Combat stats, recruitment costs and explanations of special abilities. Browse by town, with all entries available without JavaScript.
156 profiles: 112 base and upgraded town creatures from seven factions, 25 neutrals and 19 warfare units. Includes Fortress and other Trial by Fire creatures, separately identifying verified Lost Tales of Axeoth content. Historical Acid Cave stats include rebalanced Champions; this is not a UCP or Heroes 7.5 table. Base dwelling growth has separate references and is still missing for 14 profiles. Warfare units have their own stage 1–5 effect tables; their base parameters do not cover every Warfare level.
Creature catalogue
156
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Use Sentinels to hold approaches and physically screen valuable units. If the plan requires Shielding, compare Legionnaire recruitment instead of granting that trait to the base form.
Watch for: The base Sentinel lacks Shielding in this reference. The Heroes VI name does not establish the same damage-sharing rule.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
2
Defense
8
Health
14
Damage · Might
1–2
Initiative
17
Combat movement
5
Ranged reach
—
Morale
15
Luck
0
Base dwelling growth
21
Cost per creature: 43 gold
Growth 21 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Plan Shielding for its actual recipients and ally positions. Before clustering, compare protection with enemy area attacks and flanking threats.
Watch for: The trait is not shared by every town infantry creature. Evaluate front, flank and rear under Heroes VII rules.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Shielding: The reference rule gives an adjacent ally only 25% of a melee or ranged hit while Legionnaire also takes 25%. Do not substitute Heroes VI’s different calculation; stacking protectors also depends on version fixes.
Attack
5
Defense
8
Health
17
Damage · Might
1–2
Initiative
19
Combat movement
5
Ranged reach
—
Morale
15
Luck
0
Base dwelling growth
21
Cost per creature: 56 gold
Growth 21 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
The reference rule gives an adjacent ally only 25% of a melee or ranged hit while Legionnaire also takes 25%. Do not substitute Heroes VI’s different calculation; stacking protectors also depends on version fixes.
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.
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 3 and Initiative 11 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
1
Defense
2
Health
11
Damage · Might
1–3
Initiative
11
Combat movement
3
Ranged reach
Half
Morale
10
Luck
0
Base dwelling growth
20
Cost per creature: 45 gold
Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
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 3 and Initiative 12 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Piercing Shot: Hits units along the entire firing line. Check stacks behind the main target and any friendly units.
Attack
1
Defense
2
Health
12
Damage · Might
2–3
Initiative
12
Combat movement
3
Ranged reach
Full
Morale
10
Luck
0
Base dwelling growth
20
Cost per creature: 59 gold
Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
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 5 and Initiative 27 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Unlimited Retaliations: Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
Attack
4
Defense
2
Health
21
Damage · Might
3–6
Initiative
27
Combat movement
5
Ranged reach
—
Morale
15
Luck
0
Base dwelling growth
10
Cost per creature: 110 gold
Growth 10 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Silverback 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 32 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Unlimited Retaliations: Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
Feral Charge: Once per battle attacks without the normal movement limit, with 5 extra attack and no retaliation. Its own defense drops to zero through its next turn.
Attack
4
Defense
2
Health
25
Damage · Might
4–6
Initiative
32
Combat movement
6
Ranged reach
—
Morale
15
Luck
0
Base dwelling growth
10
Cost per creature: 143 gold
Growth 10 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
Feral Charge
Once per battle attacks without the normal movement limit, with 5 extra attack and no retaliation. Its own defense drops to zero through its next turn.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Guardian 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 24 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Opportunity Retaliation: Can make a free retaliation against an adjacent enemy attacking another ally. Being beside the aggressor is essential for this response.
Attack
9
Defense
9
Health
44
Damage · Might
7–12
Initiative
24
Combat movement
4
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
5
Cost per creature: 280 gold
Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Can make a free retaliation against an adjacent enemy attacking another ally. Being beside the aggressor is essential for this response.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Justicar 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 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Cleave: Hits twice during an attack, with possible retaliation between strikes. Casualties from the first exchange can affect the second hit.
Attack
9
Defense
9
Health
44
Damage · Might
7–12
Initiative
28
Combat movement
5
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
5
Cost per creature: 370 gold
Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Hits twice during an attack, with possible retaliation between strikes. Casualties from the first exchange can affect the second hit.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Chaplain 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 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Aura of Cleansing: The creature and adjacent allies gain 4 defense and lose one random harmful magical effect at their turn start. Healer positioning determines how many stacks are protected.
Attack
6
Defense
9
Health
28
Damage · Light
6–9
Initiative
15
Combat movement
4
Ranged reach
Half
Morale
15
Luck
0
Base dwelling growth
6
Cost per creature: 280 gold
Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
The creature and adjacent allies gain 4 defense and lose one random harmful magical effect at their turn start. Healer positioning determines how many stacks are protected.
Abbot 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 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Aura of Cleansing: The creature and adjacent allies gain 4 defense and lose one random harmful magical effect at their turn start. Healer positioning determines how many stacks are protected.
Ranged Retaliation: Can answer enemy shooting with a ranged retaliation when not engaged in melee. Engaging the shooter can therefore prevent this response.
Attack
6
Defense
13
Health
35
Damage · Light
7–11
Initiative
18
Combat movement
4
Ranged reach
Half
Morale
15
Luck
0
Base dwelling growth
6
Cost per creature: 370 gold
Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
The creature and adjacent allies gain 4 defense and lose one random harmful magical effect at their turn start. Healer positioning determines how many stacks are protected.
Ranged Retaliation
Can answer enemy shooting with a ranged retaliation when not engaged in melee. Engaging the shooter can therefore prevent this response.
Cavalier 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 26 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Charge: Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.
Attack
10
Defense
12
Health
105
Damage · Might
18–23
Initiative
26
Combat movement
6
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
2
Cost per creature: 1100 gold
Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Cuirassier 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.
Charge: Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.
Bash: A critical hit prevents retaliation and disables the target through its next turn. An ordinary noncritical hit does not satisfy the trigger.
Attack
10
Defense
14
Health
115
Damage · Might
20–25
Initiative
30
Combat movement
7
Ranged reach
—
Morale
10
Luck
10
Base dwelling growth
2
Cost per creature: 1430 gold
Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.
Bash
A critical hit prevents retaliation and disables the target through its next turn. An ordinary noncritical hit does not satisfy the trigger.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Landsknecht 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 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Sweep: Hits enemies in the relevant adjacent arc as well as the main target. Seek an attack position reaching several opponents.
Attack
35
Defense
20
Health
390
Damage · Might
90–110
Initiative
15
Combat movement
5
Ranged reach
—
Morale
20
Luck
0
Base dwelling growth
1
Cost per creature: 4670 gold + 1 starsilver
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Swordmaster 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 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Sweep: Hits enemies in the relevant adjacent arc as well as the main target. Seek an attack position reaching several opponents.
Indomitable: Resists morale reduction, Mesmerize and Face of Fear when attacked. This is not general immunity to direct magical damage.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
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 21 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Aura of Purity: The creature and adjacent allied stacks cannot receive harmful magical statuses. This aura does not itself provide immunity to direct magical damage.
Attack
25
Defense
35
Health
500
Damage · Light
60–70
Initiative
21
Combat movement
6
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
1
Cost per creature: 4670 gold + 1 Dragonblood crystals
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
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 7 and Initiative 23 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Aura of Purity: The creature and adjacent allied stacks cannot receive harmful magical statuses. This aura does not itself provide immunity to direct magical damage.
Resurrection: Restores 50 health per Celestial in the stack and can recover fallen creatures. The target must not be undead or a construct.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Heals eligible allied living targets. The listed values are restored health by warfare-unit stage.
Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.
Timing, specific abilities and the follow-up plan
Compare Initiative 11, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
0
Defense
5
Health
300
Damage · Light
—
Initiative
11
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: 500 gold
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Heals eligible allied living targets. The listed values are restored health by warfare-unit stage.
Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.
Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.
Timing, specific abilities and the follow-up plan
Compare Initiative 19, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
5
Defense
10
Health
250
Damage · Might
16–24
Initiative
19
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: 1000 gold
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.
Timing, specific abilities and the follow-up plan
Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
0
Defense
12
Health
3900
Damage · Might
75–115
Initiative
100
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: Not included in this inventory
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
Cabir 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 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
2
Defense
2
Health
12
Damage · Fire
2–3
Initiative
14
Combat movement
4
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
15
Cost per creature: 60 gold
Growth 15 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Water vulnerability
Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Cabir Master 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 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
2
Defense
4
Health
14
Damage · Fire
3–4
Initiative
16
Combat movement
4
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
15
Cost per creature: 78 gold
Growth 15 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Water vulnerability
Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Soldering Hands
Repairs a friendly construct for 5 health per Cabir in the stack and can recover destroyed members. This is a special repair rather than ordinary healing for a living target.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Gargoyle 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 11 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Magic Immunity: Cannot be targeted by harmful spells or effects from any school. Magical components of enemy attacks deal half damage; this does not universally cancel every magical hit.
Attack
3
Defense
6
Health
17
Damage · Might
1–2
Initiative
11
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
18
Cost per creature: 50 gold
Growth 18 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Magic Immunity
Cannot be targeted by harmful spells or effects from any school. Magical components of enemy attacks deal half damage; this does not universally cancel every magical hit.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Obsidian Gargoyle 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 13 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Magic Immunity: Cannot be targeted by harmful spells or effects from any school. Magical components of enemy attacks deal half damage; this does not universally cancel every magical hit.
Attack
3
Defense
6
Health
19
Damage · Might
2
Initiative
13
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
18
Cost per creature: 65 gold
Growth 18 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Magic Immunity
Cannot be targeted by harmful spells or effects from any school. Magical components of enemy attacks deal half damage; this does not universally cancel every magical hit.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Golem 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 12 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Unfettered: Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Attack
3
Defense
6
Health
30
Damage · Might
5–7
Initiative
12
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated
Cost per creature: 138 gold
Abilities and limitations
Construct
Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Unfettered
Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Sandstone Golem 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 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Unfettered: Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Attack
3
Defense
9
Health
37
Damage · Might
6–8
Initiative
14
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated
Cost per creature: 179 gold
Abilities and limitations
Construct
Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Unfettered
Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Apprentice 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 3 and Initiative 13 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Piercing Shot: Hits units along the entire firing line. Check stacks behind the main target and any friendly units.
Attack
10
Defense
8
Health
43
Damage · Fire
9–12
Initiative
13
Combat movement
3
Ranged reach
Half
Morale
5
Luck
0
Base dwelling growth
4
Cost per creature: 340 gold
Growth 4 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Hits units along the entire firing line. Check stacks behind the main target and any friendly units.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Disciple 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 3 and Initiative 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Piercing Shot: Hits units along the entire firing line. Check stacks behind the main target and any friendly units.
Nova: Hits a 3 × 3 area with Fire damage. The ability cannot be used while engaged in melee.
Attack
12
Defense
10
Health
50
Damage · Fire
9–13
Initiative
16
Combat movement
3
Ranged reach
Full
Morale
5
Luck
0
Base dwelling growth
4
Cost per creature: 440 gold
Growth 4 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Hits units along the entire firing line. Check stacks behind the main target and any friendly units.
Nova
Hits a 3 × 3 area with Fire damage. The ability cannot be used while engaged in melee.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Djinn 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 31 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mana Drain: Each killed creature restores 1 hero mana, with a per-hit cap based on the hero’s Magic attribute. Count individual casualties rather than destroyed stacks.
Prime immunity: Resists harmful Prime spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
5
Defense
7
Health
60
Damage · Prime
10–14
Initiative
31
Combat movement
5
Ranged reach
—
Morale
0
Luck
15
Base dwelling growth
Not stated
Cost per creature: 420 gold
Abilities and limitations
Mana Drain
Each killed creature restores 1 hero mana, with a per-hit cap based on the hero’s Magic attribute. Count individual casualties rather than destroyed stacks.
Prime immunity
Resists harmful Prime spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Heroes connected to this creature
Army in the reference table (2)
These counts come from the cited hero table. A scenario and recruitment conditions can change them.
Djinn Channeler 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.
Mana Drain: Each killed creature restores 1 hero mana, with a per-hit cap based on the hero’s Magic attribute. Count individual casualties rather than destroyed stacks.
Prime immunity: Resists harmful Prime spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
5
Defense
7
Health
75
Damage · Prime
10–14
Initiative
35
Combat movement
6
Ranged reach
—
Morale
0
Luck
15
Base dwelling growth
Not stated
Cost per creature: 550 gold
Abilities and limitations
Mana Drain
Each killed creature restores 1 hero mana, with a per-hit cap based on the hero’s Magic attribute. Count individual casualties rather than destroyed stacks.
Prime immunity
Resists harmful Prime spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Magic Touch
The target receives a random harmful magical status. You do not select the curse, so a plan should not require one specific result.
Rakshasa 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
No Retaliation: The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Attack
14
Defense
14
Health
130
Damage · Might
21–27
Initiative
22
Combat movement
4
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
Not stated
Cost per creature: 1100 gold
Abilities and limitations
No Retaliation
The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Rakshasa Raja 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 29 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
No Retaliation: The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Sweep: Hits enemies in the relevant adjacent arc as well as the main target. Seek an attack position reaching several opponents.
Attack
14
Defense
14
Health
150
Damage · Might
23–29
Initiative
29
Combat movement
5
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
Not stated
Cost per creature: 1430 gold
Abilities and limitations
No Retaliation
The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Sweep
Hits enemies in the relevant adjacent arc as well as the main target. Seek an attack position reaching several opponents.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Arcane Eagle 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 36 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Arcane Wings: At the end of the creature’s turn adjacent enemies receive a random magical status. The outcome cannot be selected in advance.
Attack
25
Defense
25
Health
400
Damage · Prime
75–80
Initiative
36
Combat movement
7
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
1
Cost per creature: 5500 gold + 1 starsilver
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Simurgh 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 39 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Arcane Wings: At the end of the creature’s turn adjacent enemies receive a random magical status. The outcome cannot be selected in advance.
Magic Catalyst: Adjacent enemies take 50% more direct spell damage. Positioning beside a target prepares a spell hit rather than automatically strengthening all physical attacks.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
At the end of the creature’s turn adjacent enemies receive a random magical status. The outcome cannot be selected in advance.
Magic Catalyst
Adjacent enemies take 50% more direct spell damage. Positioning beside a target prepares a spell hit rather than automatically strengthening all physical attacks.
Colossus 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 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Magic Absorption: Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 92: 920 additional base damage before other modifiers.
Attack
25
Defense
30
Health
500
Damage · Might
69–92
Initiative
16
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated
Cost per creature: 5500 gold + 1 dragonsteel
Abilities and limitations
Construct
Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Magic Absorption
Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 92: 920 additional base damage before other modifiers.
Titan 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 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Magic Absorption: Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 92: 920 additional base damage before other modifiers.
Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Magic Absorption
Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 92: 920 additional base damage before other modifiers.
Restores health to living and mechanical allies. This special repair also supports constructs.
Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.
Timing, specific abilities and the follow-up plan
Compare Initiative 8, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
0
Defense
5
Health
300
Damage · Might
—
Initiative
8
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: 500 gold
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Restores health to living and mechanical allies. This special repair also supports constructs.
Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.
Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.
Timing, specific abilities and the follow-up plan
Compare Initiative 15, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
5
Defense
5
Health
500
Damage · Prime
16–24
Initiative
15
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: 1000 gold
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.
Timing, specific abilities and the follow-up plan
Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
0
Defense
10
Health
3000
Damage · Prime
70–110
Initiative
100
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: Not included in this inventory
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
Skeleton 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 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
1
Defense
0
Health
13
Damage · Might
2
Initiative
15
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
25
Cost per creature: 36 gold
Growth 25 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Skeleton Hoplite 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 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
2
Defense
4
Health
13
Damage · Might
2–4
Initiative
16
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
25
Cost per creature: 47 gold
Growth 25 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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 5 and Initiative 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
3
Defense
3
Health
15
Damage · Dark
2–3
Initiative
22
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
18
Cost per creature: 50 gold
Growth 18 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Banshee 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 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Vigilance: Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.
Attack
3
Defense
5
Health
15
Damage · Dark
2–4
Initiative
28
Combat movement
6
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
18
Cost per creature: 65 gold
Growth 18 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Vigilance
Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Ebon Spider 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
4
Defense
4
Health
28
Damage · Might
3–5
Initiative
22
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
10
Cost per creature: 110 gold
Growth 10 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Death Spider 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 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Withering Venom: Adds Dark damage at target turn start for three rounds. The base per Death Spider progresses through 4, 8 and 12, separately from the first hit’s physical damage.
Attack
4
Defense
4
Health
28
Damage · Might
3–5
Initiative
28
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
10
Cost per creature: 143 gold
Growth 10 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Withering Venom
Adds Dark damage at target turn start for three rounds. The base per Death Spider progresses through 4, 8 and 12, separately from the first hit’s physical damage.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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 5 and Initiative 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
8
Defense
9
Health
48
Damage · Might
9–11
Initiative
14
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
5
Cost per creature: 280 gold
Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Plague 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 5 and Initiative 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Aura of Pestilence: Reduces attack by 5 and movement by 1 for two rounds. It weakens both strength and reach rather than merely dealing direct damage.
Attack
8
Defense
9
Health
53
Damage · Might
9–11
Initiative
18
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
5
Cost per creature: 370 gold
Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Aura of Pestilence
Reduces attack by 5 and movement by 1 for two rounds. It weakens both strength and reach rather than merely dealing direct damage.
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 3 and Initiative 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
7
Defense
7
Health
36
Damage · Dark
8–11
Initiative
14
Combat movement
3
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
5
Cost per creature: 280 gold
Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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 3 and Initiative 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Hex of Disruption: Shooting reduces the target’s defense and adjacent enemy stacks’ defense by 10 for two rounds. Another ally can exploit several weakened targets from one hit.
Attack
7
Defense
8
Health
41
Damage · Dark
9–12
Initiative
16
Combat movement
3
Ranged reach
Full
Morale
0
Luck
5
Base dwelling growth
5
Cost per creature: 370 gold
Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Hex of Disruption
Shooting reduces the target’s defense and adjacent enemy stacks’ defense by 10 for two rounds. Another ally can exploit several weakened targets from one hit.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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 5 and Initiative 32 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Life Drain: Restores its own health equal to 50% of damage dealt and can recover fallen stack members. Assess recovery from damage actually inflicted.
Attack
11
Defense
14
Health
95
Damage · Might
15–23
Initiative
32
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
2
Cost per creature: 1100 gold
Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Life Drain
Restores its own health equal to 50% of damage dealt and can recover fallen stack members. Assess recovery from damage actually inflicted.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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 6 and Initiative 36 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Life Drain: Restores its own health equal to 50% of damage dealt and can recover fallen stack members. Assess recovery from damage actually inflicted.
Vigilance: Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.
Attack
12
Defense
15
Health
110
Damage · Might
18–25
Initiative
36
Combat movement
6
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
2
Cost per creature: 1430 gold
Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Life Drain
Restores its own health equal to 50% of damage dealt and can recover fallen stack members. Assess recovery from damage actually inflicted.
Vigilance
Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Grim 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 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Nightmarish Presence: Adjacent enemies lose 30 morale. Nonliving or other morale-immune targets do not provide the aura’s ordinary benefit.
Attack
45
Defense
20
Health
300
Damage · Might
85–95
Initiative
18
Combat movement
6
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
1
Cost per creature: 4670 gold + 1 shadowsteel
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Nightmarish Presence
Adjacent enemies lose 30 morale. Nonliving or other morale-immune targets do not provide the aura’s ordinary benefit.
Grim Reaper 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 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Nightmarish Presence: Adjacent enemies lose 30 morale. Nonliving or other morale-immune targets do not provide the aura’s ordinary benefit.
Fatal Strike: If the hit deals at least 1 damage, it kills at least one enemy creature. The effect can therefore threaten even a highly durable individual target.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Nightmarish Presence
Adjacent enemies lose 30 morale. Nonliving or other morale-immune targets do not provide the aura’s ordinary benefit.
Fatal Strike
If the hit deals at least 1 damage, it kills at least one enemy creature. The effect can therefore threaten even a highly durable individual target.
Bone 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 5 and Initiative 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Soul-flaying Breath: The Dark beam damages enemies with decreasing strength at greater distances. Near and distant targets need not take the same damage from one breath.
Attack
25
Defense
40
Health
400
Damage · Dark
70–86
Initiative
19
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
1
Cost per creature: 4670 gold + 1 dragonsteel
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Soul-flaying Breath
The Dark beam damages enemies with decreasing strength at greater distances. Near and distant targets need not take the same damage from one breath.
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 6 and Initiative 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Soul-flaying Breath: The Dark beam damages enemies with decreasing strength at greater distances. Near and distant targets need not take the same damage from one breath.
Soul Reaver: Transfers 1 mana from the enemy hero to your hero per killed creature. Mana gained from one hit is capped by the hero’s Magic attribute.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Soul-flaying Breath
The Dark beam damages enemies with decreasing strength at greater distances. Near and distant targets need not take the same damage from one breath.
Soul Reaver
Transfers 1 mana from the enemy hero to your hero per killed creature. Mana gained from one hit is capped by the hero’s Magic attribute.
Removes harmful Light magic from allies and strengthens their damage. Against an enemy uses a Dark hit; the table below describes that offensive mode.
Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.
Timing, specific abilities and the follow-up plan
Compare Initiative 18, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
5
Defense
5
Health
600
Damage · Dark
16–24
Initiative
18
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: 1500 gold
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Removes harmful Light magic from allies and strengthens their damage. Against an enemy uses a Dark hit; the table below describes that offensive mode.
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.
Timing, specific abilities and the follow-up plan
Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
0
Defense
8
Health
2100
Damage · Dark
65–105
Initiative
100
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: Not included in this inventory
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
Gnoll 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 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
4
Defense
0
Health
10
Damage · Might
1–2
Initiative
18
Combat movement
4
Ranged reach
Half
Morale
0
Luck
0
Base dwelling growth
24
Cost per creature: 38 gold
Growth 24 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
No additional special ability in the reference table.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Gnoll 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 4 and Initiative 21 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Opportunity Attack: When not engaged in melee, can fire a free half-damage shot at an enemy attacked in melee. Allied attack order can therefore generate additional hits.
Attack
4
Defense
0
Health
10
Damage · Might
2
Initiative
21
Combat movement
4
Ranged reach
Half
Morale
0
Luck
0
Base dwelling growth
24
Cost per creature: 49 gold
Growth 24 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
When not engaged in melee, can fire a free half-damage shot at an enemy attacked in melee. Allied attack order can therefore generate additional hits.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Strike and Return: Returns to its starting position after attacking if that position remains free. Returning does not itself determine the enemy’s right to retaliate.
Attack
1
Defense
0
Health
12
Damage · Might
2–3
Initiative
25
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
20
Cost per creature: 45 gold
Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
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 6 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Strike and Return: Returns to its starting position after attacking if that position remains free. Returning does not itself determine the enemy’s right to retaliate.
No Retaliation: The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Attack
1
Defense
0
Health
13
Damage · Might
2–3
Initiative
30
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
20
Cost per creature: 59 gold
Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Brute 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 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Demonic Lineage: Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Attack
5
Defense
1
Health
21
Damage · Might
2–6
Initiative
17
Combat movement
4
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
12
Cost per creature: 92 gold
Growth 12 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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 5 and Initiative 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Demonic Lineage: Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Unfettered: Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Attack
6
Defense
2
Health
25
Damage · Might
3–7
Initiative
20
Combat movement
5
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
12
Cost per creature: 120 gold
Growth 12 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Unfettered
Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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 4 and Initiative 21 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mobile Shooter: Can move and shoot or shoot and then move. Action order lets it maintain distance after its own hit.
Attack
9
Defense
3
Health
28
Damage · Might
5–8
Initiative
21
Combat movement
4
Ranged reach
Half
Morale
0
Luck
0
Base dwelling growth
7
Cost per creature: 215 gold
Growth 7 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Can move and shoot or shoot and then move. Action order lets it maintain distance after its own hit.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Centaur Marauder 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 26 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mobile Shooter: Can move and shoot or shoot and then move. Action order lets it maintain distance after its own hit.
Maneuver: When retaliating against a melee attack moves away and returns fire. Available nearby space therefore affects the response.
Attack
9
Defense
5
Health
34
Damage · Might
6–10
Initiative
26
Combat movement
5
Ranged reach
Full
Morale
0
Luck
0
Base dwelling growth
7
Cost per creature: 280 gold
Growth 7 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Can move and shoot or shoot and then move. Action order lets it maintain distance after its own hit.
Maneuver
When retaliating against a melee attack moves away and returns fire. Available nearby space therefore affects the response.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Sand Wyvern 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 31 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Regeneration: Restores 20 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.
Earth resistance: Earth spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.
Attack
4
Defense
3
Health
38
Damage · Might
6–10
Initiative
31
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
6
Cost per creature: 250 gold
Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Restores 20 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.
Earth resistance
Earth spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.
Venomous Wyvern 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 32 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Regeneration: Restores 20 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.
Earth resistance: Earth spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.
Attack
4
Defense
4
Health
45
Damage · Might
7–12
Initiative
32
Combat movement
7
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
6
Cost per creature: 316 gold
Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Restores 20 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.
Earth resistance
Earth spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.
Acid Spit
The first hit is followed by 50% of its damage next round and 25% the round afterward. The initial strike does not represent all future losses.
Basilisk 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 5 and Initiative 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Petrification: A critical hit disables the target through its next turn or until further damage. Another hit can release a dangerous opponent by breaking the status.
Attack
10
Defense
10
Health
120
Damage · Might
18–23
Initiative
16
Combat movement
5
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
2
Cost per creature: 1100 gold
Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Basilisk Lancer 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 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Petrification: A critical hit disables the target through its next turn or until further damage. Another hit can release a dangerous opponent by breaking the status.
Long Reach: A small creature cannot retaliate against this attack. Do not automatically expect the same conditional protection against a large target.
Attack
12
Defense
10
Health
155
Damage · Might
25–27
Initiative
17
Combat movement
6
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
2
Cost per creature: 1430 gold
Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
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 4 and Initiative 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Demonic Lineage: Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Sweeping Bash: Hits enemies in a smaller arc beside the target and disables critically hit victims through their next turn. Assess critical results for the targets actually struck.
Attack
22
Defense
32
Health
450
Damage · Might
75–90
Initiative
14
Combat movement
4
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
1
Cost per creature: 4670 gold + 1 Dragonblood crystals
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Sweeping Bash
Hits enemies in a smaller arc beside the target and disables critically hit victims through their next turn. Assess critical results for the targets actually struck.
Enraged 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 4 and Initiative 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Demonic Lineage: Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Sweeping Bash: Hits enemies in a smaller arc beside the target and disables critically hit victims through their next turn. Assess critical results for the targets actually struck.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Sweeping Bash
Hits enemies in a smaller arc beside the target and disables critically hit victims through their next turn. Assess critical results for the targets actually struck.
Fiery Eye
Shoots at full range with reference damage of 40–47 Fire. This ranged option is a separate ability rather than something inferred from the card’s melee attack.
Behemoth 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Piercing Claws: Hits ignore half of target defense. This is not a fixed addition of 50% to final damage.
Attack
32
Defense
25
Health
420
Damage · Might
70–85
Initiative
22
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
1
Cost per creature: 4670 gold + 1 dragonsteel
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Ancient Behemoth 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 23 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Piercing Claws: Hits ignore half of target defense. This is not a fixed addition of 50% to final damage.
Mighty Pounce: Once per battle leaps up to twice movement and hits adjacent enemies without retaliation. The landing position determines how many targets are reached.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Hits ignore half of target defense. This is not a fixed addition of 50% to final damage.
Mighty Pounce
Once per battle leaps up to twice movement and hits adjacent enemies without retaliation. The landing position determines how many targets are reached.
Uses health restoration on an ally or Earth damage against an enemy. Each mode has its own sequence of values by stage.
Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.
Timing, specific abilities and the follow-up plan
Compare Initiative 21, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
5
Defense
5
Health
600
Damage · Earth
20–28
Initiative
21
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: 1500 gold
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Uses health restoration on an ally or Earth damage against an enemy. Each mode has its own sequence of values by stage.
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.
Timing, specific abilities and the follow-up plan
Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
0
Defense
12
Health
3900
Damage · Might
75–115
Initiative
100
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: Not included in this inventory
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
The source reverses Tamed Cyclops’s stage-four damage bounds. That value remains unverified rather than being presented as a valid range.
Abilities and limitations
Warfare role
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
Pixie 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.
Attack
5
Defense
1
Health
11
Damage · Earth
2
Initiative
35
Combat movement
5
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
19
Cost per creature: 48 gold
Growth 19 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
No additional special ability in the reference table.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Sprite 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 38 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
No Retaliation: The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Attack
5
Defense
1
Health
12
Damage · Earth
2–3
Initiative
38
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
19
Cost per creature: 62 gold
Growth 19 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Dryad 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Treant Synergy: Adds 5 defense to itself and adjacent allies and restores adjacent allied Treants’ health at turn end. Neighbor type and position therefore matter.
Attack
2
Defense
2
Health
11
Damage · Earth
2
Initiative
22
Combat movement
5
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
20
Cost per creature: 45 gold
Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Adds 5 defense to itself and adjacent allies and restores adjacent allied Treants’ health at turn end. Neighbor type and position therefore matter.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Oak Dryad 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 27 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Treant Synergy: Adds 5 defense to itself and adjacent allies and restores adjacent allied Treants’ health at turn end. Neighbor type and position therefore matter.
Gift of Life: Mother Treant’s regeneration can recover fallen Dryads. Recovery planning therefore depends on creature type as well as missing health.
Attack
2
Defense
2
Health
16
Damage · Earth
2–3
Initiative
27
Combat movement
5
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
20
Cost per creature: 59 gold
Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Adds 5 defense to itself and adjacent allies and restores adjacent allied Treants’ health at turn end. Neighbor type and position therefore matter.
Gift of Life
Mother Treant’s regeneration can recover fallen Dryads. Recovery planning therefore depends on creature type as well as missing health.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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 4 and Initiative 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
5
Defense
3
Health
15
Damage · Might
2–4
Initiative
19
Combat movement
4
Ranged reach
Half
Morale
5
Luck
0
Base dwelling growth
11
Cost per creature: 100 gold
Growth 11 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Master 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 4 and Initiative 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Double Shot: A second shot occurs only if the first ranged hit kills at least one creature. Retaliation can occur after the first hit.
Attack
5
Defense
3
Health
17
Damage · Might
2–4
Initiative
20
Combat movement
4
Ranged reach
Half
Morale
5
Luck
0
Base dwelling growth
11
Cost per creature: 130 gold
Growth 11 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Druid 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 23 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Leaf Daggers: Once per battle fires at full range through a line of enemies, ignoring defense and cover. A good line can achieve more than a normal single-target attack.
Attack
6
Defense
6
Health
27
Damage · Earth
5–8
Initiative
23
Combat movement
4
Ranged reach
Half
Morale
5
Luck
0
Base dwelling growth
6
Cost per creature: 250 gold
Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Once per battle fires at full range through a line of enemies, ignoring defense and cover. A good line can achieve more than a normal single-target attack.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Druid Elder 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.
Leaf Daggers: Once per battle fires at full range through a line of enemies, ignoring defense and cover. A good line can achieve more than a normal single-target attack.
Thorns: Creates a 2 × 2 area for three rounds. An enemy starting its turn there loses 3 movement and takes 10 Earth damage per Druid Elder if it moves.
Attack
7
Defense
7
Health
32
Damage · Earth
6–9
Initiative
25
Combat movement
4
Ranged reach
Full
Morale
5
Luck
0
Base dwelling growth
6
Cost per creature: 320 gold
Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Once per battle fires at full range through a line of enemies, ignoring defense and cover. A good line can achieve more than a normal single-target attack.
Thorns
Creates a 2 × 2 area for three rounds. An enemy starting its turn there loses 3 movement and takes 10 Earth damage per Druid Elder if it moves.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Blade Dancer 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 29 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Vigilance: Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.
Attack
9
Defense
6
Health
38
Damage · Might
9–13
Initiative
29
Combat movement
5
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
5
Cost per creature: 280 gold
Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Blade Master 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 34 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Vigilance: Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.
Whirling Death: One attack hits every adjacent enemy. Positioning among targets matters beyond the strength of the main enemy stack.
Attack
9
Defense
6
Health
48
Damage · Might
9–13
Initiative
34
Combat movement
5
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
5
Cost per creature: 370 gold
Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.
Whirling Death
One attack hits every adjacent enemy. Positioning among targets matters beyond the strength of the main enemy stack.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Moon Doe 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 37 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Unfettered: Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Attack
13
Defense
13
Health
120
Damage · Might
17–23
Initiative
37
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
2
Cost per creature: 1100 gold
Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Sun Deer 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 42 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Unfettered: Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Inspiring Presence: The creature and adjacent allies gain 20 morale and 20 luck. These modify both attributes rather than adding fixed direct damage.
Attack
15
Defense
13
Health
130
Damage · Might
19–25
Initiative
42
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
2
Cost per creature: 1430 gold
Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Treant 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 3 and Initiative 12 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Living Shelter: Gains 10 defense, covers allies and stops passing enemies while letting allies through. The protection ends when it moves or attacks.
Attack
22
Defense
35
Health
400
Damage · Might
50–70
Initiative
12
Combat movement
3
Ranged reach
Full
Morale
5
Luck
0
Base dwelling growth
1
Cost per creature: 4670 gold + 1 starsilver
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Ancient Treant 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 3 and Initiative 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Living Shelter: Gains 10 defense, covers allies and stops passing enemies while letting allies through. The protection ends when it moves or attacks.
Entangling Roots: The target cannot move or use movement-based abilities until the Treant moves. This is not a general prohibition on all spells or shooting.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Green 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 5 and Initiative 11 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Regeneration: Restores 300 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.
Earth immunity: Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
25
Defense
25
Health
500
Damage · Earth
75–77
Initiative
11
Combat movement
5
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
1
Cost per creature: 4670 gold + 1 shadowsteel
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Emerald 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 5 and Initiative 12 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Regeneration: Restores 300 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.
Earth immunity: Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Provides regeneration for three rounds, triggered at target turn start. Gift of Life determines recovery of fallen Dryads.
Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.
Timing, specific abilities and the follow-up plan
Compare Initiative 12, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
—
Defense
5
Health
300
Damage · Might
—
Initiative
12
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: 500 gold
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Provides regeneration for three rounds, triggered at target turn start. Gift of Life determines recovery of fallen Dryads.
Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.
Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.
Timing, specific abilities and the follow-up plan
Compare Initiative 27, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
5
Defense
5
Health
200
Damage · Might
14–22
Initiative
27
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: 1000 gold
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.
Timing, specific abilities and the follow-up plan
Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
0
Defense
8
Health
2100
Damage · Might
65–105
Initiative
100
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: Not included in this inventory
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
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 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
4
Defense
0
Health
12
Damage · Might
1–2
Initiative
18
Combat movement
5
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
19
Cost per creature: 48 gold
Growth 19 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
No additional special ability in the reference table.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Tracker 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 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Armor Piercing: The ranged attack ignores target defense. Other hit rules still matter, including damage type and specific immunities.
Attack
4
Defense
1
Health
14
Damage · Might
1–2
Initiative
20
Combat movement
5
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
19
Cost per creature: 62 gold
Growth 19 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
The ranged attack ignores target defense. Other hit rules still matter, including damage type and specific immunities.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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 5 and Initiative 24 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Backstab: Increases the total flanking bonus by 50%. It requires flanking rather than automatically increasing every attack by 50%.
Attack
3
Defense
1
Health
10
Damage · Might
2–3
Initiative
24
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
20
Cost per creature: 45 gold
Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
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 5 and Initiative 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Backstab: Increases the total flanking bonus by 50%. It requires flanking rather than automatically increasing every attack by 50%.
Poisoned Blades: Deals Dark damage at target turn start for three rounds. The base per Shade progresses through 2, 4 and 6; the first tick is not the entire effect.
Attack
3
Defense
1
Health
11
Damage · Might
2–3
Initiative
28
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
20
Cost per creature: 59 gold
Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Troglodyte 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 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Blind: A naturally blind creature cannot be blinded. This is not an active attack that blinds opponents.
Earth immunity: Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
3
Defense
4
Health
25
Damage · Might
3–5
Initiative
17
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
9
Cost per creature: 123 gold
Growth 9 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Chthonian 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.
Blind: A naturally blind creature cannot be blinded. This is not an active attack that blinds opponents.
Earth immunity: Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
6
Defense
4
Health
35
Damage · Earth
4–5
Initiative
25
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
9
Cost per creature: 159 gold
Growth 9 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Medusa 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 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mesmerize: A critical hit disables the target through its next turn or until it takes further damage. Consider whether a following hit would break the control just gained.
Attack
4
Defense
2
Health
34
Damage · Dark
6–9
Initiative
28
Combat movement
4
Ranged reach
Half
Morale
0
Luck
10
Base dwelling growth
Not stated
Cost per creature: 280 gold
Abilities and limitations
Mesmerize
A critical hit disables the target through its next turn or until it takes further damage. Consider whether a following hit would break the control just gained.
Medusa Sorceress 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 33 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mesmerize: A critical hit disables the target through its next turn or until it takes further damage. Consider whether a following hit would break the control just gained.
Mobile Shooter: Can move and shoot or shoot and then move. Action order lets it maintain distance after its own hit.
Attack
6
Defense
3
Health
39
Damage · Dark
7–10
Initiative
33
Combat movement
5
Ranged reach
Half
Morale
0
Luck
10
Base dwelling growth
Not stated
Cost per creature: 370 gold
Abilities and limitations
Mesmerize
A critical hit disables the target through its next turn or until it takes further damage. Consider whether a following hit would break the control just gained.
Mobile Shooter
Can move and shoot or shoot and then move. Action order lets it maintain distance after its own hit.
Strider 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 27 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Dark immunity: Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
9
Defense
8
Health
50
Damage · Might
12–16
Initiative
27
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated
Cost per creature: 340 gold
Abilities and limitations
Construct
Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Dark immunity
Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Soulless 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 32 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Dark immunity: Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
11
Defense
8
Health
60
Damage · Might
12–16
Initiative
32
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated
Cost per creature: 440 gold
Abilities and limitations
Construct
Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Dark immunity
Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Heart of Darkness
The creature and adjacent allies take half Light spell damage and 25% less Light attack damage. Nearby enemies become 25% more vulnerable to Dark damage.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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 4 and Initiative 21 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Preemptive Strike: Retaliates before the attacker’s hit lands. Casualties can therefore weaken the blow that has yet to arrive.
Attack
17
Defense
10
Health
140
Damage · Might
20–29
Initiative
21
Combat movement
4
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated
Cost per creature: 1100 gold
Abilities and limitations
Preemptive Strike
Retaliates before the attacker’s hit lands. Casualties can therefore weaken the blow that has yet to arrive.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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 24 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Preemptive Strike: Retaliates before the attacker’s hit lands. Casualties can therefore weaken the blow that has yet to arrive.
No Retaliation: The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Attack
17
Defense
13
Health
160
Damage · Might
20–29
Initiative
24
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated
Cost per creature: 1430 gold
Abilities and limitations
Preemptive Strike
Retaliates before the attacker’s hit lands. Casualties can therefore weaken the blow that has yet to arrive.
No Retaliation
The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
Cave Hydra 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.
Six-headed attack: Hits enemies in a broad arc around the main target. Check which adjacent stacks are actually affected before attacking.
Attack
30
Defense
22
Health
500
Damage · Might
64–85
Initiative
25
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
1
Cost per creature: 4670 gold + 1 Dragonblood crystals
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Dark Hydra 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.
Six-headed attack: Hits enemies in a broad arc around the main target. Check which adjacent stacks are actually affected before attacking.
Life Drain: Restores its own health equal to 50% of damage dealt and can recover fallen stack members. Assess recovery from damage actually inflicted.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
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 5 and Initiative 29 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Withering Breath: Dark breath adds half the original damage next round and 25% a round later. The cone can affect several stacks together.
Dark immunity: Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
25
Defense
20
Health
400
Damage · Dark
70–80
Initiative
29
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
1
Cost per creature: 4670 gold + 1 shadowsteel
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
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 6 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Withering Breath: Dark breath adds half the original damage next round and 25% a round later. The cone can affect several stacks together.
Magic Immunity: Cannot be targeted by harmful spells or effects from any school. Magical components of enemy attacks deal half damage; this does not universally cancel every magical hit.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Dark breath adds half the original damage next round and 25% a round later. The cone can affect several stacks together.
Magic Immunity
Cannot be targeted by harmful spells or effects from any school. Magical components of enemy attacks deal half damage; this does not universally cancel every magical hit.
Wraps an ally in a protective Dark shroud. At the next melee attack the shroud deals the listed Dark damage to the attacker.
Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.
Timing, specific abilities and the follow-up plan
Compare Initiative 35, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
—
Defense
5
Health
300
Damage · Might
—
Initiative
35
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: 500 gold
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Wraps an ally in a protective Dark shroud. At the next melee attack the shroud deals the listed Dark damage to the attacker.
Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.
Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.
Timing, specific abilities and the follow-up plan
Compare Initiative 25, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
10
Defense
5
Health
250
Damage · Might
14–22
Initiative
25
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: 1000 gold
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.
Timing, specific abilities and the follow-up plan
Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
0
Defense
10
Health
3000
Damage · Earth
70–110
Initiative
100
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: Not included in this inventory
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
Kobold Scout 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 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
1
Defense
2
Health
10
Damage · Might
2
Initiative
20
Combat movement
5
Ranged reach
Half
Morale
0
Luck
0
Base dwelling growth
23
Cost per creature: 40 gold
Content: Trial by Fire
Growth 23 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Kobold Pathfinder 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 23 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Nimble: Gains 10 defense against a large creature’s attack or retaliation and prevents that creature from flanking it. The condition does not apply to a small opponent.
Attack
3
Defense
2
Health
11
Damage · Might
2
Initiative
23
Combat movement
5
Ranged reach
Half
Morale
0
Luck
0
Base dwelling growth
23
Cost per creature: 51 gold
Content: Trial by Fire
Growth 23 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Gains 10 defense against a large creature’s attack or retaliation and prevents that creature from flanking it. The condition does not apply to a small opponent.
Defender 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 13 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Attack
2
Defense
9
Health
18
Damage · Might
1–2
Initiative
13
Combat movement
4
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
22
Cost per creature: 41 gold
Content: Trial by Fire
Growth 22 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Shieldguard 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 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Dwarven Shieldwall: Gains 5 defense against attacks without flanking. Those attacks and retaliations also cannot stun it, making attack direction relevant.
Attack
3
Defense
10
Health
22
Damage · Might
1–2
Initiative
15
Combat movement
4
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
22
Cost per creature: 54 gold
Content: Trial by Fire
Growth 22 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Bear 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 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Wild: After an enemy melee attack strikes back twice and disables critically hit opponents through their next turn. An enemy retaliation does not trigger this response.
Attack
3
Defense
4
Health
26
Damage · Might
3–4
Initiative
14
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
7
Cost per creature: 158 gold
Content: Trial by Fire
Growth 7 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
After an enemy melee attack strikes back twice and disables critically hit opponents through their next turn. An enemy retaliation does not trigger this response.
Heroes connected to this creature
Army in the reference table (4)
These counts come from the cited hero table. A scenario and recruitment conditions can change them.
Blackbear 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 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Wild: After an enemy melee attack strikes back twice and disables critically hit opponents through their next turn. An enemy retaliation does not trigger this response.
Rage: After an enemy ranged hit gains 3 damage, 2 movement and resistance to harmful mind effects through its next turn. Shooting can therefore help it reach a counterattack.
Attack
4
Defense
5
Health
32
Damage · Might
3–4
Initiative
18
Combat movement
4
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
7
Cost per creature: 174 gold
Content: Trial by Fire
Growth 7 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
After an enemy melee attack strikes back twice and disables critically hit opponents through their next turn. An enemy retaliation does not trigger this response.
Rage
After an enemy ranged hit gains 3 damage, 2 movement and resistance to harmful mind effects through its next turn. Shooting can therefore help it reach a counterattack.
Dis 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 29 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Soulfire: Adjacent stacks gain 15 morale and 2 movement, including when merely passing the creature. A planned movement path can therefore prepare another attack.
Attack
5
Defense
5
Health
30
Damage · Fire
8–11
Initiative
29
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
6
Cost per creature: 280 gold
Content: Trial by Fire
Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Adjacent stacks gain 15 morale and 2 movement, including when merely passing the creature. A planned movement path can therefore prepare another attack.
Valkyrie 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 34 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Soulfire: Adjacent stacks gain 15 morale and 2 movement, including when merely passing the creature. A planned movement path can therefore prepare another attack.
Fire Shield: Returns 25% of damage from a direct melee attack or retaliation as Fire damage. Account for the cost of making contact.
Attack
6
Defense
7
Health
36
Damage · Fire
8–11
Initiative
34
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
6
Cost per creature: 370 gold
Content: Trial by Fire
Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Adjacent stacks gain 15 morale and 2 movement, including when merely passing the creature. A planned movement path can therefore prepare another attack.
Fire Shield
Returns 25% of damage from a direct melee attack or retaliation as Fire damage. Account for the cost of making contact.
Lava 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
7
Defense
10
Health
52
Damage · Fire
9–11
Initiative
22
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
6
Cost per creature: 280 gold
Content: Trial by Fire
Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Magma 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 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
8
Defense
12
Health
66
Damage · Fire
9–11
Initiative
25
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
6
Cost per creature: 370 gold
Content: Trial by Fire
Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Rune Priest 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 24 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Rune of Balance: Enables a 3 × 3 aura sharing damage to an ally among allied stacks inside. Once per battle the rune can also remove enemy buffs and allied debuffs in range.
Attack
11
Defense
10
Health
110
Damage · Fire
14–16
Initiative
24
Combat movement
4
Ranged reach
Half
Morale
10
Luck
0
Base dwelling growth
2
Cost per creature: 1100 gold
Content: Trial by Fire
Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Enables a 3 × 3 aura sharing damage to an ally among allied stacks inside. Once per battle the rune can also remove enemy buffs and allied debuffs in range.
Rune Patriarch 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 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Rune of Balance: Enables a 3 × 3 aura sharing damage to an ally among allied stacks inside. Once per battle the rune can also remove enemy buffs and allied debuffs in range.
Rune Teleport: Teleports to a friendly rune, destroys it and retains its aura for the battle. Consuming the rune is part of the movement’s cost.
Attack
11
Defense
12
Health
115
Damage · Fire
15–20
Initiative
28
Combat movement
4
Ranged reach
Full
Morale
10
Luck
0
Base dwelling growth
2
Cost per creature: 1430 gold
Content: Trial by Fire
Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Enables a 3 × 3 aura sharing damage to an ally among allied stacks inside. Once per battle the rune can also remove enemy buffs and allied debuffs in range.
Rune Teleport
Teleports to a friendly rune, destroys it and retains its aura for the battle. Consuming the rune is part of the movement’s cost.
Fire Giant 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 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Magma Blood: Resists harmful Fire magic. Fire damage from an enemy attack can kill at most the first creature in the stack, greatly changing large Fire hits.
Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
20
Defense
38
Health
535
Damage · Fire
65–80
Initiative
14
Combat movement
5
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
1
Cost per creature: 4670 gold + 1 starsilver
Content: Trial by Fire
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Einherjar 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 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Magma Blood: Resists harmful Fire magic. Fire damage from an enemy attack can kill at most the first creature in the stack, greatly changing large Fire hits.
Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Red 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 5 and Initiative 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Fire Breath: The Fire cone ignites affected empty tiles until the next round ends. Entering or starting a turn on the fire deals 40 Fire damage.
Attack
35
Defense
20
Health
400
Damage · Fire
60–79
Initiative
20
Combat movement
5
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
1
Cost per creature: 4670 gold + 1 Dragonblood crystals
Content: Trial by Fire
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Ardent 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 6 and Initiative 23 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Fire Breath: The Fire cone ignites affected empty tiles until the next round ends. Entering or starting a turn on the fire deals 40 Fire damage.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Restores allies’ health in the first three columns of their deployment. Friendly runes affecting the targets further scale stage five; 50 is not an unconditional final total.
Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.
Timing, specific abilities and the follow-up plan
Compare Initiative 9, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
—
Defense
5
Health
300
Damage · Might
—
Initiative
9
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: 500 gold
Content: Trial by Fire
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Restores allies’ health in the first three columns of their deployment. Friendly runes affecting the targets further scale stage five; 50 is not an unconditional final total.
Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.
Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.
Timing, specific abilities and the follow-up plan
Compare Initiative 17, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
5
Defense
10
Health
300
Damage · Might
14–22
Initiative
17
Combat movement
—
Ranged reach
Full
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: 1000 gold
Content: Trial by Fire
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.
Timing, specific abilities and the follow-up plan
Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.
Attack
0
Defense
12
Health
3000
Damage · Fire
65–105
Initiative
100
Combat movement
—
Ranged reach
Full
Morale
0
Luck
0
Base dwelling growth
—
Cost per creature: Not included in this inventory
Content: Trial by Fire
A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.
Abilities and limitations
Warfare role
Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.
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 36 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Unlimited Retaliations: Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
Attack
2
Defense
2
Health
22
Damage · Might
2–5
Initiative
36
Combat movement
6
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
Not stated
Cost per creature: 90 gold
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Unlimited Retaliations
Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
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 7 and Initiative 38 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Unlimited Retaliations: Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
Diving Attack: The creature takes flight and at its next turn start strikes a 2 × 2 area with increased attack and no retaliation. It then lands nearby; resolution depends on the impact area.
Attack
3
Defense
3
Health
24
Damage · Might
3–5
Initiative
38
Combat movement
7
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
Not stated
Cost per creature: 117 gold
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Unlimited Retaliations
Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
Diving Attack
The creature takes flight and at its next turn start strikes a 2 × 2 area with increased attack and no retaliation. It then lands nearby; resolution depends on the impact area.
Sea Elf Pirate 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 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Cleave: Hits twice during an attack, with possible retaliation between strikes. Casualties from the first exchange can affect the second hit.
Sea Warfare: When fighting aboard a ship gains 3 base damage, health, attack, defense, morale, luck, initiative and movement. This ship-based bonus does not apply on land.
Attack
4
Defense
1
Health
23
Damage · Might
3–4
Initiative
28
Combat movement
5
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
Not stated
Cost per creature: 120 gold
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Cleave
Hits twice during an attack, with possible retaliation between strikes. Casualties from the first exchange can affect the second hit.
Sea Warfare
When fighting aboard a ship gains 3 base damage, health, attack, defense, morale, luck, initiative and movement. This ship-based bonus does not apply on land.
Air 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 8 and Initiative 44 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Air immunity: Resists harmful Air spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Earth vulnerability: Takes 25% more Earth damage. Other magic schools do not automatically exploit this particular weakness.
Attack
15
Defense
15
Health
140
Damage · Air
20–30
Initiative
44
Combat movement
8
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated
Cost per creature: 2500 gold + 1 Dragonblood crystals
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Air immunity
Resists harmful Air spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Earth vulnerability
Takes 25% more Earth damage. Other magic schools do not automatically exploit this particular weakness.
Strike and Return
Returns to its starting position after attacking if that position remains free. Returning does not itself determine the enemy’s right to retaliate.
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 11 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Earth immunity: Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Fire vulnerability: Takes 25% more Fire damage. Other magic schools do not automatically exploit this particular weakness.
Attack
13
Defense
17
Health
230
Damage · Earth
25–35
Initiative
11
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated
Cost per creature: 2500 gold + 1 shadowsteel
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Earth immunity
Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Fire vulnerability
Takes 25% more Fire damage. Other magic schools do not automatically exploit this particular weakness.
Bash
A critical hit prevents retaliation and disables the target through its next turn. An ordinary noncritical hit does not satisfy the trigger.
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 29 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
17
Defense
13
Health
100
Damage · Fire
15–25
Initiative
29
Combat movement
5
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
Not stated
Cost per creature: 2500 gold + 1 dragonsteel
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Fire immunity
Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Water vulnerability
Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Nova
Hits a 3 × 3 area with Fire damage. The ability cannot be used while engaged in melee.
Water 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 4 and Initiative 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Water immunity: Resists harmful Water spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Air vulnerability: Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.
Attack
15
Defense
15
Health
150
Damage · Water
20–30
Initiative
22
Combat movement
4
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
Not stated
Cost per creature: 2500 gold + 1 starsilver
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Water immunity
Resists harmful Water spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Air vulnerability
Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.
Unlimited Retaliations
Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
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 32 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Demonic Lineage: Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Charge: Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.
Attack
8
Defense
6
Health
33
Damage · Might
8–12
Initiative
32
Combat movement
6
Ranged reach
—
Morale
0
Luck
15
Base dwelling growth
Not stated
Cost per creature: 230 gold
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Demonic Lineage
Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Charge
Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.
Unfettered
Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
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 5 and Initiative 27 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Demonic Lineage: Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Nova: Hits a 3 × 3 area with Fire damage. The ability cannot be used while engaged in melee.
Attack
15
Defense
10
Health
100
Damage · Fire
12–15
Initiative
27
Combat movement
5
Ranged reach
Full
Morale
0
Luck
10
Base dwelling growth
Not stated
Cost per creature: 1280 gold
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Demonic Lineage
Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Nova
Hits a 3 × 3 area with Fire damage. The ability cannot be used while engaged in melee.
Shantiri Golem 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 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Bash: A critical hit prevents retaliation and disables the target through its next turn. An ordinary noncritical hit does not satisfy the trigger.
Attack
4
Defense
5
Health
40
Damage · Fire
5–8
Initiative
17
Combat movement
5
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
Not stated
Cost per creature: 140 gold
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Construct
Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Bash
A critical hit prevents retaliation and disables the target through its next turn. An ordinary noncritical hit does not satisfy the trigger.
Unfettered
Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Shantiri Titan 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Magic Absorption: Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 90: 900 additional base damage before other modifiers.
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Construct
Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Magic Absorption
Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 90: 900 additional base damage before other modifiers.
Rooting
A normal hit reduces movement by 3 for two rounds. A critical hit also prevents movement and movement-based abilities through the target’s next turn.
Regeneration
Restores 300 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.
Gold 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 8 and Initiative 33 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Breath of Light: The Light beam can hit several enemies; a critically hit target is disabled through its next turn. Check the breath’s line.
Light immunity: Resists harmful Light spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
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 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Water resistance: Water spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.
Air vulnerability: Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.
Attack
2
Defense
4
Health
17
Damage · Might
2
Initiative
17
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated
Cost per creature: 30 gold
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Water resistance
Water spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.
Air vulnerability
Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.
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 6 and Initiative 33 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Dark resistance: Dark spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.
Indomitable: Resists morale reduction, Mesmerize and Face of Fear when attacked. This is not general immunity to direct magical damage.
Attack
4
Defense
1
Health
22
Damage · Might
3–5
Initiative
33
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated
Cost per creature: 90 gold
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Dark resistance
Dark spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.
Indomitable
Resists morale reduction, Mesmerize and Face of Fear when attacked. This is not general immunity to direct magical damage.
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 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Water immunity: Resists harmful Water spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Air vulnerability: Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.
Attack
5
Defense
8
Health
41
Damage · Water
5–9
Initiative
28
Combat movement
4
Ranged reach
Half
Morale
0
Luck
0
Base dwelling growth
Not stated
Cost per creature: 300 gold
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Water immunity
Resists harmful Water spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Air vulnerability
Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.
Splash
Bombards a 3 × 3 area. It cannot be used in melee, making shooter protection part of keeping the action available.
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 33 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Dark immunity: Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Light vulnerability: Takes 25% more Light damage. Other magic schools do not automatically exploit this particular weakness.
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 33 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Light immunity: Resists harmful Light spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Dark vulnerability: Takes 25% more Dark damage. Other magic schools do not automatically exploit this particular weakness.
Efreet 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 32 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Chaos Shield: A melee attacker or retaliating opponent receives a random magical debuff. The specific outcome cannot be selected in advance.
Attack
16
Defense
10
Health
166
Damage · Fire
16–26
Initiative
32
Combat movement
6
Ranged reach
—
Morale
0
Luck
15
Base dwelling growth
Not stated
Cost per creature: 2500 gold + 1 Dragonblood crystals
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Fire immunity
Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Chaos Shield
A melee attacker or retaliating opponent receives a random magical debuff. The specific outcome cannot be selected in advance.
White Tiger 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 33 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Preemptive Strike: Retaliates before the attacker’s hit lands. Casualties can therefore weaken the blow that has yet to arrive.
Indomitable: Resists morale reduction, Mesmerize and Face of Fear when attacked. This is not general immunity to direct magical damage.
Attack
9
Defense
6
Health
44
Damage · Might
8–15
Initiative
33
Combat movement
6
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
Not stated
Cost per creature: 400 gold
Content: Lost Tales of Axeoth
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Preemptive Strike
Retaliates before the attacker’s hit lands. Casualties can therefore weaken the blow that has yet to arrive.
Indomitable
Resists morale reduction, Mesmerize and Face of Fear when attacked. This is not general immunity to direct magical damage.
Lizardman 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 11 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Scatter Shot: Hits stacks in a 3 × 3 area for half damage. Check friendly stacks in the area rather than only the main target.
Attack
2
Defense
1
Health
10
Damage · Might
2–3
Initiative
11
Combat movement
6
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
Not stated
Cost per creature: 55 gold
Content: Trial by Fire
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Scatter Shot
Hits stacks in a 3 × 3 area for half damage. Check friendly stacks in the area rather than only the main target.
Black 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 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Defensive: After Defend, gains unlimited retaliations and prevents flanking bonuses until its next turn. The protection requires actually defending.
Attack
4
Defense
9
Health
35
Damage · Might
3–7
Initiative
19
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated
Cost per creature: 100 gold
Content: Trial by Fire
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Defensive
After Defend, gains unlimited retaliations and prevents flanking bonuses until its next turn. The protection requires actually defending.
Arcane Archer 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 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Imploding Arrow: Once per battle fires a shot that pulls creatures within three tiles toward the target and turns them toward it. The new positions can prepare area attacks or flanking.
Force Arrows: Ranged attacks ignore 25% of target defense. This neither removes all defense nor provides a fixed 25% bonus to every hit.
Attack
8
Defense
4
Health
26
Damage · Prime
5–12
Initiative
18
Combat movement
5
Ranged reach
Full
Morale
0
Luck
5
Base dwelling growth
Not stated
Cost per creature: 220 gold
Content: Trial by Fire
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Imploding Arrow
Once per battle fires a shot that pulls creatures within three tiles toward the target and turns them toward it. The new positions can prepare area attacks or flanking.
Force Arrows
Ranged attacks ignore 25% of target defense. This neither removes all defense nor provides a fixed 25% bonus to every hit.
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 5 and Initiative 21 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Corroding Venom: A voluntary attack reduces target defense by 15 until the end of its next turn. Retaliation does not trigger this trait.
Crippling Sting: Makes a half-damage melee attack without retaliation and disables an eligible target through the end of its next turn. Reduced immediate damage trades for control.
Attack
7
Defense
11
Health
62
Damage · Might
8–11
Initiative
21
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated
Cost per creature: 240 gold
Content: Trial by Fire
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Corroding Venom
A voluntary attack reduces target defense by 15 until the end of its next turn. Retaliation does not trigger this trait.
Crippling Sting
Makes a half-damage melee attack without retaliation and disables an eligible target through the end of its next turn. Reduced immediate damage trades for control.
Firebird 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 10 and Initiative 34 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Aura of Fire: The creature and adjacent stacks resist Water effects. The name does not itself imply an area Fire damage attack.
Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
30
Defense
30
Health
400
Damage · Might
70–80
Initiative
34
Combat movement
10
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated
Cost per creature: 3800 gold + 3 Dragonblood crystals
Content: Trial by Fire
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Aura of Fire
The creature and adjacent stacks resist Water effects. The name does not itself imply an area Fire damage attack.
Fire immunity
Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Rebirth
Once per battle a fully destroyed stack can return with half its initial creature count and cleared effects. This does not repeat after every destruction.
Kraken 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 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Stranglehold: A small target hit by an attack or retaliation cannot move until the creature’s next turn, death or movement. This alone does not say the target loses every other action.
Ink Spray: The attack deals 30% damage to enemies in part of the area around its target. The main target has a 50% chance of ineffective attacks and retaliation through its next turn.
Attack
30
Defense
30
Health
650
Damage · Might
70–90
Initiative
15
Combat movement
5
Ranged reach
—
Morale
10
Luck
10
Base dwelling growth
Not stated
Cost per creature: 3800 gold
Content: Trial by Fire
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Stranglehold
A small target hit by an attack or retaliation cannot move until the creature’s next turn, death or movement. This alone does not say the target loses every other action.
Ink Spray
The attack deals 30% damage to enemies in part of the area around its target. The main target has a 50% chance of ineffective attacks and retaliation through its next turn.
156 profiles: 112 base and upgraded town creatures from seven factions, 25 neutrals and 19 warfare units. Includes Fortress and other Trial by Fire creatures, separately identifying verified Lost Tales of Axeoth content. Historical Acid Cave stats include rebalanced Champions; this is not a UCP or Heroes 7.5 table. Base dwelling growth has separate references and is still missing for 14 profiles. Warfare units have their own stage 1–5 effect tables; their base parameters do not cover every Warfare level.
Attack and defense are numeric attributes; damage also has its own type or element. Full and half ranged reach describe an attack mode rather than ammunition. Compare Champions with their mutually exclusive dwellings. Warfare units use separate control and scaling; the five stages in their tables are not creature counts.