element 50% more. Harmful effects of its element are resisted; identify the element from the specific elemental.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Darkness Elemental should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Purge: Darkness Elemental removes one random beneficial effect when attacking. You cannot choose a particular buff when several are present.
Weakening Grasp: Darkness Elemental reduces the target’s Might damage by 20% for three rounds. This does not equally reduce all its magical abilities.
Might damage
—
Magic damage · Dark
14–17
Might protection
21 %
Magic protection
26 %
Health
75
Initiative
50
Combat movement
6
Ranged reach
—
Morale
7
Luck
4
Reference growth
4
Cost per creature: 440 gold
Abilities and limitations
Purge
Darkness Elemental removes one random beneficial effect when attacking. You cannot choose a particular buff when several are present.
Weakening Grasp
Darkness Elemental reduces the target’s Might damage by 20% for three rounds. This does not equally reduce all its magical abilities.
Shadow Strike
The hit prevents normal target retaliation. Movement or returning after the attack depends on the particular creature and is not universal to every user of this effect. Darkness Elemental also returns to its starting position.
Elemental affinity
Its own element deals 50% less damage and the opposing element 50% more. Harmful effects of its element are resisted; identify the element from the specific elemental.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Dire Wolf should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Ferocity: Dire Wolf can strike again within an action. Account for possible retaliation casualties when estimating the second hit.
Hunger: Receives 2 extra movement in the first combat round. The extended reach does not automatically persist in later rounds.
Might damage
14–18
Magic damage
—
Might protection
29 %
Magic protection
23 %
Health
70
Initiative
45
Combat movement
7
Ranged reach
—
Morale
10
Luck
10
Reference growth
5
Cost per creature: 360 gold
Abilities and limitations
Ferocity
Dire Wolf can strike again within an action. Account for possible retaliation casualties when estimating the second hit.
Hunger
Receives 2 extra movement in the first combat round. The extended reach does not automatically persist in later rounds.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Shadow Panther should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Shadow Cloak: After two rounds without attacking, the creature becomes hidden. Attacking, enemy proximity or indirect damage can reveal it; an enemy entering an adjacent tile triggers an automatic attack.
Crippling Wound: Reduces movement by 3 for two rounds and adds recurring bleeding based on 10% of the original hit. It combines movement control with continuing damage.
Might damage
16–20
Magic damage
—
Might protection
26 %
Magic protection
26 %
Health
75
Initiative
45
Combat movement
7
Ranged reach
—
Morale
8
Luck
10
Reference growth
4
Cost per creature: 360 gold
Abilities and limitations
Shadow Cloak
After two rounds without attacking, the creature becomes hidden. Attacking, enemy proximity or indirect damage can reveal it; an enemy entering an adjacent tile triggers an automatic attack.
Crippling Wound
Reduces movement by 3 for two rounds and adds recurring bleeding based on 10% of the original hit. It combines movement control with continuing damage.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Mermaid needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Tidal Wave: The wave soaks enemy stacks and pushes small creatures back two tiles. Plan around the displaced targets’ new positions.
Daughters of the Sea: Provides a 20% defense bonus. A bonus to the defense attribute is not 20 percentage points added to damage reduction.
Might damage
—
Magic damage · Water
13–18
Might protection
37 %
Magic protection
25 %
Health
85
Initiative
40
Combat movement
4
Ranged reach
100
Morale
9
Luck
10
Reference growth
4
Cost per creature: 430 gold
Abilities and limitations
Tidal Wave
The wave soaks enemy stacks and pushes small creatures back two tiles. Plan around the displaced targets’ new positions.
Daughters of the Sea
Provides a 20% defense bonus. A bonus to the defense attribute is not 20 percentage points added to damage reduction.
Siren Song
Enchanted adjacent enemies cannot attack Mermaid. Preventing attacks on her does not automatically prohibit all their other actions.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Phoenix should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 55 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Rebirth: A destroyed Phoenix automatically revives and hits nearby enemies with Prime damage that cannot be healed normally. Check adjacent stacks before the final blow.
Avatar of Life: Phoenix resists Blood-path spells and takes 10% less magic damage. This does not make it completely immune to all magic.
Might damage
—
Magic damage · Prime
55–63
Might protection
45 %
Magic protection
63 %
Health
220
Initiative
55
Combat movement
6
Ranged reach
—
Morale
7
Luck
10
Reference growth
Unconfirmed
Cost per creature: Not included in this inventory
The source flags cost and growth as unconfirmed. These values remain unstated; this does not mean free recruitment.
Abilities and limitations
Rebirth
A destroyed Phoenix automatically revives and hits nearby enemies with Prime damage that cannot be healed normally. Check adjacent stacks before the final blow.
Avatar of Life
Phoenix resists Blood-path spells and takes 10% less magic damage. This does not make it completely immune to all magic.
Mystical Fire
Phoenix deals Prime damage to stacks it attacks or that attack it. Ordinary healing cannot restore this additional damage.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Spectral Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Soul Touch: Spectral Dragon deals 20 Dark damage per creature and for one round turns the target’s attacks into healing for its enemies. Cooldown is four rounds.
Terrifying Presence: Nearby enemies face a 20% chance of incapacitation and an 80% chance of losing 15 morale. Check whether the target is susceptible to these effects.
Might damage
55–61
Magic damage
—
Might protection
45 %
Magic protection
46 %
Health
315
Initiative
45
Combat movement
7
Ranged reach
—
Morale
0
Luck
10
Reference growth
4
Cost per creature: 360 gold
Abilities and limitations
Soul Touch
Spectral Dragon deals 20 Dark damage per creature and for one round turns the target’s attacks into healing for its enemies. Cooldown is four rounds.
Terrifying Presence
Nearby enemies face a 20% chance of incapacitation and an 80% chance of losing 15 morale. Check whether the target is susceptible to these effects.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 100 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Improved Word of Light: Restores health while striking the enemy army with Light based on 5% of initial combined health. Restoration can undo incremental damage to support targets.
Zone of Holy Blades: Allies in a 3 × 3 area deal 50% more Light damage for two rounds. The effect is not a general 50% bonus to physical attacks.
Might damage
250
Magic damage
—
Might protection
64 %
Magic protection
64 %
Health
75000
Initiative
50
Combat movement
100
Ranged reach
—
Morale
0
Luck
0
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Improved Word of Light
Restores health while striking the enemy army with Light based on 5% of initial combined health. Restoration can undo incremental damage to support targets.
Zone of Holy Blades
Allies in a 3 × 3 area deal 50% more Light damage for two rounds. The effect is not a general 50% bonus to physical attacks.
Last Wish
Sends eight rays from a fallen allied stack, dealing 12,500 Light damage along their paths. Fallen support stacks’ positions become dangerous battlefield features.
Avenging Rage
If Michael has no eligible allied target for Last Wish, he gains an extra action each round for the rest of battle. The state cannot be dispelled.
Debuff immunity
Michael and Uriel resist harmful status effects. Dispelling or control used against ordinary units may therefore be an invalid solution.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 8 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mass Resurrection: Uriel restores fallen allied stacks. Eliminating support without a prepared follow-up may therefore fail to provide a lasting advantage.
Divine Presence: The chosen ally regains full health, loses debuffs and becomes immune to them. This protection cannot be dispelled normally.
Might damage
250
Magic damage
—
Might protection
64 %
Magic protection
64 %
Health
75000
Initiative
50
Combat movement
8
Ranged reach
—
Morale
0
Luck
0
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Mass Resurrection
Uriel restores fallen allied stacks. Eliminating support without a prepared follow-up may therefore fail to provide a lasting advantage.
Divine Presence
The chosen ally regains full health, loses debuffs and becomes immune to them. This protection cannot be dispelled normally.
Fanaticism
Grants the selected ally 100 morale for two rounds. Creatures that do not use morale do not receive the ordinary benefit.
Holy Rage
When Uriel cannot resurrect an ally, he gains an extra action each round for the battle. The resulting state cannot be dispelled.
Debuff immunity
Michael and Uriel resist harmful status effects. Dispelling or control used against ordinary units may therefore be an invalid solution.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 20 and Initiative 60 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Devour: Abyssal Worm swallows a small enemy stack, preventing action and dealing 6,000 Might damage at each worm turn start. It cannot burrow while digesting; nearby small creatures are displaced when swallowing.
Enrage: Below 35% health Abyssal Worm gains an extra action each round for the battle. It cannot be dispelled, changing the pace of the final phase.
Might damage
—
Magic damage · Fire
2750–3250
Might protection
73 %
Magic protection
64 %
Health
75000
Initiative
60
Combat movement
20
Ranged reach
—
Morale
0
Luck
0
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Devour
Abyssal Worm swallows a small enemy stack, preventing action and dealing 6,000 Might damage at each worm turn start. It cannot burrow while digesting; nearby small creatures are displaced when swallowing.
Enrage
Below 35% health Abyssal Worm gains an extra action each round for the battle. It cannot be dispelled, changing the pace of the final phase.
Evasive
Abyssal Worm attempts to move away after a melee exchange. Recheck each following stack’s reach after the exchange resolves.
Lava Blood
A melee attacker hitting Abyssal Worm takes 1,000 Fire damage per round for three rounds. Include subsequent burning when estimating the cost of a hit.
Nimble
Abyssal Worm can shoot after moving. Its relocation does not necessarily mean the action can no longer deal damage.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 0 and Initiative 55 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Breeder Queen sweep: Sweeps the arc in front of the boss for 3,300–3,480 Might damage. Multiple stacks in the arc take losses from one action.
Breeder Queen thrust: Tentacles hit every creature within reach for 3,300–3,480 Might damage. The frontal area is not safe merely because another stack is the main target.
Might damage
—
Magic damage · Fire
8500–9000
Might protection
61 %
Magic protection
61 %
Health
100000
Initiative
55
Combat movement
0
Ranged reach
100
Morale
0
Luck
0
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Breeder Queen sweep
Sweeps the arc in front of the boss for 3,300–3,480 Might damage. Multiple stacks in the arc take losses from one action.
Breeder Queen thrust
Tentacles hit every creature within reach for 3,300–3,480 Might damage. The frontal area is not safe merely because another stack is the main target.
Breeder Queen projectile
Breeder Queen fires for 4,200–4,500 Fire damage. Requires at least three tiles of separation, so close and distant positions face different threats.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 99 and Initiative 55 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Ill Blood: The target immediately attacks an adjacent stack with 5% extra damage, consuming its action this round. Your spacing determines who that hit threatens.
Mark of Consumption: The marked opponent takes 200% more Fire damage for the battle. An increase of 200% means three times the original hit before other modifiers.
Might damage
15250–15750
Magic damage
—
Might protection
73 %
Magic protection
73 %
Health
80000
Initiative
55
Combat movement
99
Ranged reach
—
Morale
0
Luck
50
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Ill Blood
The target immediately attacks an adjacent stack with 5% extra damage, consuming its action this round. Your spacing determines who that hit threatens.
Mark of Consumption
The marked opponent takes 200% more Fire damage for the battle. An increase of 200% means three times the original hit before other modifiers.
Gating
Ahribban summons a demon stack at the start of each turn. Prolonging the battle therefore introduces additional enemies.
Boundless Hate
Deals Fire damage to all enemy stacks. A normal Pit Lord and a campaign boss do not use the same numerical coefficient.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Drain Luck
An attack steals 10 luck from its target and gives it to the boss for the battle. Each opponent can be affected once and the transfer cannot be dispelled.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 9 and Initiative 55 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Ill Blood: The target immediately attacks an adjacent stack with 5% extra damage, consuming its action this round. Your spacing determines who that hit threatens.
Mark of Consumption: The marked opponent takes 200% more Fire damage for the battle. An increase of 200% means three times the original hit before other modifiers.
Might damage
1200–2400
Magic damage
—
Might protection
64 %
Magic protection
64 %
Health
75000
Initiative
55
Combat movement
9
Ranged reach
—
Morale
0
Luck
10
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Ill Blood
The target immediately attacks an adjacent stack with 5% extra damage, consuming its action this round. Your spacing determines who that hit threatens.
Mark of Consumption
The marked opponent takes 200% more Fire damage for the battle. An increase of 200% means three times the original hit before other modifiers.
Hateful Retaliation
Retaliation deals Fire damage to stacks that attacked it earlier. Pit Fiend, Pit Lord and the Azkaal boss use different damage values.
Boundless Hate
Deals Fire damage to all enemy stacks. A normal Pit Lord and a campaign boss do not use the same numerical coefficient.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Drain Luck
An attack steals 10 luck from its target and gives it to the boss for the battle. Each opponent can be affected once and the transfer cannot be dispelled.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 99 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Nightmare Web: Stops enemy movement, attacks and abilities in a 3 × 3 area for one round. Spacing limits how many stacks are disabled together.
Dream Shield: Mother Namtaru takes 90% less damage for the battle. Assess this special protection separately from the base percentages in the stat table.
Might damage
—
Magic damage · Dark
4400–4800
Might protection
57 %
Magic protection
57 %
Health
65000
Initiative
45
Combat movement
99
Ranged reach
100
Morale
0
Luck
0
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Nightmare Web
Stops enemy movement, attacks and abilities in a 3 × 3 area for one round. Spacing limits how many stacks are disabled together.
Dream Shield
Mother Namtaru takes 90% less damage for the battle. Assess this special protection separately from the base percentages in the stat table.
Spider Leap
Mother Namtaru jumps at least three tiles and deals Might damage to creatures adjacent to landing. Stacks near the landing area need space.
Spirit Devourer
Mother Namtaru consumes an adjacent spirit stack and gains health equal to 300% of its current health. The victim’s remaining health matters rather than its original maximum.
Venomous Touch
In melee, attacked stacks and attackers receive Earth venom for 2 rounds. This form’s reference coefficient is 250 health per creature per round before modifiers; a ranged shot alone does not guarantee this venom.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 99 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Shadow Explosion: While the supporting channeling mage lives, enemies repeatedly take 800 Dark damage per round. Removing the channel source can matter more than healing its consequences.
Nether Shock: Hits opponents in front of Dragonwraith for 1,000 Dark damage and removes Life in Death. Check the frontal area rather than only one selected target.
Might damage
1000–1500
Magic damage
0
Might protection
72 %
Magic protection
66 %
Health
70000
Initiative
50
Combat movement
99
Ranged reach
—
Morale
0
Luck
0
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Shadow Explosion
While the supporting channeling mage lives, enemies repeatedly take 800 Dark damage per round. Removing the channel source can matter more than healing its consequences.
Nether Shock
Hits opponents in front of Dragonwraith for 1,000 Dark damage and removes Life in Death. Check the frontal area rather than only one selected target.
Soul Touch
Dragonwraith deals Dark damage and forces the target’s attacks to heal the boss for four rounds. Reference damage is 1,600 and cooldown is one round.
Strength from recovery
Dragonwraith strengthens Might and Magic attacks for every 6,000 health gained. Preventing recovery therefore also limits its future offense.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 99 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Twister: The chosen target loses its next two actions. Do not assume an important support stack remains available in both upcoming rounds.
Static Discharge: Each enemy stack takes 1,000 Air damage plus another 1,000 per adjacent stack. Spreading the army directly reduces that extra damage.
Might damage
—
Magic damage · Air
450–520
Might protection
65 %
Magic protection
71 %
Health
65000
Initiative
45
Combat movement
99
Ranged reach
—
Morale
0
Luck
0
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Twister
The chosen target loses its next two actions. Do not assume an important support stack remains available in both upcoming rounds.
Static Discharge
Each enemy stack takes 1,000 Air damage plus another 1,000 per adjacent stack. Spreading the army directly reduces that extra damage.
Chain lightning
The Air attack can jump to three additional targets, halving damage at each jump. A boss and an ordinary Air Elemental have different starting damage.
Lightning Conductor
Without a suitable tree in range, lightning strikes the target for three rounds with a reference value of 3,000 Air damage. Battlefield trees therefore have direct tactical importance.
Cyclone
Randomly relocates enemy stacks. Reestablish shooter protection and check adjacency afterward rather than following the old positioning plan.
Elemental affinity
Its own element deals 50% less damage and the opposing element 50% more. Harmful effects of its element are resisted; identify the element from the specific elemental.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 9 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Intense Jet: Hai Ryou pushes adjacent small creatures back one tile. Recheck the displaced stacks’ reach and protection afterward.
Whirl: Hai Ryou deals 1,600–1,800 Water damage to stacks within two tiles. Several valuable stacks in the radius multiply one action’s losses.
Might damage
2100–2400
Magic damage
—
Might protection
43 %
Magic protection
43 %
Health
75000
Initiative
50
Combat movement
9
Ranged reach
—
Morale
0
Luck
0
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Intense Jet
Hai Ryou pushes adjacent small creatures back one tile. Recheck the displaced stacks’ reach and protection afterward.
Whirl
Hai Ryou deals 1,600–1,800 Water damage to stacks within two tiles. Several valuable stacks in the radius multiply one action’s losses.
Summon Water Elementals
Summons 50 Water Elementals on a free tile beside water, with 15 extra initiative for one round. Access to the water edge affects the summon location.
Freezing Ray
Hai Ryou freezes the target on a hit, setting movement to zero and raising Fire vulnerability by 20%. Check immunity to the status.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Amphibian
Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 9 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Lightning Monsoon: Creates a 5 × 5 storm for three rounds, dealing 800 Air damage and soaking creatures inside. Do not remain merely to preserve the original formation.
Enraged: Below 35% health Enraged Kirin gains one extra action per round for the battle. Plan crossing that threshold alongside a prepared finishing attack.
Might damage
2800–3600
Magic damage
—
Might protection
51 %
Magic protection
53 %
Health
80000
Initiative
50
Combat movement
9
Ranged reach
—
Morale
0
Luck
0
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Lightning Monsoon
Creates a 5 × 5 storm for three rounds, dealing 800 Air damage and soaking creatures inside. Do not remain merely to preserve the original formation.
Enraged
Below 35% health Enraged Kirin gains one extra action per round for the battle. Plan crossing that threshold alongside a prepared finishing attack.
Riptide
A wave forms under the target and becomes a column next round, dealing 3,500 Water damage at that location. Leave the marked position before it resolves.
Great Tsunami
The wave deals 2,500 Water damage to everyone except the Kirin. Small stacks are pushed back two tiles and stunned for one round; creatures sheltered by columns are safe.
Invigorating Rain
The mist trail slows enemies and enables an extra allied action. The corresponding Kirins resist their own effect; movement through the mist changes action planning.
Freezing Hailstorm Aura
Enraged Kirin’s direct attack freezes its target and also damages adjacent stacks. Clustering important creatures increases one hit’s impact.
Water resistance
Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Air vulnerability
Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 99 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Dragon Flight: Daughter of Malassa takes flight and summons Darkness Elementals beside enemy stacks. She returns on her next action; the summoned threats must be handled during her absence.
Mark of Doom: Removes the target’s beneficial effects and prevents new ones for two rounds. Activation does not itself consume the boss’s normal action.
Might damage
6500–7500
Magic damage · Dark
14000–16000
Might protection
64 %
Magic protection
64 %
Health
180000
Initiative
50
Combat movement
99
Ranged reach
—
Morale
0
Luck
0
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Dragon Flight
Daughter of Malassa takes flight and summons Darkness Elementals beside enemy stacks. She returns on her next action; the summoned threats must be handled during her absence.
Mark of Doom
Removes the target’s beneficial effects and prevents new ones for two rounds. Activation does not itself consume the boss’s normal action.
Fatigue
Daughter of Malassa reduces melee attackers’ damage by 40% for two rounds. The effect can apply twice and cannot be dispelled, adding a cost to repeated melee attacks.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 0 and Initiative 10 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Curse of Negation: After the cursed hero uses an active ability, that ability becomes unavailable for the battle. Plan the order of essential spells and abilities in advance.
Void Rift: Creates a rift for two rounds, pulling enemies within two tiles toward it. Immediately adjacent stacks take 2,000 Prime damage per round.
Might damage
7500–10000
Magic damage
—
Might protection
69 %
Magic protection
69 %
Health
250000
Initiative
10
Combat movement
0
Ranged reach
—
Morale
0
Luck
0
Reference growth
—
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Curse of Negation
After the cursed hero uses an active ability, that ability becomes unavailable for the battle. Plan the order of essential spells and abilities in advance.
Void Rift
Creates a rift for two rounds, pulling enemies within two tiles toward it. Immediately adjacent stacks take 2,000 Prime damage per round.
Circle of the Void
Attacks from outside the circle deal only 10% damage. Inside the two-tile ring this penalty is removed, but stacks take 1,000 Prime damage per round. The circle also restores 8% of the boss’s maximum health per round.
Void Quake
Hits nearby enemies for full Prime damage and pushes them back two tiles. Recheck positions relative to the circle and other hazards afterward.
Curse of Oblivion
The first creature attacking Avatar of the Void in a round deals no damage and returns to its previous position if it moved. Deliberately choose which stack makes that first attack.
Void Deflection
After being hit, Avatar of the Void reflects 10% of damage into a random nearby opponent. A strong attack can therefore cause losses to a different friendly stack.
Colossus Deterrence
Adjacent opponents are stunned and deal 60% less damage while remaining nearby. Approaching does not by itself guarantee their attacks retain full effectiveness.
Eradication
The melee hit deals unhealable Prime damage and pushes its target back one tile. A stack destroyed by this effect cannot be resurrected.
Void Gate
The gate beneath a stack lasts two rounds and removes 3% of its current creature count per round. Erased creatures cannot be healed or resurrected; the gate can be destroyed.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.
111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.
The table separates Might and Magic damage, including the element. Protection percentages are not raw defense attributes; ability bonuses cannot simply be added to them. Growth belongs to the listed reference recruitment form and does not guarantee the same count in every town and patch. Ranged reach is not ammunition. Read separate conditions for bosses and Namtaru forms.