HEROES ATLAS
EN

Olden Era · 147 ENTRIES

Creature catalogue · Olden Era

Combat stats, recruitment costs and explanations of special abilities. Browse by town, with all entries available without JavaScript.

147 profiles from the game-data extract for build 25672315, dated 10 October 2026: 126 town forms across six factions, Fire Larva and 20 neutral profiles, including temporary Avatar and conversion-acquired Lich Dragon. Both alternative upgrades have separate cards. Creature type, attacks, movement, morale and luck remain distinct; abilities list Focus cost and cooldown. Supplementary official-wiki revisions are cited separately. Public beta 0.82 has different balance and additional neutrals; those values are kept separate from this reference build.

Creature catalogue

147

Angel — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 7

Angel

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Angel 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

Speed 4 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Refract and Reflect: Copies its current beneficial effects onto the selected ally without triggering Forging Perfection again. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Embodiment: Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.
Attack
30
Defense
30
Damage
50–75
Health
225
Speed / reach
4
Initiative
8
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
1
Creature type
Embodiment

Cost per creature: 2400 gold + 1 gems

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Refract and Reflect

    Copies its current beneficial effects onto the selected ally without triggering Forging Perfection again. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Forging Perfection

    Also receives beneficial effects applied to allies, retaining their strength and duration. One effect applied to several stacks is copied only once.

Reference ↗

Archangel — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 7

Archangel

First upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Archangel 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

Speed 5 and Initiative 12 govern different parts of the turn. This profile lists ability costs of 1/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Refract and Reflect: Copies its current beneficial effects onto the selected ally without triggering Forging Perfection again. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Devouring Chalice: Removes enemy beneficial effects within one hex of the selected location and transfers them to this stack. Both enemy placement and effect value matter. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
35
Defense
30
Damage
50–75
Health
225
Speed / reach
5
Initiative
12
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
1
Creature type
Embodiment

Cost per creature: 4000 gold + 2 gems

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Refract and Reflect

    Copies its current beneficial effects onto the selected ally without triggering Forging Perfection again. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Devouring Chalice

    Removes enemy beneficial effects within one hex of the selected location and transfers them to this stack. Both enemy placement and effect value matter. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Ranged Attack

    This profile permits shooting at any distance. Separate Sharpshooter and Duelist traits establish removal of the respective distance and melee penalties.

  • Sharpshooter

    Shooting ignores the distance damage penalty. Separate abilities govern any restriction caused by an adjacent enemy.

  • Duelist

    Close combat does not reduce this creature’s damage. This trait does not itself alter movement range.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Forging Perfection

    Also receives beneficial effects applied to allies, retaining their strength and duration. One effect applied to several stacks is copied only once.

Reference ↗

Apotheosis — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 7

Apotheosis

Alternative upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Apotheosis 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

Speed 10 and Initiative 10 govern different parts of the turn. This profile lists ability costs of 1/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Refract and Reflect: Copies its current beneficial effects onto the selected ally without triggering Forging Perfection again. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Unbending Pride: Creates a barrier that blocks the next damage instance. It is not unlimited protection against every hit in the round. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
30
Defense
35
Damage
50–75
Health
300
Speed / reach
10
Initiative
10
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
1
Creature type
Embodiment

Cost per creature: 4000 gold + 2 gems

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Refract and Reflect

    Copies its current beneficial effects onto the selected ally without triggering Forging Perfection again. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Unbending Pride

    Creates a barrier that blocks the next damage instance. It is not unlimited protection against every hit in the round. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Duelist

    Close combat does not reduce this creature’s damage. This trait does not itself alter movement range.

  • Forging Perfection

    Also receives beneficial effects applied to allies, retaining their strength and duration. One effect applied to several stacks is copied only once.

  • Purity Aura

    Protects this creature and adjacent allied stacks against harmful effects. Maintaining adjacency is part of the protection.

Reference ↗

Animated Armor — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Animated Armor 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

Speed 4 and Initiative 1 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Construct: Constructs ignore morale and luck. Their casualties cannot supply post-battle Necromancy.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
4
Defense
8
Damage
4–12
Health
25
Speed / reach
4
Initiative
1
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
Unaffected
Base weekly growth
32
Creature type
Construct

Cost per creature: 300 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Construct

    Constructs ignore morale and luck. Their casualties cannot supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Melee Defense III

    Reduces incoming melee damage by 60%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.

  • Ranged Defense III

    Reduces incoming ranged damage by 60%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.

  • Magic Defense III

    Reduces incoming Magic damage by 60%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.

Reference ↗

Naiad — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 4

Naiad

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Naiad 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

Speed 5 and Initiative 5 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Awaken: Water I: Once per battle, adds 2 speed, 2 initiative and 15 health per creature. The stack can shoot while an enemy is adjacent. These changes last for the battle. Cost: 3 Focus charge(s); cooldown: 1 round(s).
  • Embodiment: Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.
Attack
11
Defense
10
Damage
10–14
Health
40
Speed / reach
5
Initiative
5
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
4
Creature type
Embodiment

Cost per creature: 360 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Awaken: Water I

    Once per battle, adds 2 speed, 2 initiative and 15 health per creature. The stack can shoot while an enemy is adjacent. These changes last for the battle. Cost: 3 Focus charge(s); cooldown: 1 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Blink

    Teleports directly to the destination, bypassing obstacles and traps. The move’s own range still determines reachable destinations.

  • Embodiment of Water

    Leaves no corpse and resists Ice Bolt and Circle of Winter. Other water effects require their own rule checks.

Reference ↗

Vernal Naiad — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 4

Vernal Naiad

First upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Vernal Naiad 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

Speed 6 and Initiative 7 govern different parts of the turn. This profile lists ability costs of 3/0 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Awaken: Water II: Once per battle, adds 2 speed, 2 initiative and 15 health per creature. The stack can shoot while an enemy is adjacent. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).
  • Rivulet Retreat: After Awaken, teleports to an unoccupied hex within four hexes. The supplementary wiki revision confirms no Focus cost, no cooldown and no turn ending. Cost: 0 Focus charge(s); cooldown: 0 round(s).
Attack
11
Defense
14
Damage
14–18
Health
40
Speed / reach
6
Initiative
7
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
4
Creature type
Embodiment

Cost per creature: 510 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Awaken: Water II

    Once per battle, adds 2 speed, 2 initiative and 15 health per creature. The stack can shoot while an enemy is adjacent. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).

  • Rivulet Retreat

    After Awaken, teleports to an unoccupied hex within four hexes. The supplementary wiki revision confirms no Focus cost, no cooldown and no turn ending. Cost: 0 Focus charge(s); cooldown: 0 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Blink

    Teleports directly to the destination, bypassing obstacles and traps. The move’s own range still determines reachable destinations.

  • Embodiment of Water

    Leaves no corpse and resists Ice Bolt and Circle of Winter. Other water effects require their own rule checks.

Reference ↗ · Independent cross-check ↗

Brumal Naiad — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 4

Brumal Naiad

Alternative upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Brumal Naiad 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

Speed 5 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 3/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Awaken: Water II: Once per battle, adds 2 speed, 2 initiative and 15 health per creature. The stack can shoot while an enemy is adjacent. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).
  • Whirlpool: Lowers the chosen enemy’s speed and initiative by 2 for three rounds, changing both reach and action order. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
15
Defense
10
Damage
14–18
Health
40
Speed / reach
5
Initiative
6
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
4
Creature type
Embodiment

Cost per creature: 510 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Awaken: Water II

    Once per battle, adds 2 speed, 2 initiative and 15 health per creature. The stack can shoot while an enemy is adjacent. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).

  • Whirlpool

    Lowers the chosen enemy’s speed and initiative by 2 for three rounds, changing both reach and action order. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Blink

    Teleports directly to the destination, bypassing obstacles and traps. The move’s own range still determines reachable destinations.

  • Embodiment of Water

    Leaves no corpse and resists Ice Bolt and Circle of Winter. Other water effects require their own rule checks.

  • Icy Veins

    A struck target cannot regain health by any means for the remainder of the round. Healing outside that interval is evaluated separately.

Reference ↗

Arbitrator — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 6

Arbitrator

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Arbitrator 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

Speed 4 and Initiative 5 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Command: Reposition: Moves an allied stack to an empty hex within four hexes of its original position, supporting escape or attack setup. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Command: Fear: Moves an enemy stack to a free hex within four hexes of its original position, potentially breaking a protective formation. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
20
Defense
20
Damage
18–22
Health
75
Speed / reach
4
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
2
Creature type
Living

Cost per creature: 1200 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Command: Reposition

    Moves an allied stack to an empty hex within four hexes of its original position, supporting escape or attack setup. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Command: Fear

    Moves an enemy stack to a free hex within four hexes of its original position, potentially breaking a protective formation. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Paradoxical Shots

    Beyond three hexes, replaces the ordinary distance penalty with a 10% per-hex bonus, capped at 50%. An adjacent enemy still causes a half-damage melee attack.

  • Power of the Abyss

    Adds 20 to the allied hero’s maximum mana. Multiple copies of this support do not accumulate.

Reference ↗

Rift Arbitrator — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 6

Rift Arbitrator

First upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Rift Arbitrator 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

Speed 5 and Initiative 10 govern different parts of the turn. This profile lists ability costs of 2/3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Command: Reposition: Moves an allied stack to an empty hex within four hexes of its original position, supporting escape or attack setup. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Command: Fear: Moves an enemy stack to a free hex within four hexes of its original position, potentially breaking a protective formation. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
26
Defense
28
Damage
18–22
Health
75
Speed / reach
5
Initiative
10
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
2
Creature type
Living

Cost per creature: 1900 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Command: Reposition

    Moves an allied stack to an empty hex within four hexes of its original position, supporting escape or attack setup. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Command: Fear

    Moves an enemy stack to a free hex within four hexes of its original position, potentially breaking a protective formation. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Disgorge Storm

    Deals 25 Pure damage to every enemy and removes 1 speed and initiative for two rounds. The reference does not multiply this fixed hit by creature count. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Paradoxical Shots

    Beyond three hexes, replaces the ordinary distance penalty with a 10% per-hex bonus, capped at 50%. An adjacent enemy still causes a half-damage melee attack.

  • Power of the Abyss

    Adds 20 to the allied hero’s maximum mana. Multiple copies of this support do not accumulate.

Reference ↗

Bloated Arbitrator — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 6

Bloated Arbitrator

Alternative upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Bloated Arbitrator 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

Speed 5 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 2/3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Command: Switch Places: Swaps two creatures positioned no more than eight hexes apart. Evaluate both stacks’ resulting neighbours before activation. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Frozen Pages: Locks the enemy hero’s spellbook for the rest of the round. Copies do not accumulate; hero abilities follow separate rules. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Attack
28
Defense
22
Damage
22–26
Health
75
Speed / reach
5
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
2
Creature type
Living

Cost per creature: 1900 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Command: Switch Places

    Swaps two creatures positioned no more than eight hexes apart. Evaluate both stacks’ resulting neighbours before activation. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Frozen Pages

    Locks the enemy hero’s spellbook for the rest of the round. Copies do not accumulate; hero abilities follow separate rules. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Paradoxical Shots

    Beyond three hexes, replaces the ordinary distance penalty with a 10% per-hex bonus, capped at 50%. An adjacent enemy still causes a half-damage melee attack.

  • Slimy Touch

    An attack adds 4 × own creature count Pure damage and lowers the target’s speed and initiative by 1 for the round. The debuff does not accumulate.

  • Power of the Abyss

    Adds 20 to the allied hero’s maximum mana. Multiple copies of this support do not accumulate.

Reference ↗

Infiltrator — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 2

Infiltrator

Base form

How to use this creature in practice

Melee core and holding approaches

Infiltrator 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

Speed 5 and Initiative 6 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Blink: Teleports directly to the destination, bypassing obstacles and traps. The move’s own range still determines reachable destinations.
Attack
6
Defense
4
Damage
3–6
Health
13
Speed / reach
5
Initiative
6
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
1
Morale limits
-5 … 5
Luck limits
-3 … 5
Base weekly growth
13
Creature type
Living

Cost per creature: 120 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Blink

    Teleports directly to the destination, bypassing obstacles and traps. The move’s own range still determines reachable destinations.

  • Weak Spot

    Lucky strikes gain 100% damage and this creature’s maximum luck becomes 5. Distinguish the cap from its initial luck value.

Reference ↗

Guile Infiltrator — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 2

Guile Infiltrator

First upgrade

How to use this creature in practice

Melee core and holding approaches

Guile Infiltrator 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

Speed 7 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Shadowstrike: Delivers basic-attack damage to the selected enemy while bypassing its defense. This is a separate activated ability. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
6
Defense
4
Damage
3–6
Health
13
Speed / reach
7
Initiative
6
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
2
Morale limits
-5 … 5
Luck limits
-3 … 5
Base weekly growth
13
Creature type
Living

Cost per creature: 160 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Shadowstrike

    Delivers basic-attack damage to the selected enemy while bypassing its defense. This is a separate activated ability. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Blink

    Teleports directly to the destination, bypassing obstacles and traps. The move’s own range still determines reachable destinations.

  • Weak Spot

    Lucky strikes gain 100% damage and this creature’s maximum luck becomes 5. Distinguish the cap from its initial luck value.

  • Staggering Hits

    A hit prevents the victim from retaliating for the remainder of the round. Schedule allied follow-up attacks inside that window.

Reference ↗

Bleak Infiltrator — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 2

Bleak Infiltrator

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Bleak Infiltrator 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

Speed 6 and Initiative 9 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Veil of Shadows: Prevents direct targeting of this creature for the rest of the round. This description does not establish universal immunity to area effects. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
6
Defense
4
Damage
3–6
Health
13
Speed / reach
6
Initiative
9
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
2
Morale limits
-5 … 5
Luck limits
-3 … 5
Base weekly growth
13
Creature type
Living

Cost per creature: 160 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Veil of Shadows

    Prevents direct targeting of this creature for the rest of the round. This description does not establish universal immunity to area effects. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Blink

    Teleports directly to the destination, bypassing obstacles and traps. The move’s own range still determines reachable destinations.

  • Weak Spot

    Lucky strikes gain 100% damage and this creature’s maximum luck becomes 5. Distinguish the cap from its initial luck value.

  • Sharper Blade

    Each attack adds 1 luck. The resulting value remains subject to the applicable luck limit.

Reference ↗

Avatar — creature appearance in Olden Era
Source · Game artwork

Neutral creatures · Tier 8

Avatar

Temporary summon

How to use this creature in practice

Melee core and holding approaches

Treat an Avatar as a temporary summon from a particular hero. Place it where it blocks a dangerous approach or creates a useful action for the army.

Watch for: Reference baseline stats are not final summoning values. Three received hits and summoning limits do not become ordinary recruitment or unlimited survival.

Timing, specific abilities and the follow-up plan

Speed 5 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Embodiment: Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
0
Defense
0
Damage
10–10
Health
3
Speed / reach
5
Initiative
5
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
—
Creature type
Embodiment

Cost per creature: Cannot be recruited normally

A temporary summoned creature, with no ordinary recruitment price. Reference parameters do not promise town recruitment.

Summon Avatar derives the creature’s actual parameters from its summoning hero. The listed 3 health and zero attack and defense are a reference baseline, not the final summoned result.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Blink

    Teleports directly to the destination, bypassing obstacles and traps. The move’s own range still determines reachable destinations.

Reference ↗ · Independent cross-check ↗

Dread Knight — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 6

Dread Knight

Base form

How to use this creature in practice

Melee core and holding approaches

Dread Knight 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

Speed 7 and Initiative 9 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Double Strike: An attack contains two strikes. This does not automatically grant two complete turns with additional movement.
Attack
19
Defense
18
Damage
12–14
Health
80
Speed / reach
7
Initiative
9
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
3
Creature type
Undead

Cost per creature: 700 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Double Strike

    An attack contains two strikes. This does not automatically grant two complete turns with additional movement.

  • Dreadful Presence

    Enemy stacks receive −1 morale. Multiple copies of this aura do not accumulate; the strongest version applies.

Reference ↗

Avatar of War — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 6

Avatar of War

First upgrade

How to use this creature in practice

Melee core and holding approaches

Avatar of War 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

Speed 8 and Initiative 10 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Double Strike: An attack contains two strikes. This does not automatically grant two complete turns with additional movement.
Attack
19
Defense
20
Damage
18–20
Health
80
Speed / reach
8
Initiative
10
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
3
Creature type
Undead

Cost per creature: 1100 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Double Strike

    An attack contains two strikes. This does not automatically grant two complete turns with additional movement.

  • Dreadful Presence

    Enemy stacks receive −2 morale. Multiple copies of this aura do not accumulate; the strongest version applies.

  • War Incarnate

    Each attack transfers 1 attack from the target to this creature for the rest of combat. The transfer cannot be dispelled.

Reference ↗

Hollow Reaper — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 6

Hollow Reaper

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Hollow 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

Speed 7 and Initiative 11 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Reap Without Sowing: The activated strike covers the target and two enemies beside it. Compare their arrangement with the Focus cost before use. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
25
Defense
18
Damage
24–26
Health
80
Speed / reach
7
Initiative
11
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
3
Creature type
Undead

Cost per creature: 1100 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Reap Without Sowing

    The activated strike covers the target and two enemies beside it. Compare their arrangement with the Focus cost before use. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Dreadful Presence

    Enemy stacks receive −2 morale. Multiple copies of this aura do not accumulate; the strongest version applies.

  • Death Stare

    Alongside ordinary damage, each attack directly kills one additional target creature. Eligible victims are tier 7 or lower.

  • Hungering Hollow

    A friendly creature’s death grants 3 attack for the rest of combat, so allied casualties change its subsequent strength.

Reference ↗

Cave Dragon — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 7

Cave Dragon

Base form

How to use this creature in practice

Mobile attacks and screening across obstacles

Cave Dragon can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 8 and Initiative 11 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Inner Flame: Through the next round, being attacked in melee triggers Magic damage equal to 30 × this stack’s creature count. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
29
Defense
25
Damage
50–60
Health
275
Speed / reach
8
Initiative
11
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
0 … 5
Luck limits
0 … 3
Base weekly growth
1
Creature type
Dragon

Cost per creature: 3000 gold + 1 gems

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Inner Flame

    Through the next round, being attacked in melee triggers Magic damage equal to 30 × this stack’s creature count. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Dragon

    The Dragon type normally limits morale to 0–5 and luck to 0–3. Fallen Dragons can supply Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Dragonbreath Strike

    Hits both the target and any creature directly behind it. Check whether an allied stack stands behind the enemy before attacking.

  • Spell Immunity IV

    Spells of tiers 1–4 cannot affect this creature. Spell-tier immunity alone does not establish immunity to all Magic damage from attacks and abilities.

Reference ↗

Black Dragon — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 7

Black Dragon

First upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Black Dragon can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 9 and Initiative 14 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Inner Flame: Through the next round, being attacked in melee triggers Magic damage equal to 30 × this stack’s creature count. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
29
Defense
32
Damage
65–75
Health
350
Speed / reach
9
Initiative
14
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
0 … 5
Luck limits
0 … 3
Base weekly growth
1
Creature type
Dragon

Cost per creature: 5000 gold + 2 gems

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Inner Flame

    Through the next round, being attacked in melee triggers Magic damage equal to 30 × this stack’s creature count. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Dragon

    The Dragon type normally limits morale to 0–5 and luck to 0–3. Fallen Dragons can supply Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Dragonbreath Strike

    Hits both the target and any creature directly behind it. Check whether an allied stack stands behind the enemy before attacking.

  • Spell Immunity V

    Spells of tiers 1–5 cannot affect this creature. Spell-tier immunity alone does not establish immunity to all Magic damage from attacks and abilities.

  • Fires of Dominion

    Allies gain 1 morale and luck while enemies lose the same amounts. Individual caps and immunities still limit the result.

Reference ↗

Ashen Dragon — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 7

Ashen Dragon

Alternative upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Ashen Dragon can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 11 and Initiative 12 govern different parts of the turn. This profile lists ability costs of 3/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Inner Flame: Through the next round, being attacked in melee triggers Magic damage equal to 30 × this stack’s creature count. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Dragonflight: The build extract omits the effect description. The separately cited wiki revision describes moving to any hex, dealing basic-attack damage to all adjacent creatures and pushing them away where possible. Agreement with this build still needs confirmation. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
37
Defense
25
Damage
65–75
Health
300
Speed / reach
11
Initiative
12
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
0 … 5
Luck limits
0 … 3
Base weekly growth
1
Creature type
Dragon

Cost per creature: 5000 gold + 2 gems

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Inner Flame

    Through the next round, being attacked in melee triggers Magic damage equal to 30 × this stack’s creature count. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Dragonflight

    The build extract omits the effect description. The separately cited wiki revision describes moving to any hex, dealing basic-attack damage to all adjacent creatures and pushing them away where possible. Agreement with this build still needs confirmation. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Dragon

    The Dragon type normally limits morale to 0–5 and luck to 0–3. Fallen Dragons can supply Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Dragonbreath Strike

    Hits both the target and any creature directly behind it. Check whether an allied stack stands behind the enemy before attacking.

  • Spell Immunity V

    Spells of tiers 1–5 cannot affect this creature. Spell-tier immunity alone does not establish immunity to all Magic damage from attacks and abilities.

  • Dominating Presence

    Adjacent enemy stacks always use their minimum damage roll. The dragon’s position therefore affects the value of enemy attacks too.

Reference ↗ · Independent cross-check ↗

Onyx Dancer — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 3

Onyx Dancer

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Onyx Dancer needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Speed 2 and Initiative 4 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • A Thousand Cuts: Each attack lowers the target’s defense by 1 for the rest of combat. Repeated triggers accumulate.
Attack
8
Defense
8
Damage
5–7
Health
20
Speed / reach
2
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
8
Creature type
Living

Cost per creature: 165 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • A Thousand Cuts

    Each attack lowers the target’s defense by 1 for the rest of combat. Repeated triggers accumulate.

Reference ↗

Jasper Dancer — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 3

Jasper Dancer

First upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Jasper Dancer needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Speed 4 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • A Thousand Cuts: Each attack lowers the target’s defense by 1 for the rest of combat. Repeated triggers accumulate.
  • Draconic Blade: Melee attacks deal double damage. Do not automatically apply that multiplier to shooting or every activated ability.
Attack
8
Defense
8
Damage
5–7
Health
20
Speed / reach
4
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
8
Creature type
Living

Cost per creature: 230 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can target distant enemies, with the reference penalty of 10% per hex from three hexes onward, capped at 50%. This form’s other traits determine its close-combat rules.

  • A Thousand Cuts

    Each attack lowers the target’s defense by 1 for the rest of combat. Repeated triggers accumulate.

  • Draconic Blade

    Melee attacks deal double damage. Do not automatically apply that multiplier to shooting or every activated ability.

  • Swift Strike

    The victim cannot make an ordinary retaliation against this creature’s strike, helping it attack without paying that exchange cost.

Reference ↗

Aureate Dancer — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 3

Aureate Dancer

Alternative upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Aureate Dancer needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Speed 3 and Initiative 7 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • A Thousand Cuts: Each attack lowers the target’s defense by 2 for the rest of combat. Repeated triggers accumulate.
Attack
8
Defense
8
Damage
5–7
Health
20
Speed / reach
3
Initiative
7
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
8
Creature type
Living

Cost per creature: 230 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • A Thousand Cuts

    Each attack lowers the target’s defense by 2 for the rest of combat. Repeated triggers accumulate.

Reference ↗

Couatl — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Couatl can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 8 and Initiative 12 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
26
Defense
19
Damage
21–28
Health
95
Speed / reach
8
Initiative
12
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
4
Creature type
Magic Creature

Cost per creature: 1600 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Absolute Resistance

    Magic damage cannot injure this creature. Pure damage and other attack types require separate evaluation.

  • Primal Stubbornness

    A harmful effect cannot remain on this creature longer than one round. This limits duration rather than automatically cancelling the initial hit.

Reference ↗

Crossbowman — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 2

Crossbowman

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Before Fine Bolts compare its cost and cooldown with competing uses of shared Focus. A ranged activation helps only when the stack gets a useful shot.

Watch for: Focus points are not full charges. Do not grant Austringer or Marksman abilities to base Crossbowmen; the profile retains its dated build.

Timing, specific abilities and the follow-up plan

Speed 3 and Initiative 4 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Fine Bolts: Raises ranged damage by 20% for two rounds. Secure a firing position to benefit from the bonus. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • View from the Heavens: Its presence in the army adds 1 to the hero’s adventure-map sight radius. Multiple copies do not add repeated bonuses.
Attack
5
Defense
3
Damage
3–4
Health
10
Speed / reach
3
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
14
Creature type
Living

Cost per creature: 95 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Fine Bolts

    Raises ranged damage by 20% for two rounds. Secure a firing position to benefit from the bonus. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • View from the Heavens

    Its presence in the army adds 1 to the hero’s adventure-map sight radius. Multiple copies do not add repeated bonuses.

Heroes connected to this creature

Sourced creature specialty (1)

This exact form is a confirmed specialty target. Judge commanded-creature bonuses separately from town recruitment growth; the base and alternative upgrades belong to one line. The hero profile explains the numerical effect and actual reference stacks.

Army range in the source profile (15)

The source profile lists a stack-size range. A scenario or newer version may alter the start; this does not guarantee the inventory of every mission.

Example in a tactical plan (2)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Austringer — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 2

Austringer

First upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Austringer 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

Speed 4 and Initiative 4 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Fine Bolts: Raises ranged damage by 20% for two rounds. Secure a firing position to benefit from the bonus. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Double Shot: A ranged attack fires twice. The trait applies to shooting rather than automatically doubling every melee attack.
Attack
5
Defense
3
Damage
3–4
Health
10
Speed / reach
4
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
14
Creature type
Living

Cost per creature: 130 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Fine Bolts

    Raises ranged damage by 20% for two rounds. Secure a firing position to benefit from the bonus. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Double Shot

    A ranged attack fires twice. The trait applies to shooting rather than automatically doubling every melee attack.

  • View from the Heavens

    Its presence in the army adds 1 to the hero’s adventure-map sight radius. Multiple copies do not add repeated bonuses.

Heroes connected to this creature

Sourced creature specialty (1)

This exact form is a confirmed specialty target. Judge commanded-creature bonuses separately from town recruitment growth; the base and alternative upgrades belong to one line. The hero profile explains the numerical effect and actual reference stacks.

Reference ↗

Marksman — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 2

Marksman

Alternative upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

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

Speed 3 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 2/1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Fine Bolts: Raises ranged damage by 40% for two rounds. Secure a firing position to benefit from the bonus. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Piercing Shot: Deals half basic-attack damage, then makes the target receive 25% more damage until the round ends. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Attack
6
Defense
3
Damage
3–4
Health
10
Speed / reach
3
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
14
Creature type
Living

Cost per creature: 130 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Fine Bolts

    Raises ranged damage by 40% for two rounds. Secure a firing position to benefit from the bonus. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Piercing Shot

    Deals half basic-attack damage, then makes the target receive 25% more damage until the round ends. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    An adjacent enemy replaces ordinary shooting with a half-damage melee strike. This version does not itself list a distance penalty.

  • Sharpshooter

    Shooting ignores the distance damage penalty. Separate abilities govern any restriction caused by an adjacent enemy.

  • View from the Heavens

    Its presence in the army adds 1 to the hero’s adventure-map sight radius. Multiple copies do not add repeated bonuses.

Heroes connected to this creature

Sourced creature specialty (1)

This exact form is a confirmed specialty target. Judge commanded-creature bonuses separately from town recruitment growth; the base and alternative upgrades belong to one line. The hero profile explains the numerical effect and actual reference stacks.

Reference ↗

Dragonslayer — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Dragonslayer 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

Speed 6 and Initiative 9 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Dragon’s Blood: Becomes immune to spells through the next round. Consider the resulting restriction on allied support spells as well. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
24
Defense
28
Damage
27–36
Health
85
Speed / reach
6
Initiative
9
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
Unaffected
Base weekly growth
8
Creature type
Living

Cost per creature: 1600 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Dragon’s Blood

    Becomes immune to spells through the next round. Consider the resulting restriction on allied support spells as well. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Dissection

    A hit applies a 2-round effect dealing 32 + 8 × attacking creature count damage at the target’s turn start. Repeated applications stack.

  • Dragon Hunter

    Deals 100% extra damage against creatures of the Dragon type. Another creature’s name or appearance alone does not establish that type.

Reference ↗

Red Dragon — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Red Dragon can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 9 and Initiative 12 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Dragonbreath Strike: Hits both the target and any creature directly behind it. Check whether an allied stack stands behind the enemy before attacking.
Attack
33
Defense
32
Damage
60–70
Health
325
Speed / reach
9
Initiative
12
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
0 … 5
Luck limits
0 … 3
Base weekly growth
—
Creature type
Dragon

Cost per creature: 5000 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Dragon

    The Dragon type normally limits morale to 0–5 and luck to 0–3. Fallen Dragons can supply Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Dragonbreath Strike

    Hits both the target and any creature directly behind it. Check whether an allied stack stands behind the enemy before attacking.

  • Swift Strike

    The victim cannot make an ordinary retaliation against this creature’s strike, helping it attack without paying that exchange cost.

  • Spell Immunity IV

    Spells of tiers 1–4 cannot affect this creature. Spell-tier immunity alone does not establish immunity to all Magic damage from attacks and abilities.

  • Disdain

    Receives 25% less melee damage, 50% less Long Reach damage and 75% less ranged damage.

Reference ↗ · Independent cross-check ↗

Herbomancer — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 5

Herbomancer

Base form

How to use this creature in practice

Melee core and holding approaches

Herbomancer 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

Speed 4 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Shroomsong: Once per battle, consumes the entire stored Focus reserve. Each charge restores 4 hero mana, so the amount depends on the reserve when activated. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Swarm of Bees: Initially deals 16 + 4 × caster count damage, then repeats that amount at the target’s turn starts over three rounds. Multiple applications accumulate. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
12
Defense
14
Damage
15–18
Health
60
Speed / reach
4
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
3
Creature type
Living

Cost per creature: 640 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Shroomsong

    Once per battle, consumes the entire stored Focus reserve. Each charge restores 4 hero mana, so the amount depends on the reserve when activated. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Swarm of Bees

    Initially deals 16 + 4 × caster count damage, then repeats that amount at the target’s turn starts over three rounds. Multiple applications accumulate. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

  • Mushroom Magic

    The allied hero pays 1 less mana per spell. Multiple copies do not accumulate; only the strongest version applies.

Reference ↗

Sporemancer — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 5

Sporemancer

First upgrade

How to use this creature in practice

Melee core and holding approaches

Sporemancer 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

Speed 6 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Shroomsong: Once per battle, consumes the entire stored Focus reserve. Each charge restores 4 hero mana, so the amount depends on the reserve when activated. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Swarm of Bees: Initially deals 16 + 4 × caster count damage, then repeats that amount at the target’s turn starts over three rounds. Multiple applications accumulate. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
16
Defense
18
Damage
15–18
Health
60
Speed / reach
6
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
3
Creature type
Living

Cost per creature: 910 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Shroomsong

    Once per battle, consumes the entire stored Focus reserve. Each charge restores 4 hero mana, so the amount depends on the reserve when activated. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Swarm of Bees

    Initially deals 16 + 4 × caster count damage, then repeats that amount at the target’s turn starts over three rounds. Multiple applications accumulate. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Protective Roots

    Gives the selected ally one round of Magic-damage immunity. Ordinary physical hits are not automatically stopped. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

  • Mushroom Magic

    The allied hero pays 2 less mana per spell. Multiple copies do not accumulate; only the strongest version applies.

Reference ↗

Murmurmancer — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 5

Murmurmancer

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Murmurmancer 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

Speed 5 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Shroomsong: Once per battle, consumes the entire stored Focus reserve. Each charge restores 6 hero mana, so the amount depends on the reserve when activated. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Echoes of the Murmurwoods: Allows the allied hero another spellbook use this round and removes effects currently preventing its use. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
12
Defense
14
Damage
18–18
Health
60
Speed / reach
5
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
3
Creature type
Living

Cost per creature: 910 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Shroomsong

    Once per battle, consumes the entire stored Focus reserve. Each charge restores 6 hero mana, so the amount depends on the reserve when activated. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Echoes of the Murmurwoods

    Allows the allied hero another spellbook use this round and removes effects currently preventing its use. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

  • Mushroom Magic

    The allied hero pays 2 less mana per spell. Multiple copies do not accumulate; only the strongest version applies.

  • Power of Murmurs

    Raises the allied hero’s battle-spell level by 1. Additional copies do not accumulate this contribution.

Reference ↗

Grand Shoth — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 4

Grand Shoth

Base form

How to use this creature in practice

Stack spellcasting or active support

Grand Shoth: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.

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

Speed 5 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Summoning Rite: Grand Shoth: Once in the battle, replaces a friendly corpse with Grand Shoth. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
11
Defense
11
Damage
10–13
Health
50
Speed / reach
5
Initiative
8
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
4
Creature type
Magic Creature

Cost per creature: 450 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Summoning Rite: Grand Shoth

    Once in the battle, replaces a friendly corpse with Grand Shoth. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Frost

    When this creature attacks, its victim gains no Focus. This specific denial is distinct from disabling Focus for the entire enemy army.

Reference ↗

Unspeakable Shoth — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 4

Unspeakable Shoth

First upgrade

How to use this creature in practice

Stack spellcasting or active support

Unspeakable Shoth: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.

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

Speed 8 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Summoning Rite: Unspeakable Shoth: Once in the battle, replaces a friendly corpse with Unspeakable Shoth. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
11
Defense
11
Damage
10–13
Health
50
Speed / reach
8
Initiative
8
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
4
Creature type
Magic Creature

Cost per creature: 630 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Summoning Rite: Unspeakable Shoth

    Once in the battle, replaces a friendly corpse with Unspeakable Shoth. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Double Strike

    An attack contains two strikes. This does not automatically grant two complete turns with additional movement.

  • Frost

    When this creature attacks, its victim gains no Focus. This specific denial is distinct from disabling Focus for the entire enemy army.

Reference ↗

Unthinkable Shoth — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 4

Unthinkable Shoth

Alternative upgrade

How to use this creature in practice

Stack spellcasting or active support

Unthinkable Shoth: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.

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

Speed 6 and Initiative 13 govern different parts of the turn. This profile lists ability costs of 2/3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Summoning Rite: Unthinkable Shoth: Once in the battle, replaces a friendly corpse with Unthinkable Shoth. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Black Ice Shard: Deals Pure damage equal to a full basic attack. The attack value and activation cost are separate parts of the decision. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Attack
11
Defense
11
Damage
10–13
Health
50
Speed / reach
6
Initiative
13
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
4
Creature type
Magic Creature

Cost per creature: 630 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Summoning Rite: Unthinkable Shoth

    Once in the battle, replaces a friendly corpse with Unthinkable Shoth. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Black Ice Shard

    Deals Pure damage equal to a full basic attack. The attack value and activation cost are separate parts of the decision. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Frost

    When this creature attacks, its victim gains no Focus. This specific denial is distinct from disabling Focus for the entire enemy army.

Reference ↗

Faun — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 1

Faun

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Faun 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

Speed 2 and Initiative 4 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Parry: When attacked, its retaliation lands before the incoming strike. Removing attackers first can change the ensuing exchange.
Attack
4
Defense
3
Damage
3–5
Health
11
Speed / reach
2
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
13
Creature type
Living

Cost per creature: 115 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can target distant enemies, with the reference penalty of 10% per hex from three hexes onward, capped at 50%. This form’s other traits determine its close-combat rules.

  • Parry

    When attacked, its retaliation lands before the incoming strike. Removing attackers first can change the ensuing exchange.

Reference ↗

Faun Archer — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 1

Faun Archer

First upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Faun 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

Speed 3 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Sharpshooter: Shooting ignores the distance damage penalty. Separate abilities govern any restriction caused by an adjacent enemy.
  • Parry: When attacked, its retaliation lands before the incoming strike. Removing attackers first can change the ensuing exchange.
Attack
4
Defense
3
Damage
3–5
Health
11
Speed / reach
3
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
13
Creature type
Living

Cost per creature: 150 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    This profile permits shooting at any distance. Separate Sharpshooter and Duelist traits establish removal of the respective distance and melee penalties.

  • Sharpshooter

    Shooting ignores the distance damage penalty. Separate abilities govern any restriction caused by an adjacent enemy.

  • Parry

    When attacked, its retaliation lands before the incoming strike. Removing attackers first can change the ensuing exchange.

Reference ↗

Faun Warrior — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 1

Faun Warrior

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Faun Warrior should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

Speed 4 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Nature’s Fury: Adds 2 damage and 2 speed for the rest of the round. The added creature-level damage scales with stack size. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
6
Defense
6
Damage
4–6
Health
11
Speed / reach
4
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
13
Creature type
Living

Cost per creature: 150 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Nature’s Fury

    Adds 2 damage and 2 speed for the rest of the round. The added creature-level damage scales with stack size. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Parry

    When attacked, its retaliation lands before the incoming strike. Removing attackers first can change the ensuing exchange.

Reference ↗

Vine Iriyad — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 3

Vine Iriyad

Base form

How to use this creature in practice

Melee core and holding approaches

Vine Iriyad 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

Speed 3 and Initiative 2 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Awaken: Earth I: Once per battle, adds 2 speed, 2 initiative and 10 health per creature. The stack gains unlimited retaliations. These changes last for the battle. Cost: 3 Focus charge(s); cooldown: 1 round(s).
  • Embodiment: Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.
Attack
6
Defense
11
Damage
5–7
Health
45
Speed / reach
3
Initiative
2
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
6
Creature type
Embodiment

Cost per creature: 220 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Awaken: Earth I

    Once per battle, adds 2 speed, 2 initiative and 10 health per creature. The stack gains unlimited retaliations. These changes last for the battle. Cost: 3 Focus charge(s); cooldown: 1 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Area Strike

    Hits the target and surrounding enemies, with secondary victims receiving half damage. Enemy positioning determines the total return.

  • Embodiment of Earth

    Leaves no corpse and resists Cave In and Stone Fangs. This does not establish immunity to every Earth damage source.

Reference ↗

Fungal Iriyad — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 3

Fungal Iriyad

First upgrade

How to use this creature in practice

Melee core and holding approaches

Fungal Iriyad 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

Speed 4 and Initiative 3 govern different parts of the turn. This profile lists ability costs of 3/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Awaken: Earth II: Once per battle, adds 2 speed, 2 initiative and 10 health per creature. The stack gains unlimited retaliations. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).
  • Unrelenting Stone: Converts its attack into extra defense for the rest of the round. This supports surviving an exchange when full attack is not immediately needed. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
6
Defense
11
Damage
4–8
Health
45
Speed / reach
4
Initiative
3
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
6
Creature type
Embodiment

Cost per creature: 300 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Awaken: Earth II

    Once per battle, adds 2 speed, 2 initiative and 10 health per creature. The stack gains unlimited retaliations. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).

  • Unrelenting Stone

    Converts its attack into extra defense for the rest of the round. This supports surviving an exchange when full attack is not immediately needed. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Area Strike

    Hits the target and surrounding enemies, with secondary victims receiving half damage. Enemy positioning determines the total return.

  • Embodiment of Earth

    Leaves no corpse and resists Cave In and Stone Fangs. This does not establish immunity to every Earth damage source.

  • Living Cover

    Adjacent allied stacks always receive the minimum damage roll, rewarding a protected formation around this creature.

  • Stoneheart

    Leaves a stone obstacle on death. Two damaging hits destroy it, so the occupied space need not become immediately available.

Reference ↗

Crystal Iriyad — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 3

Crystal Iriyad

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Crystal Iriyad 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

Speed 5 and Initiative 3 govern different parts of the turn. This profile lists ability costs of 3/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Awaken: Earth II: Once per battle, adds 2 speed, 2 initiative and 10 health per creature. The stack gains unlimited retaliations. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).
  • Earthshatter: Enemies within two hexes can target only this creature for the remainder of the round. Check whether it can survive the concentrated attention. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
6
Defense
11
Damage
5–7
Health
45
Speed / reach
5
Initiative
3
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
6
Creature type
Embodiment

Cost per creature: 300 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Awaken: Earth II

    Once per battle, adds 2 speed, 2 initiative and 10 health per creature. The stack gains unlimited retaliations. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).

  • Earthshatter

    Enemies within two hexes can target only this creature for the remainder of the round. Check whether it can survive the concentrated attention. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Area Strike

    Hits the target and surrounding enemies, with secondary victims receiving half damage. Enemy positioning determines the total return.

  • Embodiment of Earth

    Leaves no corpse and resists Cave In and Stone Fangs. This does not establish immunity to every Earth damage source.

  • Crystal Thorns

    A melee attacker loses one creature to this extra effect. Eligible attacking creatures must be tier 5 or lower.

Reference ↗

Swordsman — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 1

Swordsman

Base form

How to use this creature in practice

Melee core and holding approaches

Swordsman 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

Speed 4 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Ranged Defense I: Reduces incoming ranged damage by 30%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.
Attack
4
Defense
4
Damage
2–3
Health
12
Speed / reach
4
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
18
Creature type
Living

Cost per creature: 85 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Ranged Defense I

    Reduces incoming ranged damage by 30%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.

Heroes connected to this creature

Sourced creature specialty (1)

This exact form is a confirmed specialty target. Judge commanded-creature bonuses separately from town recruitment growth; the base and alternative upgrades belong to one line. The hero profile explains the numerical effect and actual reference stacks.

Army range in the source profile (17)

The source profile lists a stack-size range. A scenario or newer version may alter the start; this does not guarantee the inventory of every mission.

Example in a tactical plan (3)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Guard Captain — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 1

Guard Captain

First upgrade

How to use this creature in practice

Melee core and holding approaches

Guard Captain 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

Speed 4 and Initiative 6 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Double Strike: An attack contains two strikes. This does not automatically grant two complete turns with additional movement.
Attack
6
Defense
5
Damage
2–3
Health
12
Speed / reach
4
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
18
Creature type
Living

Cost per creature: 110 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Double Strike

    An attack contains two strikes. This does not automatically grant two complete turns with additional movement.

  • Ranged Defense I

    Reduces incoming ranged damage by 30%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.

Heroes connected to this creature

Sourced creature specialty (1)

This exact form is a confirmed specialty target. Judge commanded-creature bonuses separately from town recruitment growth; the base and alternative upgrades belong to one line. The hero profile explains the numerical effect and actual reference stacks.

Reference ↗

Sun’s Aegis — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 1

Sun’s Aegis

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Sun’s Aegis 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

Speed 5 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Aegis: This creature and adjacent allies receive 30% less ranged damage. The protection depends on actual battlefield adjacency.
Attack
5
Defense
8
Damage
2–3
Health
15
Speed / reach
5
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
18
Creature type
Living

Cost per creature: 110 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Aegis

    This creature and adjacent allies receive 30% less ranged damage. The protection depends on actual battlefield adjacency.

  • Anointed for Defense

    Each beneficial effect received adds 2 defense for the rest of combat. The stated bonus lasts beyond the blessing’s own duration.

Heroes connected to this creature

Sourced creature specialty (1)

This exact form is a confirmed specialty target. Judge commanded-creature bonuses separately from town recruitment growth; the base and alternative upgrades belong to one line. The hero profile explains the numerical effect and actual reference stacks.

Reference ↗

Faerie Dragon — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Faerie 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

Speed 5 and Initiative 10 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Nullify: Removes both beneficial and harmful effects from the selected target. Account for useful buffs that would also be lost. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Banish Summons: Dispels summoned creatures and temporary stacks. Its value depends on which units actually belong to those categories. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
15
Defense
15
Damage
15–15
Health
75
Speed / reach
5
Initiative
10
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
0 … 5
Luck limits
0 … 3
Base weekly growth
8
Creature type
Dragon

Cost per creature: 1000 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Nullify

    Removes both beneficial and harmful effects from the selected target. Account for useful buffs that would also be lost. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Banish Summons

    Dispels summoned creatures and temporary stacks. Its value depends on which units actually belong to those categories. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Dragon

    The Dragon type normally limits morale to 0–5 and luck to 0–3. Fallen Dragons can supply Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Blink

    Teleports directly to the destination, bypassing obstacles and traps. The move’s own range still determines reachable destinations.

  • Spell Immunity V

    Spells of tiers 1–5 cannot affect this creature. Spell-tier immunity alone does not establish immunity to all Magic damage from attacks and abilities.

  • Mana Drinker

    At its turn start, takes 2 mana from the opposing hero if one is present. A fight without an enemy hero offers no mana target.

  • Bubble of Silence

    Prevents adjacent enemies from using abilities. The restriction follows stack positions rather than covering the entire battlefield.

Reference ↗

Wight — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 2

Wight

Base form

How to use this creature in practice

Mobile attacks and screening across obstacles

Wight can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 6 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Phantom Vampirism: Each attack restores health equal to 20% of damage dealt. This can add temporary creatures to the stack; those additions are not permanent post-battle gains.
Attack
3
Defense
0
Damage
2–4
Health
8
Speed / reach
6
Initiative
5
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
19
Creature type
Undead

Cost per creature: 100 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Phantom Vampirism

    Each attack restores health equal to 20% of damage dealt. This can add temporary creatures to the stack; those additions are not permanent post-battle gains.

Reference ↗

Wraith — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 2

Wraith

First upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Wraith can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 7 and Initiative 7 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Howl of the Banshee: Where possible, relocates the chosen enemy to a random empty hex. This description does not let the player select the exact destination. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
6
Defense
0
Damage
2–4
Health
8
Speed / reach
7
Initiative
7
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
19
Creature type
Undead

Cost per creature: 130 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Howl of the Banshee

    Where possible, relocates the chosen enemy to a random empty hex. This description does not let the player select the exact destination. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Phantom Vampirism

    Each attack restores health equal to 30% of damage dealt. This can add temporary creatures to the stack; those additions are not permanent post-battle gains.

Reference ↗

Phantasm — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 2

Phantasm

Alternative upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Phantasm can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 7 and Initiative 6 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Phantom Vampirism: Each attack restores health equal to 20% of damage dealt. This can add temporary creatures to the stack; those additions are not permanent post-battle gains.
Attack
6
Defense
4
Damage
2–4
Health
8
Speed / reach
7
Initiative
6
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
19
Creature type
Undead

Cost per creature: 130 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Phantom Vampirism

    Each attack restores health equal to 20% of damage dealt. This can add temporary creatures to the stack; those additions are not permanent post-battle gains.

  • Nightmares

    A hit applies a 2-round effect dealing 8 + 1 × attacking creature count Pure damage at the target’s turn start. Repeated applications stack. Each application triggers at most once per round.

Reference ↗

Aga’Shoth Rider — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 3

Aga’Shoth Rider

Base form

How to use this creature in practice

Melee core and holding approaches

Aga’Shoth 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

Speed 4 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Icy Breath: Makes an additional strike for full basic-attack damage as Pure damage. This extra attack has its own cost and cooldown. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
7
Defense
7
Damage
5–7
Health
20
Speed / reach
4
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
8
Creature type
Living

Cost per creature: 195 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Icy Breath

    Makes an additional strike for full basic-attack damage as Pure damage. This extra attack has its own cost and cooldown. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Plow Through

    Halves the hero’s terrain movement penalties. This does not automatically double the entire movement-point allowance.

  • Piercing Cold

    Attacks and retaliations make the target receive 50% more Magic damage for two rounds. Time follow-up Magic damage within that window.

Reference ↗

Aga’Shoth Tamer — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 3

Aga’Shoth Tamer

First upgrade

How to use this creature in practice

Melee core and holding approaches

Aga’Shoth Tamer 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

Speed 7 and Initiative 9 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Icy Breath: Makes an additional strike for full basic-attack damage as Pure damage. This extra attack has its own cost and cooldown. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
8
Defense
8
Damage
5–7
Health
20
Speed / reach
7
Initiative
9
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
8
Creature type
Living

Cost per creature: 270 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Icy Breath

    Makes an additional strike for full basic-attack damage as Pure damage. This extra attack has its own cost and cooldown. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Plow Through

    Halves the hero’s terrain movement penalties. This does not automatically double the entire movement-point allowance.

  • Piercing Cold

    Attacks and retaliations make the target receive 50% more Magic damage for two rounds. Time follow-up Magic damage within that window.

Reference ↗

Aga’Shoth Mat’ha — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 3

Aga’Shoth Mat’ha

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Aga’Shoth Mat’ha 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

Speed 6 and Initiative 7 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Icy Spikes: Makes an additional strike against the target and adjacent enemies for half basic-attack damage, converted to Pure damage. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
7
Defense
7
Damage
5–7
Health
25
Speed / reach
6
Initiative
7
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
8
Creature type
Living

Cost per creature: 270 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Icy Spikes

    Makes an additional strike against the target and adjacent enemies for half basic-attack damage, converted to Pure damage. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Plow Through

    Halves the hero’s terrain movement penalties. This does not automatically double the entire movement-point allowance.

  • Piercing Cold

    Attacks and retaliations, as well as abilities, make the target receive 50% more Magic damage for two rounds. Time follow-up Magic damage within that window.

  • Aga’Shoth’s Help

    Every attack and retaliation adds 20 Pure damage. The reference does not describe this as 20 damage per creature.

Reference ↗

Giant Toad — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Giant Toad 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

Speed 4 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Leap: Jumps over one hex and attempts to push away all adjacent creatures on landing. Check allied positions around the landing site too. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Sticky Tongue: Select an adjacent empty hex to pull the enemy immediately behind it into that space, altering the enemy’s position. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Attack
19
Defense
22
Damage
18–18
Health
95
Speed / reach
4
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
0 … 5
Luck limits
0 … 3
Base weekly growth
8
Creature type
Dragon

Cost per creature: 1000 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Leap

    Jumps over one hex and attempts to push away all adjacent creatures on landing. Check allied positions around the landing site too. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Sticky Tongue

    Select an adjacent empty hex to pull the enemy immediately behind it into that space, altering the enemy’s position. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Dragon

    The Dragon type normally limits morale to 0–5 and luck to 0–3. Fallen Dragons can supply Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Spell Immunity III

    Spells of tiers 1–3 cannot affect this creature. Spell-tier immunity alone does not establish immunity to all Magic damage from attacks and abilities.

  • Tenderizing Spit

    A hit applies a 2-round effect dealing 24 + 6 × attacking creature count Magic damage at the target’s turn start. Repeated applications stack.

Reference ↗

Gnat — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Gnat 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

Speed 6 and Initiative 6 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
6
Defense
6
Damage
6–6
Health
6
Speed / reach
6
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
—
Creature type
Hive Spawn

Cost per creature: 66 gold

The neutral Gnat is distinct from the old preview-era Hive recruitment line. The faction’s tier-one line in this inventory is Parasite and its two upgrades.

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

Reference ↗

Reaver — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 5

Reaver

Base form

How to use this creature in practice

Melee core and holding approaches

Reaver 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

Speed 6 and Initiative 11 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Rapid Assault: Makes a melee attack that prevents enemy retaliation. Its Focus cost buys that safer way to strike. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
Attack
18
Defense
12
Damage
10–40
Health
45
Speed / reach
6
Initiative
11
Movement type
Ground
Retaliations per round
1
Initial morale
1
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
3
Creature type
Hive Spawn

Cost per creature: 750 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Rapid Assault

    Makes a melee attack that prevents enemy retaliation. Its Focus cost buys that safer way to strike. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Apex Predator

    Deals 50% more damage to creatures of a higher tier. Compare recruitment tiers when choosing a target.

Reference ↗

Menacing Reaver — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 5

Menacing Reaver

First upgrade

How to use this creature in practice

Melee core and holding approaches

Menacing Reaver 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

Speed 7 and Initiative 12 govern different parts of the turn. This profile lists ability costs of 1/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Rapid Assault: Makes a melee attack that prevents enemy retaliation. Its Focus cost buys that safer way to strike. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Terror: Lower-tier enemies cannot attack this creature for the rest of the round. This differs from cancelling every other action they could take. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
18
Defense
18
Damage
20–30
Health
45
Speed / reach
7
Initiative
12
Movement type
Ground
Retaliations per round
1
Initial morale
3
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
3
Creature type
Hive Spawn

Cost per creature: 1080 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Rapid Assault

    Makes a melee attack that prevents enemy retaliation. Its Focus cost buys that safer way to strike. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Terror

    Lower-tier enemies cannot attack this creature for the rest of the round. This differs from cancelling every other action they could take. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Hivemind: Nest Protector

    At combat start, gains 1 defense for each other distinct Hive creature type in the army. Its death generates 2 Focus points, not two full charges.

  • Apex Predator

    Deals 50% more damage to creatures of the same or a higher tier. Compare recruitment tiers when choosing a target.

  • Unholy Resilience

    Once per battle, survives an otherwise fatal attack while retaining the creature count from before that hit. The rescue is then spent.

Reference ↗

Maniacal Reaver — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 5

Maniacal Reaver

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Maniacal Reaver 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

Speed 6 and Initiative 12 govern different parts of the turn. This profile lists ability costs of 1/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Rapid Assault: Makes a melee attack that prevents enemy retaliation. Its Focus cost buys that safer way to strike. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Beelzebub’s Blessing: Sets morale and luck to their permitted maxima for the remainder of the round, according to this creature’s applicable limits. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
18
Defense
12
Damage
10–40
Health
45
Speed / reach
6
Initiative
12
Movement type
Ground
Retaliations per round
1
Initial morale
2
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
3
Creature type
Hive Spawn

Cost per creature: 1080 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Rapid Assault

    Makes a melee attack that prevents enemy retaliation. Its Focus cost buys that safer way to strike. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Beelzebub’s Blessing

    Sets morale and luck to their permitted maxima for the remainder of the round, according to this creature’s applicable limits. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Hivemind: Vanguard

    At combat start, gains 1 attack for each other distinct Hive creature type in the army. Killing an enemy generates 2 Focus points.

  • Apex Predator

    Deals 50% more damage to creatures of the same or a higher tier. Compare recruitment tiers when choosing a target.

  • Murderous Glee

    Killing an enemy immediately adds a turn. This ability cannot trigger two such turns consecutively, although morale can affect the added turn.

Reference ↗

Groll — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Groll 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

Speed 5 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 2/3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Rrr, Jump!: Jumps to a hex within four hexes and hits all adjacent enemies with basic-attack damage. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Big Rock, Rrr!: Hits for Magic damage equal to 150% of a basic attack and stuns the victim until the next round, forcing it to pass its turn. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Attack
8
Defense
6
Damage
5–7
Health
40
Speed / reach
5
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
32
Creature type
Living

Cost per creature: 300 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Rrr, Jump!

    Jumps to a hex within four hexes and hits all adjacent enemies with basic-attack damage. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Big Rock, Rrr!

    Hits for Magic damage equal to 150% of a basic attack and stuns the victim until the next round, forcing it to pass its turn. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

Reference ↗

Graverobber — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 4

Graverobber

Base form

How to use this creature in practice

Melee core and holding approaches

Graverobber 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

Speed 3 and Initiative 4 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Dig Up Bones: Creates 2 Skeletons per summoner on an adjacent hex. They disappear when combat ends rather than permanently enlarging the army. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Long Reach: Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.
Attack
11
Defense
10
Damage
6–9
Health
30
Speed / reach
3
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
10
Creature type
Undead

Cost per creature: 240 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Dig Up Bones

    Creates 2 Skeletons per summoner on an adjacent hex. They disappear when combat ends rather than permanently enlarging the army. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

Reference ↗

Merchant of Death — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 4

Merchant of Death

First upgrade

How to use this creature in practice

Melee core and holding approaches

Merchant of Death 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

Speed 4 and Initiative 5 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Dig Up Bones: Creates 3 Skeletons per summoner on an adjacent hex. They disappear when combat ends rather than permanently enlarging the army. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Ensnare Memories: Creates one Wight per summoner on an adjacent hex. The summoned stack disappears when combat ends. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
11
Defense
10
Damage
7–10
Health
30
Speed / reach
4
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
10
Creature type
Undead

Cost per creature: 340 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Dig Up Bones

    Creates 3 Skeletons per summoner on an adjacent hex. They disappear when combat ends rather than permanently enlarging the army. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Ensnare Memories

    Creates one Wight per summoner on an adjacent hex. The summoned stack disappears when combat ends. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

  • Blighted Corpses

    A hit with Long Reach applies a 2-round effect dealing 16 + 3 × attacking creature count Magic damage at the target’s turn start. Repeated applications stack.

Reference ↗

Kennelmaster — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 4

Kennelmaster

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Kennelmaster 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

Speed 6 and Initiative 5 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Fetch!: Summons one Undead Pet per caster on an adjacent hex. The stack does not persist after the battle. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Hail!: Marks an enemy for two rounds so incoming attacks always use maximum damage. This changes damage received rather than improving its own attacks. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
14
Defense
10
Damage
6–9
Health
30
Speed / reach
6
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
10
Creature type
Undead

Cost per creature: 340 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Fetch!

    Summons one Undead Pet per caster on an adjacent hex. The stack does not persist after the battle. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Hail!

    Marks an enemy for two rounds so incoming attacks always use maximum damage. This changes damage received rather than improving its own attacks. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

  • Smell of the Hunt

    A friendly creature’s death generates one Focus point. Filling a complete charge requires multiple points.

Reference ↗

Griffin — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 3

Griffin

Base form

How to use this creature in practice

Mobile attacks and screening across obstacles

Griffin can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 5 and Initiative 9 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Valiant Cry: Gains 5 attack and 1 initiative for two rounds. The initiative change can alter subsequent action order. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
7
Defense
6
Damage
5–9
Health
30
Speed / reach
5
Initiative
9
Movement type
Flying
Retaliations per round
2
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
7
Creature type
Magic Creature

Cost per creature: 270 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Valiant Cry

    Gains 5 attack and 1 initiative for two rounds. The initiative change can alter subsequent action order. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Alert I

    Can retaliate twice during a round. Once both responses are spent, it needs the next round or a separate restoring effect.

Heroes connected to this creature

Army range in the source profile (14)

The source profile lists a stack-size range. A scenario or newer version may alter the start; this does not guarantee the inventory of every mission.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Temple Griffin — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 3

Temple Griffin

First upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Temple Griffin can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 7 and Initiative 12 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Valiant Cry: Gains 10 attack and 2 initiative for two rounds. The initiative change can alter subsequent action order. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
8
Defense
6
Damage
5–9
Health
30
Speed / reach
7
Initiative
12
Movement type
Flying
Retaliations per round
∞
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
7
Creature type
Magic Creature

Cost per creature: 360 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Valiant Cry

    Gains 10 attack and 2 initiative for two rounds. The initiative change can alter subsequent action order. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Alert II

    Has no numerical round limit on ordinary retaliations. Evaluate retaliation-preventing attacks and other special conditions separately.

Reference ↗

Guardian Griffin — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 3

Guardian Griffin

Alternative upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Guardian Griffin can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 6 and Initiative 10 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Valiant Cry: Gains 10 attack and 2 initiative for two rounds. The initiative change can alter subsequent action order. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
9
Defense
10
Damage
7–7
Health
30
Speed / reach
6
Initiative
10
Movement type
Flying
Retaliations per round
2
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
7
Creature type
Magic Creature

Cost per creature: 360 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Valiant Cry

    Gains 10 attack and 2 initiative for two rounds. The initiative change can alter subsequent action order. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Alert I

    Can retaliate twice during a round. Once both responses are spent, it needs the next round or a separate restoring effect.

  • Loyal Protector

    Retaliates whenever an adjacent enemy attacks a friendly creature. Protector placement therefore determines which attacks it can answer.

Reference ↗

Halfling — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Halfling 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

Speed 6 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Prance Away: Teleports to another free hex inside its movement range, changing position without an ordinary ground path. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Sharpshooter: Shooting ignores the distance damage penalty. Separate abilities govern any restriction caused by an adjacent enemy.
Attack
6
Defense
6
Damage
3–3
Health
6
Speed / reach
6
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
3
Initial luck
0
Morale limits
Unaffected
Luck limits
Unaffected
Base weekly growth
60
Creature type
Living

Cost per creature: 150 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Prance Away

    Teleports to another free hex inside its movement range, changing position without an ordinary ground path. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Sharpshooter

    Shooting ignores the distance damage penalty. Separate abilities govern any restriction caused by an adjacent enemy.

  • Duelist

    Close combat does not reduce this creature’s damage. This trait does not itself alter movement range.

Reference ↗

Hive Queen — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 7

Hive Queen

Base form

How to use this creature in practice

Melee core and holding approaches

Hive Queen 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

Speed 6 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 1/3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Blasphemous Adoration: Multiplies this stack’s Soul Assimilator bonuses by 2 through the next round. The initial bonuses depend on factions in the opposing army. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Contaminating Blast: Converts 50% of a basic attack into Magic damage against the target and every creature within two hexes. Check allied positions inside the area before use. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Attack
25
Defense
25
Damage
60–60
Health
200
Speed / reach
6
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
1
Creature type
Hive Spawn

Cost per creature: 2100 gold + 1 crystals

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Blasphemous Adoration

    Multiplies this stack’s Soul Assimilator bonuses by 2 through the next round. The initial bonuses depend on factions in the opposing army. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Contaminating Blast

    Converts 50% of a basic attack into Magic damage against the target and every creature within two hexes. Check allied positions inside the area before use. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Soul Assimilator

    At combat start, enemy faction presence grants: Temple +25% attack; Necropolis +25% defense; Grove +2 morale and luck; Dungeon +10% damage; Schism +20% health; Neutral +2 speed.

  • Beelzebub’s Agenda

    The allied hero deals 25% more Magic damage. Multiple copies of the support do not provide repeated bonuses.

  • Squash the Weak!

    Gains 3% damage for each tier by which the victim is lower. Compare the target’s tier as well as its stack size.

Reference ↗

Hive Mother — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 7

Hive Mother

First upgrade

How to use this creature in practice

Melee core and holding approaches

Hive Mother 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

Speed 6 and Initiative 13 govern different parts of the turn. This profile lists ability costs of 1/3/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Blasphemous Adoration: Multiplies this stack’s Soul Assimilator bonuses by 2 through the next round. Allied creatures also gain the same ability. The initial bonuses depend on factions in the opposing army. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Contaminating Blast: Converts 100% of a basic attack into Magic damage against the target and every creature within two hexes. Check allied positions inside the area before use. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Attack
25
Defense
25
Damage
60–60
Health
275
Speed / reach
6
Initiative
13
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
1
Creature type
Hive Spawn

Cost per creature: 3400 gold + 2 crystals

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Blasphemous Adoration

    Multiplies this stack’s Soul Assimilator bonuses by 2 through the next round. Allied creatures also gain the same ability. The initial bonuses depend on factions in the opposing army. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Contaminating Blast

    Converts 100% of a basic attack into Magic damage against the target and every creature within two hexes. Check allied positions inside the area before use. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Promise of Love

    For three rounds, adds 4 speed and initiative to an ally or removes the same amounts from an enemy. Target allegiance determines the result. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Hivemind: Nest Protector

    At combat start, gains 1 defense for each other distinct Hive creature type in the army. Its death generates 2 Focus points, not two full charges.

  • Soul Assimilator

    At combat start, enemy faction presence grants: Temple +25% attack; Necropolis +25% defense; Grove +2 morale and luck; Dungeon +10% damage; Schism +20% health; Neutral +2 speed.

  • Beelzebub’s Agenda

    The allied hero deals 25% more Magic damage. Multiple copies of the support do not provide repeated bonuses.

  • Squash the Weak!

    Gains 3% damage for each tier by which the victim is lower. Compare the target’s tier as well as its stack size.

Reference ↗

Hive Huntress — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 7

Hive Huntress

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Hive Huntress 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

Speed 9 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Blasphemous Adoration: Multiplies this stack’s Soul Assimilator bonuses by 4 through the next round. The initial bonuses depend on factions in the opposing army. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
Attack
25
Defense
25
Damage
70–70
Health
250
Speed / reach
9
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
1
Creature type
Hive Spawn

Cost per creature: 3400 gold + 2 crystals

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Blasphemous Adoration

    Multiplies this stack’s Soul Assimilator bonuses by 4 through the next round. The initial bonuses depend on factions in the opposing army. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Attacks an adjacent hex while preventing the ordinary enemy retaliation against that contact strike.

  • Hivemind: Vanguard

    At combat start, gains 1 attack for each other distinct Hive creature type in the army. Killing an enemy generates 2 Focus points.

  • Soul Assimilator

    At combat start, enemy faction presence grants: Temple +25% attack; Necropolis +25% defense; Grove +2 morale and luck; Dungeon +10% damage; Schism +20% health; Neutral +2 speed.

  • Beelzebub’s Agenda

    The allied hero deals 25% more Magic damage. Multiple copies of the support do not provide repeated bonuses.

  • Squash the Weak!

    Gains 3% damage for each tier by which the victim is lower. Compare the target’s tier as well as its stack size.

  • Swift Strike

    The victim cannot make an ordinary retaliation against this creature’s strike, helping it attack without paying that exchange cost.

Reference ↗

Hydra — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 6

Hydra

Base form

How to use this creature in practice

Melee core and holding approaches

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

Speed 4 and Initiative 6 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
  • Melee Attack: Attacks an adjacent hex while preventing the ordinary enemy retaliation against that contact strike.
Attack
24
Defense
22
Damage
25–28
Health
130
Speed / reach
4
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
2
Creature type
Magic Creature

Cost per creature: 1200 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Attacks an adjacent hex while preventing the ordinary enemy retaliation against that contact strike.

  • Swift Strike

    The victim cannot make an ordinary retaliation against this creature’s strike, helping it attack without paying that exchange cost.

  • Sweeping Strike

    Hits the main target plus two enemies beside it. Attack direction helps determine whether the extra hits connect.

  • Growing Teeth

    Each instance of damage taken adds 1 attack for the battle. The outcome depends on the number of separate triggering hits.

Reference ↗

Chthonic Hydra — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 6

Chthonic Hydra

First upgrade

How to use this creature in practice

Melee core and holding approaches

Chthonic 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

Speed 5 and Initiative 6 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
  • Melee Attack: Attacks an adjacent hex while preventing the ordinary enemy retaliation against that contact strike.
Attack
24
Defense
30
Damage
25–28
Health
160
Speed / reach
5
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
2
Creature type
Magic Creature

Cost per creature: 1800 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Attacks an adjacent hex while preventing the ordinary enemy retaliation against that contact strike.

  • Swift Strike

    The victim cannot make an ordinary retaliation against this creature’s strike, helping it attack without paying that exchange cost.

  • Sweeping Strike

    Hits the main target plus two enemies beside it. Attack direction helps determine whether the extra hits connect.

  • Growing Teeth

    Each instance of damage taken adds 1 attack for the battle. The outcome depends on the number of separate triggering hits.

  • Poisonous Blood

    When damaged, makes adjacent enemies deal 25% less damage through the end of the next round.

  • Regeneration

    At its turn start, restores the wounded surviving creature to full health. This does not restore dead stack members.

  • All Heads on Deck

    Retaliations apply the full effect of the selected Fighting Style. The particular style determines the resulting attack pattern.

Reference ↗

Infernal Hydra — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 6

Infernal Hydra

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Infernal 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

Speed 6 and Initiative 8 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
  • Melee Attack: Attacks an adjacent hex while preventing the ordinary enemy retaliation against that contact strike.
Attack
30
Defense
26
Damage
30–38
Health
130
Speed / reach
6
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
2
Creature type
Magic Creature

Cost per creature: 1800 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Attacks an adjacent hex while preventing the ordinary enemy retaliation against that contact strike.

  • Swift Strike

    The victim cannot make an ordinary retaliation against this creature’s strike, helping it attack without paying that exchange cost.

  • Sweeping Strike

    Hits the main target plus two enemies beside it. Attack direction helps determine whether the extra hits connect.

  • Growing Teeth

    Each instance of damage taken raises this creature’s attack by 2 for the rest of combat. Repeated triggers accumulate.

  • Weakening Venom

    A hit makes the victim deal 25% less damage through the following round, helping blunt a powerful response.

Reference ↗

Inquisitor — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 6

Inquisitor

Base form

How to use this creature in practice

Melee core and holding approaches

Inquisitor 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

Speed 4 and Initiative 7 govern different parts of the turn. This profile lists ability costs of 2/1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Infuse Armor: Adds 5 defense and 1 speed for two rounds, while removing harmful effects that restrict movement. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Celestial Flail: The ability strikes its target and all adjacent enemies. Compare the number of affected stacks with the activation cost. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Attack
20
Defense
24
Damage
19–23
Health
90
Speed / reach
4
Initiative
7
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
2
Creature type
Living

Cost per creature: 1000 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Infuse Armor

    Adds 5 defense and 1 speed for two rounds, while removing harmful effects that restrict movement. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Celestial Flail

    The ability strikes its target and all adjacent enemies. Compare the number of affected stacks with the activation cost. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Unyielding I

    When being struck, ignores 30% of the attacker’s attack attribute. The final damage change depends on the full combat calculation.

  • Absolute Resistance

    Magic damage cannot injure this creature. Pure damage and other attack types require separate evaluation.

Reference ↗

Mother Superior — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 6

Mother Superior

First upgrade

How to use this creature in practice

Melee core and holding approaches

Mother Superior 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

Speed 5 and Initiative 9 govern different parts of the turn. This profile lists ability costs of 2/1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Infuse Armor: Adds 10 defense and 2 speed for two rounds, while removing harmful effects that restrict movement. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Celestial Flail: The ability strikes its target and all adjacent enemies. Compare the number of affected stacks with the activation cost. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Attack
20
Defense
28
Damage
19–23
Health
125
Speed / reach
5
Initiative
9
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
2
Creature type
Living

Cost per creature: 1500 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Infuse Armor

    Adds 10 defense and 2 speed for two rounds, while removing harmful effects that restrict movement. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Celestial Flail

    The ability strikes its target and all adjacent enemies. Compare the number of affected stacks with the activation cost. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Unyielding II

    When being struck, ignores 40% of the attacker’s attack attribute. The final damage change depends on the full combat calculation.

  • Absolute Resistance

    Magic damage cannot injure this creature. Pure damage and other attack types require separate evaluation.

  • Celestial Armor

    Taking damage generates two additional Focus points. Points contribute toward a charge rather than providing two complete charges.

Reference ↗

Excommunicator — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 6

Excommunicator

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Excommunicator 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

Speed 6 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Infuse Armor: Adds 10 defense and 2 speed for two rounds, while removing harmful effects that restrict movement. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Swift Penance: Deals 40 + 12 × caster count Magic damage to the target and every adjacent creature, removing their buffs. Check allied occupants of the area as well. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
26
Defense
24
Damage
23–33
Health
90
Speed / reach
6
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
2
Creature type
Living

Cost per creature: 1500 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Infuse Armor

    Adds 10 defense and 2 speed for two rounds, while removing harmful effects that restrict movement. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Swift Penance

    Deals 40 + 12 × caster count Magic damage to the target and every adjacent creature, removing their buffs. Check allied occupants of the area as well. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Unyielding II

    When being struck, ignores 40% of the attacker’s attack attribute. The final damage change depends on the full combat calculation.

  • Absolute Resistance

    Magic damage cannot injure this creature. Pure damage and other attack types require separate evaluation.

Reference ↗

Scorpion — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 4

Scorpion

Base form

How to use this creature in practice

Melee core and holding approaches

Scorpion 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

Speed 4 and Initiative 5 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Adaptation: Attack: Until the round ends, increases damage dealt by 20%. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).
  • Adaptation: Defense: Until the round ends, reduces damage received by 20%. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).
Attack
12
Defense
12
Damage
10–12
Health
40
Speed / reach
4
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
1
Initial luck
1
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
5
Creature type
Hive Spawn

Cost per creature: 300 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Adaptation: Attack

    Until the round ends, increases damage dealt by 20%. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).

  • Adaptation: Defense

    Until the round ends, reduces damage received by 20%. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).

  • Adaptation: Speed

    Until the round ends, adds 2 speed. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

Reference ↗

Volcanic Scorpion — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 4

Volcanic Scorpion

First upgrade

How to use this creature in practice

Melee core and holding approaches

Volcanic Scorpion 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

Speed 5 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Adaptation: Attack: Until the round ends, increases damage dealt by 20%. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).
  • Adaptation: Defense: Until the round ends, reduces damage received by 20%. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).
Attack
12
Defense
14
Damage
10–12
Health
55
Speed / reach
5
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
1
Initial luck
2
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
5
Creature type
Hive Spawn

Cost per creature: 420 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Adaptation: Attack

    Until the round ends, increases damage dealt by 20%. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).

  • Adaptation: Defense

    Until the round ends, reduces damage received by 20%. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).

  • Adaptation: Speed

    Until the round ends, adds 2 speed. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Hivemind: Nest Protector

    At combat start, gains 1 defense for each other distinct Hive creature type in the army. Its death generates 2 Focus points, not two full charges.

Reference ↗

Spelaean Scorpion — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 4

Spelaean Scorpion

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Spelaean Scorpion 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

Speed 4 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Adaptation: Attack: Until the round ends, increases damage dealt by 30%. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).
  • Adaptation: Defense: Until the round ends, reduces damage received by 30%. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).
Attack
14
Defense
12
Damage
12–14
Health
40
Speed / reach
4
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
2
Initial luck
1
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
5
Creature type
Hive Spawn

Cost per creature: 420 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Adaptation: Attack

    Until the round ends, increases damage dealt by 30%. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).

  • Adaptation: Defense

    Until the round ends, reduces damage received by 30%. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).

  • Adaptation: Speed

    Until the round ends, adds 3 speed. Choose according to whether the immediate need is damage, survival or reach. Cost: 1 Focus charge(s); cooldown: 3 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Hivemind: Vanguard

    At combat start, gains 1 attack for each other distinct Hive creature type in the army. Killing an enemy generates 2 Focus points.

Reference ↗

Kittenhorn — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Kittenhorn can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 6 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Wheeee: Adds 3 morale to every ally for two rounds. Apply each creature’s morale limits and any immunity. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
10
Defense
10
Damage
10–15
Health
40
Speed / reach
6
Initiative
6
Movement type
Flying
Retaliations per round
1
Initial morale
3
Initial luck
3
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
16
Creature type
Magic Creature

Cost per creature: 600 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Wheeee

    Adds 3 morale to every ally for two rounds. Apply each creature’s morale limits and any immunity. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Remnant of Mad Times

    On death, applies Berserk to its killer, forcing that creature to attack the nearest creature.

Reference ↗

Fire Larva — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 4

Fire Larva

Temporary summon

How to use this creature in practice

Melee core and holding approaches

Fire Larva 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

Speed 4 and Initiative 4 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Blow Up: Destroys this stack and deals 30 × (hero level − 1) Magic damage to every adjacent creature. The formula scales with hero level. Cost: 1 Focus charge(s); cooldown: 0 round(s).
  • Fiery Embrace: Jumps onto a target within two hexes and self-destructs, dealing 30 × (hero level − 1) Magic damage to the target and every adjacent creature. Cost: 1 Focus charge(s); cooldown: 0 round(s).
Attack
4
Defense
4
Damage
4–4
Health
16
Speed / reach
4
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
—
Creature type
Hive Spawn

Cost per creature: Cannot be recruited normally

A temporary summoned creature, with no ordinary recruitment price. Reference parameters do not promise town recruitment.

Summon Swarm creates Fire Larvae. They die and explode two turns after hatching, or after three with the Hive Flame subskill. Their area explosions can hit allies.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Blow Up

    Destroys this stack and deals 30 × (hero level − 1) Magic damage to every adjacent creature. The formula scales with hero level. Cost: 1 Focus charge(s); cooldown: 0 round(s).

  • Fiery Embrace

    Jumps onto a target within two hexes and self-destructs, dealing 30 × (hero level − 1) Magic damage to the target and every adjacent creature. Cost: 1 Focus charge(s); cooldown: 0 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Unstable Concoction

    Death triggers 15 × (hero level − 1) Magic damage against all adjacent creatures. Consider allied stacks near the explosion.

Reference ↗ · Independent cross-check ↗

Ra’Shoth — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 1

Ra’Shoth

Base form

How to use this creature in practice

Stack spellcasting or active support

Ra’Shoth: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.

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

Speed 4 and Initiative 4 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Summoning Rite: Ra’Shoth: Once in the battle, replaces a friendly corpse with Ra’Shoth. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
3
Defense
3
Damage
3–3
Health
10
Speed / reach
4
Initiative
4
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
20
Creature type
Magic Creature

Cost per creature: 80 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Summoning Rite: Ra’Shoth

    Once in the battle, replaces a friendly corpse with Ra’Shoth. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

Reference ↗

Stinging Ra’Shoth — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 1

Stinging Ra’Shoth

First upgrade

How to use this creature in practice

Stack spellcasting or active support

Stinging Ra’Shoth 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

Speed 4 and Initiative 4 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Summoning Rite: Stinging Ra’Shoth: Once in the battle, replaces a friendly corpse with Stinging Ra’Shoth. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
5
Defense
5
Damage
3–3
Health
10
Speed / reach
4
Initiative
4
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
20
Creature type
Magic Creature

Cost per creature: 100 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Summoning Rite: Stinging Ra’Shoth

    Once in the battle, replaces a friendly corpse with Stinging Ra’Shoth. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

Reference ↗

Ferocious Ra’Shoth — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 1

Ferocious Ra’Shoth

Alternative upgrade

How to use this creature in practice

Stack spellcasting or active support

Ferocious Ra’Shoth: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.

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

Speed 6 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Summoning Rite: Ferocious Ra’Shoth: Once in the battle, replaces a friendly corpse with Ferocious Ra’Shoth. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
3
Defense
3
Damage
3–3
Health
10
Speed / reach
6
Initiative
6
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
20
Creature type
Magic Creature

Cost per creature: 100 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Summoning Rite: Ferocious Ra’Shoth

    Once in the battle, replaces a friendly corpse with Ferocious Ra’Shoth. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Sweeping Strike

    Hits the main target plus two enemies beside it. Attack direction helps determine whether the extra hits connect.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

Reference ↗

Lich — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 5

Lich

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

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

Speed 2 and Initiative 4 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Rewind Death: Restores 20 + 10 × caster count health to a friendly stack, including resurrection. Limited to two uses during the battle. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
12
Defense
12
Damage
13–16
Health
45
Speed / reach
2
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
5
Creature type
Undead

Cost per creature: 320 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Rewind Death

    Restores 20 + 10 × caster count health to a friendly stack, including resurrection. Limited to two uses during the battle. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

Reference ↗

Lich Dragon — creature appearance in Olden Era
Source · Game artwork

Neutral creatures · Tier 8

Lich Dragon

Acquired by conversion

How to use this creature in practice

Mobile attacks and screening across obstacles

Lich Dragon can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 9 and Initiative 9 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Bone Armageddon: Deals 333 Pure damage to every other creature, including allies. Compare the consequences for both armies before activating it. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Self‑Reconstruction: Restores health equal to one creature’s full maximum. It can revive casualties and create creatures beyond the original count; those additions are temporary. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Attack
66
Defense
66
Damage
99–99
Health
999
Speed / reach
9
Initiative
9
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
—
Creature type
Undead

Cost per creature: Cannot be recruited normally

Acquisition at Eternal Dragon requires 15 gems, 15 mercury and 15 crystals plus one sacrifice option: 3 Cave Dragons, 2 Black Dragons, 2 Ashen Dragons, 3 Red Dragons, 15 Faerie Dragons or 15 Giant Toads. The reference 30,000 gold is not this actual conversion cost.

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Eternal Dragon in map objects →

Abilities and limitations

  • Bone Armageddon

    Deals 333 Pure damage to every other creature, including allies. Compare the consequences for both armies before activating it. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Self‑Reconstruction

    Restores health equal to one creature’s full maximum. It can revive casualties and create creatures beyond the original count; those additions are temporary. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Cone Strike

    Covers the target, its two side-adjacent hexes and the hexes behind them. Stack placement throughout the cone matters.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Magic Defense III

    Reduces incoming Magic damage by 85%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.

  • Bone Absorption

    Consumes corpses at the destination and adjacent hexes. Each adds 100% to ability damage and 100% to health restored by abilities.

Reference ↗ · Independent cross-check ↗

Pestilent Lich — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 5

Pestilent Lich

First upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Pestilent 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

Speed 3 and Initiative 5 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Death’s Embrace: Resolves the full remaining duration of the target’s ongoing effects immediately at half strength, then removes them. Consider beneficial ongoing recovery as well. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Area Strike: Damages the target and enemies around it. This version does not specify halved damage against secondary victims.
Attack
12
Defense
12
Damage
16–16
Health
45
Speed / reach
3
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
5
Creature type
Undead

Cost per creature: 460 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Death’s Embrace

    Resolves the full remaining duration of the target’s ongoing effects immediately at half strength, then removes them. Consider beneficial ongoing recovery as well. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Area Strike

    Damages the target and enemies around it. This version does not specify halved damage against secondary victims.

Reference ↗

Sanguine Lich — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 5

Sanguine Lich

Alternative upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Sanguine 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

Speed 3 and Initiative 4 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Rewind Death: Restores 40 + 20 × caster count health to a friendly stack, including resurrection. Limited to two uses during the battle. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Temporal Vampirism: Each attack restores health to all allied creatures equal to 20% of damage dealt. This recovery cannot restore dead stack members.
Attack
12
Defense
16
Damage
13–16
Health
45
Speed / reach
3
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
5
Creature type
Undead

Cost per creature: 460 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Rewind Death

    Restores 40 + 20 × caster count health to a friendly stack, including resurrection. Limited to two uses during the battle. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Temporal Vampirism

    Each attack restores health to all allied creatures equal to 20% of damage dealt. This recovery cannot restore dead stack members.

  • Knowledge of Death

    Increases the hero’s experience gain by 10%. Additional copies do not accumulate the bonus.

Reference ↗

Lightweaver — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 4

Lightweaver

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Lightweaver 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

Speed 2 and Initiative 4 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Inner Glow: For two rounds, grants the selected allied stack 5 attack, 5 defense, 1 speed and 1 initiative. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Attack
11
Defense
11
Damage
11–11
Health
35
Speed / reach
2
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
2
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
6
Creature type
Living

Cost per creature: 310 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Inner Glow

    For two rounds, grants the selected allied stack 5 attack, 5 defense, 1 speed and 1 initiative. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

Heroes connected to this creature

Sourced creature specialty (1)

This exact form is a confirmed specialty target. Judge commanded-creature bonuses separately from town recruitment growth; the base and alternative upgrades belong to one line. The hero profile explains the numerical effect and actual reference stacks.

Army range in the source profile (1)

The source profile lists a stack-size range. A scenario or newer version may alter the start; this does not guarantee the inventory of every mission.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Hierophant — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 4

Hierophant

First upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Use a Hierophant’s Holy Ablution when removing eligible negative effects and restoring HP beats another available action. Compare cost with the shared Focus pool.

Watch for: Healing and cleansing do not return fallen creatures. Hierophant support does not automatically belong to base Lightweavers.

Timing, specific abilities and the follow-up plan

Speed 4 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 1/3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Inner Glow: For two rounds, grants the selected allied stack 5 attack, 5 defense, 2 speed and 2 initiative. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Holy Ablution: Clears harmful effects from all allies and restores their surviving members to full health. It does not resurrect casualties. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Attack
13
Defense
16
Damage
11–11
Health
35
Speed / reach
4
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
2
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
6
Creature type
Living

Cost per creature: 440 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Inner Glow

    For two rounds, grants the selected allied stack 5 attack, 5 defense, 2 speed and 2 initiative. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Holy Ablution

    Clears harmful effects from all allies and restores their surviving members to full health. It does not resurrect casualties. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

Heroes connected to this creature

Sourced creature specialty (1)

This exact form is a confirmed specialty target. Judge commanded-creature bonuses separately from town recruitment growth; the base and alternative upgrades belong to one line. The hero profile explains the numerical effect and actual reference stacks.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Sun Herald — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 4

Sun Herald

Alternative upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Sun Herald 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

Speed 3 and Initiative 5 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Exaltation: The chosen ally uses its maximum damage roll for two rounds. Wider damage ranges make the guarantee more valuable. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Anointed for Damage: Each beneficial effect received adds 1 base damage for the rest of combat. Its total stack benefit depends on creature count.
Attack
16
Defense
13
Damage
11–18
Health
35
Speed / reach
3
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
2
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
6
Creature type
Living

Cost per creature: 440 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Exaltation

    The chosen ally uses its maximum damage roll for two rounds. Wider damage ranges make the guarantee more valuable. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Anointed for Damage

    Each beneficial effect received adds 1 base damage for the rest of combat. Its total stack benefit depends on creature count.

Heroes connected to this creature

Sourced creature specialty (1)

This exact form is a confirmed specialty target. Judge commanded-creature bonuses separately from town recruitment growth; the base and alternative upgrades belong to one line. The hero profile explains the numerical effect and actual reference stacks.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Locust — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 2

Locust

Base form

How to use this creature in practice

Melee core and holding approaches

Locust 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

Speed 5 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Harvest: Jumps to and consumes a corpse within 3 hexes. Gains 2 attack and defense plus 1 speed and initiative for the rest of combat. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
Attack
5
Defense
4
Damage
3–5
Health
12
Speed / reach
5
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
14
Creature type
Hive Spawn

Cost per creature: 130 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Harvest

    Jumps to and consumes a corpse within 3 hexes. Gains 2 attack and defense plus 1 speed and initiative for the rest of combat. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Double Strike

    An attack contains two strikes. This does not automatically grant two complete turns with additional movement.

Reference ↗

Overgrown Locust — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 2

Overgrown Locust

First upgrade

How to use this creature in practice

Melee core and holding approaches

Overgrown Locust 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

Speed 6 and Initiative 7 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
5
Defense
4
Damage
3–5
Health
16
Speed / reach
6
Initiative
7
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
14
Creature type
Hive Spawn

Cost per creature: 170 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Double Strike

    An attack contains two strikes. This does not automatically grant two complete turns with additional movement.

  • Parry

    When attacked, its retaliation lands before the incoming strike. Removing attackers first can change the ensuing exchange.

  • Hivemind: Nest Protector

    At combat start, gains 1 defense for each other distinct Hive creature type in the army. Its death generates 2 Focus points, not two full charges.

Reference ↗

Harvester Locust — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 2

Harvester Locust

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Harvester Locust 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

Speed 7 and Initiative 7 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Harvest: Jumps to and consumes a corpse within 6 hexes. Gains 4 attack and defense plus 1 speed and initiative for the rest of combat. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
Attack
7
Defense
4
Damage
4–5
Health
12
Speed / reach
7
Initiative
7
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
14
Creature type
Hive Spawn

Cost per creature: 170 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Harvest

    Jumps to and consumes a corpse within 6 hexes. Gains 4 attack and defense plus 1 speed and initiative for the rest of combat. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Double Strike

    An attack contains two strikes. This does not automatically grant two complete turns with additional movement.

  • Hivemind: Vanguard

    At combat start, gains 1 attack for each other distinct Hive creature type in the army. Killing an enemy generates 2 Focus points.

Reference ↗

Worldwatcher — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Worldwatcher 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

Speed 3 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Time Loop: Places a hidden trap lasting two rounds. A ground enemy stepping on it returns to the move’s starting position and ends its turn. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Construct: Constructs ignore morale and luck. Their casualties cannot supply post-battle Necromancy.
Attack
25
Defense
25
Damage
25–25
Health
75
Speed / reach
3
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
Unaffected
Base weekly growth
4
Creature type
Construct

Cost per creature: 1600 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Time Loop

    Places a hidden trap lasting two rounds. A ground enemy stepping on it returns to the move’s starting position and ends its turn. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Construct

    Constructs ignore morale and luck. Their casualties cannot supply post-battle Necromancy.

  • Ranged Attack

    An adjacent enemy replaces ordinary shooting with a half-damage melee strike. This version does not itself list a distance penalty.

  • Duelist

    Close combat does not reduce this creature’s damage. This trait does not itself alter movement range.

  • Sharpshooter

    Shooting ignores the distance damage penalty. Separate abilities govern any restriction caused by an adjacent enemy.

  • Magic Defense IV

    Reduces incoming Magic damage by 90%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.

  • Higher Cause

    Resists effects that directly kill extra creatures alongside ordinary damage. This does not provide general immunity to attacks.

Reference ↗

Medusa — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 5

Medusa

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

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

Speed 2 and Initiative 4 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Slither Away: Moves to another hex within its movement range. The ability and creature movement traits determine how that relocation works. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
15
Defense
14
Damage
11–15
Health
55
Speed / reach
2
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
3
Creature type
Magic Creature

Cost per creature: 490 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Slither Away

    Moves to another hex within its movement range. The ability and creature movement traits determine how that relocation works. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Ranged Attack

    An adjacent enemy replaces ordinary shooting with a half-damage melee strike. This version does not itself list a distance penalty.

  • Sharpshooter

    Shooting ignores the distance damage penalty. Separate abilities govern any restriction caused by an adjacent enemy.

Reference ↗

Medusa Sculptor — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 5

Medusa Sculptor

First upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Medusa Sculptor 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

Speed 4 and Initiative 5 govern different parts of the turn. This profile lists ability costs of 1/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Slither Away: Moves to another hex within its movement range. The ability and creature movement traits determine how that relocation works. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Petrification: Makes a melee attack and petrifies the victim for the round. The victim skips its turn, resists Magic damage and receives double damage from basic attacks. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
20
Defense
18
Damage
15–15
Health
55
Speed / reach
4
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
3
Creature type
Magic Creature

Cost per creature: 700 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Slither Away

    Moves to another hex within its movement range. The ability and creature movement traits determine how that relocation works. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Petrification

    Makes a melee attack and petrifies the victim for the round. The victim skips its turn, resists Magic damage and receives double damage from basic attacks. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Ranged Attack

    An adjacent enemy replaces ordinary shooting with a half-damage melee strike. This version does not itself list a distance penalty.

  • Sharpshooter

    Shooting ignores the distance damage penalty. Separate abilities govern any restriction caused by an adjacent enemy.

  • Duelist

    Close combat does not reduce this creature’s damage. This trait does not itself alter movement range.

Reference ↗

Medusa Queen — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 5

Medusa Queen

Alternative upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Medusa Queen 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

Speed 3 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Slither Away: Moves to another hex within its movement range. The ability and creature movement traits determine how that relocation works. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
17
Defense
14
Damage
11–15
Health
55
Speed / reach
3
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
3
Creature type
Magic Creature

Cost per creature: 700 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Slither Away

    Moves to another hex within its movement range. The ability and creature movement traits determine how that relocation works. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Ranged Attack

    An adjacent enemy replaces ordinary shooting with a half-damage melee strike. This version does not itself list a distance penalty.

  • Sharpshooter

    Shooting ignores the distance damage penalty. Separate abilities govern any restriction caused by an adjacent enemy.

  • Countershot

    Can retaliate against an incoming ranged attack. This differs from the ordinary melee retaliation available to other creatures.

  • Marble Arrows

    A ranged hit lowers the target’s initiative by 2 through the following round. Account for that change when planning action order.

Reference ↗

Minotaur — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 4

Minotaur

Base form

How to use this creature in practice

Melee core and holding approaches

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

Speed 5 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
11
Defense
11
Damage
12–14
Health
40
Speed / reach
5
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
1
Initial luck
0
Morale limits
0 … 5
Luck limits
-5 … 5
Base weekly growth
5
Creature type
Magic Creature

Cost per creature: 380 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Eager for Battle

    This creature keeps positive morale with a maximum of 5. Each total morale point adds five percentage points to the chance of an extra turn.

  • Blood for Blood

    Each instance of damage received adds 1 morale. Evaluate extra turns using the resulting morale and its applicable limits.

Reference ↗

Minotaur Lord — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 4

Minotaur Lord

First upgrade

How to use this creature in practice

Melee core and holding approaches

Minotaur 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

Speed 6 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Unyielding Will: Ignores enemy attack attributes when receiving hits for the rest of the round. Other damage sources and multipliers do not automatically disappear. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
11
Defense
15
Damage
12–14
Health
40
Speed / reach
6
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
1
Initial luck
0
Morale limits
0 … 5
Luck limits
-5 … 5
Base weekly growth
5
Creature type
Magic Creature

Cost per creature: 530 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Unyielding Will

    Ignores enemy attack attributes when receiving hits for the rest of the round. Other damage sources and multipliers do not automatically disappear. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Parry

    When attacked, its retaliation lands before the incoming strike. Removing attackers first can change the ensuing exchange.

  • Eager for Battle

    This creature keeps positive morale with a maximum of 5. Each total morale point adds five percentage points to the chance of an extra turn.

  • Blood for Blood

    Each instance of damage received adds 1 morale. Evaluate extra turns using the resulting morale and its applicable limits.

Reference ↗

Minotaur Vanguard — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 4

Minotaur Vanguard

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Minotaur Vanguard 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

Speed 6 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
15
Defense
11
Damage
14–16
Health
40
Speed / reach
6
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
2
Initial luck
0
Morale limits
0 … 5
Luck limits
-5 … 5
Base weekly growth
5
Creature type
Magic Creature

Cost per creature: 530 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Eager for Battle

    This creature keeps positive morale with a maximum of 5. Each total morale point adds five percentage points to the chance of an extra turn.

  • Blood for Blood

    Each instance of damage received adds 1 morale. Evaluate extra turns using the resulting morale and its applicable limits.

  • Adrenaline Surge

    A morale trigger grants 2 speed and 8 attack and defense through the end of the next round.

Reference ↗

Waurms — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 6

Waurms

Base form

How to use this creature in practice

Melee core and holding approaches

Waurms 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

Speed 8 and Initiative 7 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
21
Defense
21
Damage
21–23
Health
120
Speed / reach
8
Initiative
7
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
1
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
2
Creature type
Hive Spawn

Cost per creature: 1200 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Blink

    This profile’s movement bypasses obstacles and traps. Apply the listed movement range when selecting a destination.

  • Corpse Eater

    Moving onto a corpse consumes it and restores 120 health. This recovery may bring back dead stack members.

  • Demonic Stench

    Enemy stacks receive −1 luck. Multiple copies of this aura do not accumulate; the strongest version applies.

Reference ↗

Devourer — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 6

Devourer

First upgrade

How to use this creature in practice

Melee core and holding approaches

Devourer 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

Speed 10 and Initiative 7 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Devour: Directly removes an enemy stack reduced to about 40% of its original creature count or less. Creature count matters rather than merely injuring its final member. No corpse remains. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
Attack
21
Defense
21
Damage
27–29
Health
120
Speed / reach
10
Initiative
7
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
3
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
2
Creature type
Hive Spawn

Cost per creature: 1900 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Devour

    Directly removes an enemy stack reduced to about 40% of its original creature count or less. Creature count matters rather than merely injuring its final member. No corpse remains. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Blink

    This profile’s movement bypasses obstacles and traps. Apply the listed movement range when selecting a destination.

  • Hivemind: Nest Protector

    At combat start, gains 1 defense for each other distinct Hive creature type in the army. Its death generates 2 Focus points, not two full charges.

  • Corpse Eater

    Moving onto a corpse consumes it and restores 120 health. This recovery may bring back dead stack members.

  • Demonic Stench

    Enemy stacks receive −2 luck. Multiple copies of this aura do not accumulate; the strongest version applies.

Reference ↗

Pyroboros — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 6

Pyroboros

Alternative upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Pyroboros 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

Speed 8 and Initiative 8 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
  • Area Strike: Damages the target and enemies around it. This version does not specify halved damage against secondary victims.
Attack
21
Defense
21
Damage
21–23
Health
120
Speed / reach
8
Initiative
8
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
2
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
2
Creature type
Hive Spawn

Cost per creature: 1900 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Ranged Attack

    Can target distant enemies, with the reference penalty of 10% per hex from three hexes onward, capped at 50%. This form’s other traits determine its close-combat rules.

  • Area Strike

    Damages the target and enemies around it. This version does not specify halved damage against secondary victims.

  • Duelist

    Close combat does not reduce this creature’s damage. This trait does not itself alter movement range.

  • Blink

    This profile’s movement bypasses obstacles and traps. Apply the listed movement range when selecting a destination.

  • Hivemind: Vanguard

    At combat start, gains 1 attack for each other distinct Hive creature type in the army. Killing an enemy generates 2 Focus points.

  • Corpse Eater

    Moving onto a corpse consumes it and restores 120 health. This recovery may bring back dead stack members.

  • Demonic Stench

    Enemy stacks receive −2 luck. Multiple copies of this aura do not accumulate; the strongest version applies.

Reference ↗

Peasant — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Peasant 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

Speed 1 and Initiative 1 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Taxpayer: At day start, provides 10 gold per creature in the stack. Income scales with creature count rather than being a single payment per stack.
Attack
1
Defense
1
Damage
1–1
Health
5
Speed / reach
1
Initiative
1
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
60
Creature type
Living

Cost per creature: 150 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Taxpayer

    At day start, provides 10 gold per creature in the stack. Income scales with creature count rather than being a single payment per stack.

  • Beloved Piglet

    The reference supplies a character note about a companion animal here. It establishes no numeric benefit, so this note is not converted into a combat bonus.

Reference ↗

Undead Pet — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 3

Undead Pet

Base form

How to use this creature in practice

Melee core and holding approaches

Undead Pet 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

Speed 5 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Melee Defense I: Reduces incoming melee damage by 30%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.
Attack
4
Defense
6
Damage
3–5
Health
14
Speed / reach
5
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
14
Creature type
Undead

Cost per creature: 120 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Melee Defense I

    Reduces incoming melee damage by 30%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.

Reference ↗

Barghest — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 3

Barghest

First upgrade

How to use this creature in practice

Melee core and holding approaches

Barghest 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

Speed 6 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Call the Pack: Adds temporary creatures equal to 20% of the stack’s current count. These additions are not permanent post-battle recruitment. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
4
Defense
6
Damage
3–5
Health
14
Speed / reach
6
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
14
Creature type
Undead

Cost per creature: 160 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Call the Pack

    Adds temporary creatures equal to 20% of the stack’s current count. These additions are not permanent post-battle recruitment. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Melee Defense I

    Reduces incoming melee damage by 30%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.

  • Bone Crusher

    Each strike transfers 1 defense from the target to this creature for the rest of combat. The transfer cannot be dispelled.

Reference ↗

Armored Hound — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 3

Armored Hound

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Armored Hound 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

Speed 5 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Melee Defense I: Reduces incoming melee damage by 30%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.
Attack
4
Defense
8
Damage
3–5
Health
18
Speed / reach
5
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
14
Creature type
Undead

Cost per creature: 160 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Melee Defense I

    Reduces incoming melee damage by 30%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.

  • Protect the Fallen

    A friendly creature’s death grants 3 defense for the remainder of combat, making allied casualties affect its resilience.

  • Lacerated Wounds

    A hit applies a 2-round effect dealing 12 + 2 × attacking creature count damage at the target’s turn start. Repeated applications stack.

Reference ↗

Phoenix — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 7

Phoenix

Base form

How to use this creature in practice

Mobile attacks and screening across obstacles

Phoenix can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 8 and Initiative 14 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Awaken: Fire I: Once per battle, adds 2 speed, 2 initiative and 25 health per creature. The stack always rolls maximum damage. These changes last for the battle. Cost: 3 Focus charge(s); cooldown: 1 round(s).
  • Embodiment: Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.
Attack
28
Defense
26
Damage
45–65
Health
200
Speed / reach
8
Initiative
14
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
1
Creature type
Embodiment

Cost per creature: 2900 gold + 1 crystals

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Awaken: Fire I

    Once per battle, adds 2 speed, 2 initiative and 25 health per creature. The stack always rolls maximum damage. These changes last for the battle. Cost: 3 Focus charge(s); cooldown: 1 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Sweeping Strike

    Hits the target and the two hexes beside it. Inspect their occupants before committing to the attack.

  • Embodiment of Fire

    Leaves no corpse and is unaffected by Fireball, Firewall and Armageddon.

Reference ↗

Flaming Phoenix — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 7

Flaming Phoenix

First upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Flaming Phoenix can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 10 and Initiative 16 govern different parts of the turn. This profile lists ability costs of 3/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Awaken: Fire II: Once per battle, adds 2 speed, 2 initiative and 25 health per creature. The stack always rolls maximum damage. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).
  • Heatwave: Clears harmful effects from allies and beneficial effects from enemies. Compare the value of all current buffs and debuffs. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
36
Defense
27
Damage
45–65
Health
300
Speed / reach
10
Initiative
16
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
1
Creature type
Embodiment

Cost per creature: 4800 gold + 2 crystals

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Awaken: Fire II

    Once per battle, adds 2 speed, 2 initiative and 25 health per creature. The stack always rolls maximum damage. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).

  • Heatwave

    Clears harmful effects from allies and beneficial effects from enemies. Compare the value of all current buffs and debuffs. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Sweeping Strike

    Hits the target and the two hexes beside it. Inspect their occupants before committing to the attack.

  • Embodiment of Fire

    Leaves no corpse and is unaffected by Fireball, Firewall and Armageddon.

  • Immortal

    Death leaves ashes that restore 1 + 50% of the original creature count at the next round’s start, capped at the original count. Recovery is permanent, works once per battle, and can be prevented by three damaging hits on the ashes.

Reference ↗

Energy Phoenix — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 7

Energy Phoenix

Alternative upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Energy Phoenix can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 10 and Initiative 15 govern different parts of the turn. This profile lists ability costs of 3/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Awaken: Fire II: Once per battle, adds 2 speed, 2 initiative and 25 health per creature. The stack always rolls maximum damage. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).
  • Supernova: Deals 60 × caster count Magic damage to enemies within two hexes. Applies two rounds of burning for 60 + 30 × caster count Magic damage at the victim’s turn start. Burning applications can accumulate. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
28
Defense
39
Damage
45–65
Health
250
Speed / reach
10
Initiative
15
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
1
Creature type
Embodiment

Cost per creature: 4800 gold + 2 crystals

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Awaken: Fire II

    Once per battle, adds 2 speed, 2 initiative and 25 health per creature. The stack always rolls maximum damage. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).

  • Supernova

    Deals 60 × caster count Magic damage to enemies within two hexes. Applies two rounds of burning for 60 + 30 × caster count Magic damage at the victim’s turn start. Burning applications can accumulate. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Sweeping Strike

    Hits the target and the two hexes beside it. Inspect their occupants before committing to the attack.

  • Embodiment of Fire

    Leaves no corpse and is unaffected by Fireball, Firewall and Armageddon.

  • Eternal Flame

    At its turn start, restores 25% of health lost since combat began. This recovery can restore dead stack members.

Reference ↗

Pixie — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Pixie can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 8 and Initiative 8 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
2
Defense
2
Damage
2–2
Health
6
Speed / reach
8
Initiative
8
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
100
Creature type
Magic Creature

Cost per creature: 100 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Absolute Resistance

    Magic damage cannot injure this creature. Pure damage and other attack types require separate evaluation.

Reference ↗

Primal Remnant — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Primal Remnant 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

Speed 5 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 1/3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Cleansing Spores: Clears harmful effects from itself and adjacent allies. Formation determines which stacks receive the support. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Vegetation Propagation: Creates an equivalent Primal Remnant stack on an adjacent hex. The copy dies after receiving any damage. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Attack
9
Defense
18
Damage
13–14
Health
50
Speed / reach
5
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
16
Creature type
Embodiment

Cost per creature: 600 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Cleansing Spores

    Clears harmful effects from itself and adjacent allies. Formation determines which stacks receive the support. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Vegetation Propagation

    Creates an equivalent Primal Remnant stack on an adjacent hex. The copy dies after receiving any damage. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

Reference ↗

Qilin — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 6

Qilin

Base form

How to use this creature in practice

Melee core and holding approaches

Qilin 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

Speed 6 and Initiative 9 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Awaken: Air I: Once per battle, adds 2 speed, 2 initiative and 20 health per creature. The stack prevents enemy retaliation. These changes last for the battle. Cost: 3 Focus charge(s); cooldown: 1 round(s).
  • Embodiment: Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.
Attack
22
Defense
20
Damage
24–30
Health
130
Speed / reach
6
Initiative
9
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
2
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
2
Creature type
Embodiment

Cost per creature: 1200 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Awaken: Air I

    Once per battle, adds 2 speed, 2 initiative and 20 health per creature. The stack prevents enemy retaliation. These changes last for the battle. Cost: 3 Focus charge(s); cooldown: 1 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Embodiment of Air

    Leaves no corpse and resists Lightning Bolt and Chain Lightning. Other Magic damage sources follow separate rules.

  • Lightning Fast

    Movement-restricting effects cannot affect this creature. Its speed or the selected ability still sets the movement range.

Reference ↗

Thunder Qilin — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 6

Thunder Qilin

First upgrade

How to use this creature in practice

Melee core and holding approaches

Thunder Qilin 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

Speed 8 and Initiative 11 govern different parts of the turn. This profile lists ability costs of 3/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Awaken: Air II: Once per battle, adds 2 speed, 2 initiative and 20 health per creature. The stack prevents enemy retaliation. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).
  • Ball Lightning: Teleports to a free hex within movement range and deals full basic-attack damage as Magic damage to every adjacent creature. Check allies near the destination too. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
22
Defense
20
Damage
30–36
Health
130
Speed / reach
8
Initiative
11
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
2
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
2
Creature type
Embodiment

Cost per creature: 1900 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Awaken: Air II

    Once per battle, adds 2 speed, 2 initiative and 20 health per creature. The stack prevents enemy retaliation. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).

  • Ball Lightning

    Teleports to a free hex within movement range and deals full basic-attack damage as Magic damage to every adjacent creature. Check allies near the destination too. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Thunderstrike

    Converts defense into additional attack for the rest of the round. Evaluate the trade alongside the expected enemy response. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Embodiment of Air

    Leaves no corpse and resists Lightning Bolt and Chain Lightning. Other Magic damage sources follow separate rules.

  • Lightning Fast

    Movement-restricting effects cannot affect this creature. Its speed or the selected ability still sets the movement range.

  • Cloud Nine

    Generates two Focus points at each round start after the first. The first round provides no such periodic gain.

Reference ↗

Mist Qilin — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 6

Mist Qilin

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Mist Qilin 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

Speed 7 and Initiative 13 govern different parts of the turn. This profile lists ability costs of 3/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Awaken: Air II: Once per battle, adds 2 speed, 2 initiative and 20 health per creature. The stack prevents enemy retaliation. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).
  • Mist Form: Bypasses obstacles and receives 35% less damage for the rest of the round. Protection expires when the round ends. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Attack
24
Defense
22
Damage
27–36
Health
130
Speed / reach
7
Initiative
13
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
2
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
2
Creature type
Embodiment

Cost per creature: 1900 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Awaken: Air II

    Once per battle, adds 2 speed, 2 initiative and 20 health per creature. The stack prevents enemy retaliation. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).

  • Mist Form

    Bypasses obstacles and receives 35% less damage for the rest of the round. Protection expires when the round ends. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Embodiment of Air

    Leaves no corpse and resists Lightning Bolt and Chain Lightning. Other Magic damage sources follow separate rules.

  • Lightning Fast

    Movement-restricting effects cannot affect this creature. Its speed or the selected ability still sets the movement range.

  • Scintillating Scales

    Adjacent enemies receive 30% more Magic damage. Multiple copies of the same effect do not accumulate.

Reference ↗

Sentinel of Glory — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Sentinel of Glory can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 7 and Initiative 7 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Arina’s Way: Once per battle, clears its harmful effects and fully heals surviving members. Dead stack members are not restored. Cost: 2 Focus charge(s); cooldown: 3 round(s).
  • Naira’s Way: Once per battle, gains 40% damage dealt and 40% damage reduction for the remainder of the round. Cost: 2 Focus charge(s); cooldown: 3 round(s).
Attack
40
Defense
40
Damage
50–50
Health
400
Speed / reach
7
Initiative
7
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
2
Creature type
Magic Creature

Cost per creature: 5000 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Arina’s Way

    Once per battle, clears its harmful effects and fully heals surviving members. Dead stack members are not restored. Cost: 2 Focus charge(s); cooldown: 3 round(s).

  • Naira’s Way

    Once per battle, gains 40% damage dealt and 40% damage reduction for the remainder of the round. Cost: 2 Focus charge(s); cooldown: 3 round(s).

  • Doreath’s Way

    Once per battle, teleports to any hex and deals basic-attack damage as Pure damage to adjacent enemies. Cost: 2 Focus charge(s); cooldown: 3 round(s).

  • Hksmilla’s Way

    Once per battle, becomes immune to Magic damage and harmful effects for the rest of the round. Cost: 2 Focus charge(s); cooldown: 3 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

Reference ↗

Skeleton — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 1

Skeleton

Base form

How to use this creature in practice

Melee core and holding approaches

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

Speed 3 and Initiative 4 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
4
Defense
1
Damage
1–3
Health
6
Speed / reach
3
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
30
Creature type
Undead

Cost per creature: 35 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

Reference ↗

Skeleton Warrior — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 1

Skeleton Warrior

First upgrade

How to use this creature in practice

Melee core and holding approaches

Skeleton Warrior should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

Speed 4 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
4
Defense
3
Damage
2–3
Health
6
Speed / reach
4
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
30
Creature type
Undead

Cost per creature: 50 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

Reference ↗

Skeleton Archer — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 1

Skeleton Archer

Alternative upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Skeleton 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

Speed 3 and Initiative 4 govern different parts of the turn. Check the particular ability for alternative free attacks.

Attack
4
Defense
1
Damage
1–3
Health
6
Speed / reach
3
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
30
Creature type
Undead

Cost per creature: 50 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

Reference ↗

Starchild — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Starchild 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

Speed 3 and Initiative 5 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Starfall: Choose three hexes. Each receives a star dealing 6 × caster count Magic damage, with the blast also covering adjacent creatures. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Embodiment: Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.
Attack
13
Defense
9
Damage
12–18
Health
35
Speed / reach
3
Initiative
5
Movement type
Teleport
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-3 … 3
Base weekly growth
16
Creature type
Embodiment

Cost per creature: 600 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Starfall

    Choose three hexes. Each receives a star dealing 6 × caster count Magic damage, with the blast also covering adjacent creatures. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Embodiment

    Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Blink

    Teleports directly to the destination, bypassing obstacles and traps. The move’s own range still determines reachable destinations.

  • Area Strike

    Hits the target and surrounding hexes at half damage for secondary hits. Check every occupied hex around the intended target.

Reference ↗

Concubus — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 5

Concubus

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Concubus 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

Speed 2 and Initiative 5 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Handcuffs: Blocks the chosen enemy stack’s active abilities for two rounds. This description does not prohibit all ordinary attacks. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Nimbleness: May use ranged attacks while an enemy is adjacent. Evaluate any damage penalties through the creature’s other traits.
Attack
16
Defense
13
Damage
14–20
Health
60
Speed / reach
2
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
3
Creature type
Living

Cost per creature: 580 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Handcuffs

    Blocks the chosen enemy stack’s active abilities for two rounds. This description does not prohibit all ordinary attacks. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Nimbleness

    May use ranged attacks while an enemy is adjacent. Evaluate any damage penalties through the creature’s other traits.

  • Earn Your Magic, Dear

    The enemy hero pays 1 more mana per spell. Multiple copies do not accumulate; only the strongest version applies.

Reference ↗

Mistress of Chains — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 5

Mistress of Chains

First upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Mistress of Chains 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

Speed 4 and Initiative 7 govern different parts of the turn. This profile lists ability costs of 1/3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Handcuffs: Blocks the chosen enemy stack’s active abilities for two rounds. This description does not prohibit all ordinary attacks. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Hourglass: Blocks the opposing hero’s active abilities for the rest of the round. Spellbook use is governed by separate effects. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Attack
20
Defense
13
Damage
14–20
Health
60
Speed / reach
4
Initiative
7
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
3
Creature type
Living

Cost per creature: 840 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Handcuffs

    Blocks the chosen enemy stack’s active abilities for two rounds. This description does not prohibit all ordinary attacks. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Hourglass

    Blocks the opposing hero’s active abilities for the rest of the round. Spellbook use is governed by separate effects. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.

  • Nimbleness

    May use ranged attacks while an enemy is adjacent. Evaluate any damage penalties through the creature’s other traits.

  • Earn Your Magic, Dear

    The enemy hero pays 2 more mana per spell. Multiple copies do not accumulate; only the strongest version applies.

  • Earn Your Abilities, Dear

    Dealing damage generates three additional Focus points. Three points represent only part of a complete charge.

Reference ↗

Bewitcher — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 5

Bewitcher

Alternative upgrade

How to use this creature in practice

Ranged stack requiring usable line of sight

Bewitcher 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

Speed 6 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Flog Idle Mind: Deals 66 Pure damage per Focus charge under the ability’s rule. The reference supplies no separate multiplier per creature. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Bewitch into Passivity: Prevents enemies from gaining Focus from any source through the next round. Account for the resulting constraint on later activations. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Attack
16
Defense
13
Damage
20–20
Health
60
Speed / reach
6
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
3
Creature type
Living

Cost per creature: 840 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Flog Idle Mind

    Deals 66 Pure damage per Focus charge under the ability’s rule. The reference supplies no separate multiplier per creature. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Bewitch into Passivity

    Prevents enemies from gaining Focus from any source through the next round. Account for the resulting constraint on later activations. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Ranged Attack

    Can target distant enemies, with the reference penalty of 10% per hex from three hexes onward, capped at 50%. This form’s other traits determine its close-combat rules.

  • Duelist

    Close combat does not reduce this creature’s damage. This trait does not itself alter movement range.

  • Nimbleness

    May use ranged attacks while an enemy is adjacent. Evaluate any damage penalties through the creature’s other traits.

  • Earn Your Magic, Dear

    The enemy hero pays 2 more mana per spell. Multiple copies do not accumulate; only the strongest version applies.

Reference ↗

Cavalry — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 5

Cavalry

Base form

How to use this creature in practice

Melee core and holding approaches

Cavalry 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

Speed 7 and Initiative 10 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Piercing Strike I: When striking, ignores 30% of the target’s defense. The final damage change depends on the full combat calculation.
Attack
12
Defense
17
Damage
10–14
Health
85
Speed / reach
7
Initiative
10
Movement type
Ground
Retaliations per round
1
Initial morale
1
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
3
Creature type
Living

Cost per creature: 850 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Piercing Strike I

    When striking, ignores 30% of the target’s defense. The final damage change depends on the full combat calculation.

  • Inspiring

    Allied stacks receive +1 morale. Multiple copies of this aura do not accumulate; the strongest version applies.

  • Jousting Bonus

    Movement preceding an attack adds 5% damage per hex travelled. The bonus depends on the path taken before striking.

Heroes connected to this creature

Sourced creature specialty (1)

This exact form is a confirmed specialty target. Judge commanded-creature bonuses separately from town recruitment growth; the base and alternative upgrades belong to one line. The hero profile explains the numerical effect and actual reference stacks.

Army range in the source profile (1)

The source profile lists a stack-size range. A scenario or newer version may alter the start; this does not guarantee the inventory of every mission.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Noble Cavalry — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 5

Noble Cavalry

First upgrade

How to use this creature in practice

Melee core and holding approaches

Noble Cavalry 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

Speed 7 and Initiative 13 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Charge!: Adds 1 speed and initiative to all allies for two rounds. This Olden Era ability is distinct from charge formulas in other games. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
12
Defense
17
Damage
12–16
Health
85
Speed / reach
7
Initiative
13
Movement type
Ground
Retaliations per round
1
Initial morale
1
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
3
Creature type
Living

Cost per creature: 1220 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Charge!

    Adds 1 speed and initiative to all allies for two rounds. This Olden Era ability is distinct from charge formulas in other games. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Piercing Strike II

    When striking, ignores 40% of the target’s defense. The final damage change depends on the full combat calculation.

  • Inspiring

    Allied stacks receive +2 morale. Multiple copies of this aura do not accumulate; the strongest version applies.

  • Jousting Bonus

    Movement preceding an attack adds 10% damage per hex travelled. The bonus depends on the path taken before striking.

Heroes connected to this creature

Sourced creature specialty (1)

This exact form is a confirmed specialty target. Judge commanded-creature bonuses separately from town recruitment growth; the base and alternative upgrades belong to one line. The hero profile explains the numerical effect and actual reference stacks.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Sunspear Cavalry — creature appearance in Olden Era
Source · Game artwork

Temple · Tier 5

Sunspear Cavalry

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Sunspear Cavalry 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

Speed 8 and Initiative 10 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Piercing Strike II: When striking, ignores 40% of the target’s defense. The final damage change depends on the full combat calculation.
Attack
14
Defense
22
Damage
12–16
Health
85
Speed / reach
8
Initiative
10
Movement type
Ground
Retaliations per round
1
Initial morale
2
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
3
Creature type
Living

Cost per creature: 1220 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Piercing Strike II

    When striking, ignores 40% of the target’s defense. The final damage change depends on the full combat calculation.

  • Inspiring

    Allied stacks receive +2 morale. Multiple copies of this aura do not accumulate; the strongest version applies.

  • Jousting Bonus

    Movement preceding an attack adds 10% damage per hex travelled. The bonus depends on the path taken before striking.

  • Anointed for Attack

    Each beneficial effect received adds 2 attack for the rest of combat, allowing support actions to strengthen later ordinary attacks.

Heroes connected to this creature

Sourced creature specialty (1)

This exact form is a confirmed specialty target. Judge commanded-creature bonuses separately from town recruitment growth; the base and alternative upgrades belong to one line. The hero profile explains the numerical effect and actual reference stacks.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Parasite — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 1

Parasite

Base form

How to use this creature in practice

Melee core and holding approaches

Parasite 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

Speed 3 and Initiative 4 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
  • Long Reach: Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.
Attack
3
Defense
3
Damage
2–4
Health
7
Speed / reach
3
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
22
Creature type
Hive Spawn

Cost per creature: 80 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

  • Topple the Strong!

    Gains 3% damage per tier by which the target is higher, potentially making a small high-tier stack a worthwhile target.

Reference ↗

Warden Parasite — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 1

Warden Parasite

First upgrade

How to use this creature in practice

Melee core and holding approaches

Warden Parasite 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

Speed 4 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
  • Long Reach: Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.
Attack
3
Defense
6
Damage
2–4
Health
9
Speed / reach
4
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
22
Creature type
Hive Spawn

Cost per creature: 100 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

  • Hivemind: Nest Protector

    At combat start, gains 1 defense for each other distinct Hive creature type in the army. Its death generates 2 Focus points, not two full charges.

  • Topple the Strong!

    Gains 3% damage per tier by which the target is higher, potentially making a small high-tier stack a worthwhile target.

Reference ↗

Ravager Parasite — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 1

Ravager Parasite

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Ravager Parasite 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

Speed 5 and Initiative 6 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
  • Long Reach: Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.
Attack
6
Defense
3
Damage
2–4
Health
7
Speed / reach
5
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
22
Creature type
Hive Spawn

Cost per creature: 100 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

  • Hivemind: Vanguard

    At combat start, gains 1 attack for each other distinct Hive creature type in the army. Killing an enemy generates 2 Focus points.

  • Topple the Strong!

    Gains 3% damage per tier by which the target is higher, potentially making a small high-tier stack a worthwhile target.

Reference ↗

Troglodyte — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 1

Troglodyte

Base form

How to use this creature in practice

Melee core and holding approaches

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

Speed 4 and Initiative 4 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
2
Defense
3
Damage
1–3
Health
8
Speed / reach
4
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
27
Creature type
Magic Creature

Cost per creature: 50 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

Reference ↗

Infernal Troglodyte — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 1

Infernal Troglodyte

First upgrade

How to use this creature in practice

Melee core and holding approaches

Infernal 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

Speed 5 and Initiative 6 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
3
Defense
6
Damage
1–3
Health
8
Speed / reach
5
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
27
Creature type
Magic Creature

Cost per creature: 60 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Toxic Spear

    An attack makes its victim receive 25% more damage through the next round. Plan allied follow-up strikes against that target.

Reference ↗

Toxic Troglodyte — creature appearance in Olden Era
Source · Game artwork

Dungeon · Tier 1

Toxic Troglodyte

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Toxic 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

Speed 4 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
5
Defense
3
Damage
1–4
Health
8
Speed / reach
4
Initiative
5
Movement type
Ground
Retaliations per round
2
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
27
Creature type
Magic Creature

Cost per creature: 60 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Alert I

    Can retaliate twice during a round. Once both responses are spent, it needs the next round or a separate restoring effect.

  • Toxic Blood

    When damaged, makes all adjacent enemies receive 25% more damage through the following round.

Reference ↗

Hoplet — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 2

Hoplet

Base form

How to use this creature in practice

Mobile attacks and screening across obstacles

Hoplet can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 5 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Leeching Hop: Takes 2 mana plus 1 per six casters from the opposing hero and transfers it to the allied hero if present. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
6
Defense
5
Damage
4–8
Health
18
Speed / reach
5
Initiative
6
Movement type
Flying
Retaliations per round
1
Initial morale
1
Initial luck
1
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
9
Creature type
Magic Creature

Cost per creature: 185 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Leeching Hop

    Takes 2 mana plus 1 per six casters from the opposing hero and transfers it to the allied hero if present. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

Reference ↗

Dawn Hoplet — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 2

Dawn Hoplet

First upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Dawn Hoplet can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 6 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 0 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Morning Dew: Once per battle, generates one complete Focus charge. This differs from abilities producing individual points. Cost: 0 Focus charge(s); cooldown: 0 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
9
Defense
5
Damage
4–8
Health
18
Speed / reach
6
Initiative
6
Movement type
Flying
Retaliations per round
1
Initial morale
1
Initial luck
2
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
9
Creature type
Magic Creature

Cost per creature: 250 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Morning Dew

    Once per battle, generates one complete Focus charge. This differs from abilities producing individual points. Cost: 0 Focus charge(s); cooldown: 0 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Attacks an adjacent hex while preventing the ordinary enemy retaliation against that contact strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Swift Strike

    The victim cannot make an ordinary retaliation against this creature’s strike, helping it attack without paying that exchange cost.

Reference ↗ · Independent cross-check ↗

Dusk Hoplet — creature appearance in Olden Era
Source · Game artwork

Grove · Tier 2

Dusk Hoplet

Alternative upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Dusk Hoplet can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 5 and Initiative 9 govern different parts of the turn. This profile lists ability costs of 2/1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Leeching Hop: Takes 2 mana plus 1 per six casters from the opposing hero and transfers it to the allied hero if present. Cost: 2 Focus charge(s); cooldown: 2 round(s).
  • Bloom: Adds 2 to the allied hero’s Spell Power for the round. Cast the intended follow-up spell before that bonus expires. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Attack
7
Defense
7
Damage
4–8
Health
18
Speed / reach
5
Initiative
9
Movement type
Flying
Retaliations per round
1
Initial morale
2
Initial luck
1
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
9
Creature type
Magic Creature

Cost per creature: 250 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Leeching Hop

    Takes 2 mana plus 1 per six casters from the opposing hero and transfers it to the allied hero if present. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Bloom

    Adds 2 to the allied hero’s Spell Power for the round. Cast the intended follow-up spell before that bonus expires. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Magic Core

    Its death grants the allied hero 1 Spell Power for the remainder of combat. The benefit is specifically death-triggered.

Reference ↗

Ghoul — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Ghoul should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

Speed 5 and Initiative 5 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Enraged: Strengthens itself at each round start, adding 2 to minimum and maximum damage. The reference does not quantify the other attribute changes it mentions.
Attack
9
Defense
6
Damage
4–7
Health
20
Speed / reach
5
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
—
Creature type
Undead

Cost per creature: 200 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Enraged

    Strengthens itself at each round start, adding 2 to minimum and maximum damage. The reference does not quantify the other attribute changes it mentions.

Reference ↗

Cultist — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 2

Cultist

Base form

How to use this creature in practice

Melee core and holding approaches

Cultist 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

Speed 3 and Initiative 4 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Glance of the Abyss: The ability applies a 2-round effect dealing 12 + 2 × attacking creature count Pure damage at the target’s turn start. Repeated applications stack. Each application triggers at most once per round. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Long Reach: Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.
Attack
5
Defense
4
Damage
4–6
Health
15
Speed / reach
3
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
12
Creature type
Living

Cost per creature: 165 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Glance of the Abyss

    The ability applies a 2-round effect dealing 12 + 2 × attacking creature count Pure damage at the target’s turn start. Repeated applications stack. Each application triggers at most once per round. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

Reference ↗

Binder — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 2

Binder

First upgrade

How to use this creature in practice

Melee core and holding approaches

Binder 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

Speed 5 and Initiative 5 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Glance of the Abyss: The ability applies a 2-round effect dealing 12 + 2 × attacking creature count Pure damage at the target’s turn start. Repeated applications stack. Each application triggers at most once per round. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Abyssal Tendril: Deals half basic-attack damage as Pure damage and removes one available retaliation from the target. Track its remaining responses. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Attack
5
Defense
7
Damage
4–6
Health
15
Speed / reach
5
Initiative
5
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
12
Creature type
Living

Cost per creature: 220 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Glance of the Abyss

    The ability applies a 2-round effect dealing 12 + 2 × attacking creature count Pure damage at the target’s turn start. Repeated applications stack. Each application triggers at most once per round. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Abyssal Tendril

    Deals half basic-attack damage as Pure damage and removes one available retaliation from the target. Track its remaining responses. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

Reference ↗

Votary — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 2

Votary

Alternative upgrade

How to use this creature in practice

Melee core and holding approaches

Votary 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

Speed 4 and Initiative 4 govern different parts of the turn. This profile lists ability costs of 1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Gaze of the Abyss: Sluggishness: Deals half basic-attack damage as Pure damage to the target and adjacent enemies, lowering their initiative by 1 through the next round. Cost: 1 Focus charge(s); cooldown: 1 round(s).
  • Gaze of the Abyss: Slow: Deals half basic-attack damage as Pure damage to the target and adjacent enemies, lowering their speed by 1 through the next round. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Attack
9
Defense
4
Damage
4–8
Health
15
Speed / reach
4
Initiative
4
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
12
Creature type
Living

Cost per creature: 220 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Gaze of the Abyss: Sluggishness

    Deals half basic-attack damage as Pure damage to the target and adjacent enemies, lowering their initiative by 1 through the next round. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Gaze of the Abyss: Slow

    Deals half basic-attack damage as Pure damage to the target and adjacent enemies, lowering their speed by 1 through the next round. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Living

    Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

Reference ↗

Unicorn — creature appearance in Olden Era
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Unicorn 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

Speed 6 and Initiative 10 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Blinding Strike: Applies Blind, preventing every action for up to three rounds. Receiving damage ends the restriction early. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
16
Defense
13
Damage
10–10
Health
40
Speed / reach
6
Initiative
10
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
8
Creature type
Magic Creature

Cost per creature: 600 gold

Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Blinding Strike

    Applies Blind, preventing every action for up to three rounds. Receiving damage ends the restriction early. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

Reference ↗

Abyssal Envoy — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 7

Abyssal Envoy

Base form

How to use this creature in practice

Stack spellcasting or active support

Abyssal Envoy: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.

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

Speed 5 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Summoning Rite: Envoy: Once in the battle, replaces a friendly corpse with Envoy. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Will of the Abyss: Adds one turn immediately after its first turn. This timing differs from an unlimited recurring supply of extra turns. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Attack
30
Defense
30
Damage
40–60
Health
250
Speed / reach
5
Initiative
8
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
1
Creature type
Magic Creature

Cost per creature: 2500 gold + 1 mercury

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Summoning Rite: Envoy

    Once in the battle, replaces a friendly corpse with Envoy. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Will of the Abyss

    Adds one turn immediately after its first turn. This timing differs from an unlimited recurring supply of extra turns. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Absolute Resistance

    Magic damage cannot injure this creature. Pure damage and other attack types require separate evaluation.

Reference ↗

Abyssal Overseer — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 7

Abyssal Overseer

First upgrade

How to use this creature in practice

Stack spellcasting or active support

Abyssal Overseer: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.

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

Speed 6 and Initiative 9 govern different parts of the turn. This profile lists ability costs of 3/2 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Summoning Rite: Overseer: Once in the battle, replaces a friendly corpse with Overseer. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Will of the Abyss: Adds one turn immediately after its first turn. This timing differs from an unlimited recurring supply of extra turns. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Attack
40
Defense
40
Damage
40–60
Health
250
Speed / reach
6
Initiative
9
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
1
Creature type
Magic Creature

Cost per creature: 4200 gold + 2 mercury

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Summoning Rite: Overseer

    Once in the battle, replaces a friendly corpse with Overseer. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Will of the Abyss

    Adds one turn immediately after its first turn. This timing differs from an unlimited recurring supply of extra turns. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Moment of Insanity

    Forces the enemy to attack a random target. It cannot be planned as a guaranteed strike against a predetermined stack. Cost: 2 Focus charge(s); cooldown: 2 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Area Strike

    Hits the target and surrounding enemies, with secondary victims receiving half damage. Enemy positioning determines the total return.

  • Absolute Resistance

    Magic damage cannot injure this creature. Pure damage and other attack types require separate evaluation.

Reference ↗

Abyssal Executor — creature appearance in Olden Era
Source · Game artwork

Schism · Tier 7

Abyssal Executor

Alternative upgrade

How to use this creature in practice

Stack spellcasting or active support

Abyssal Executor: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.

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

Speed 7 and Initiative 10 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Summoning Rite: Executor: Once in the battle, replaces a friendly corpse with Executor. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Will of the Abyss: Adds one turn immediately after its first turn. This timing differs from an unlimited recurring supply of extra turns. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Attack
35
Defense
35
Damage
60–60
Health
250
Speed / reach
7
Initiative
10
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-3 … 3
Luck limits
-5 … 5
Base weekly growth
1
Creature type
Magic Creature

Cost per creature: 4200 gold + 2 mercury

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Summoning Rite: Executor

    Once in the battle, replaces a friendly corpse with Executor. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Will of the Abyss

    Adds one turn immediately after its first turn. This timing differs from an unlimited recurring supply of extra turns. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Control Mind

    The selected enemy loses all its available turns and must pass. Activation timing determines the value of the denial. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Magic Creature

    This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Absolute Resistance

    Magic damage cannot injure this creature. Pure damage and other attack types require separate evaluation.

Reference ↗

Vampire — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 7

Vampire

Base form

How to use this creature in practice

Mobile attacks and screening across obstacles

Vampire can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 6 and Initiative 11 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
  • Vampirism: Each attack restores own health equal to half the damage dealt. This recovery can bring back dead stack members.
Attack
22
Defense
20
Damage
25–25
Health
150
Speed / reach
6
Initiative
11
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
2
Creature type
Undead

Cost per creature: 1200 gold + 1 mercury

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Vampirism

    Each attack restores own health equal to half the damage dealt. This recovery can bring back dead stack members.

Reference ↗

Vampire Lord — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 7

Vampire Lord

First upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Vampire Lord can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 8 and Initiative 13 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Melee Attack: Attacks an adjacent hex while preventing the ordinary enemy retaliation against that contact strike.
  • Swift Strike: The victim cannot make an ordinary retaliation against this creature’s strike, helping it attack without paying that exchange cost.
Attack
22
Defense
26
Damage
30–30
Health
175
Speed / reach
8
Initiative
13
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
2
Creature type
Undead

Cost per creature: 2000 gold + 2 mercury

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Melee Attack

    Attacks an adjacent hex while preventing the ordinary enemy retaliation against that contact strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Swift Strike

    The victim cannot make an ordinary retaliation against this creature’s strike, helping it attack without paying that exchange cost.

  • Vampirism

    Each attack restores own health equal to half the damage dealt. This recovery can bring back dead stack members.

Reference ↗

Vampire Scholar — creature appearance in Olden Era
Source · Game artwork

Necropolis · Tier 7

Vampire Scholar

Alternative upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Vampire Scholar can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 5 and Initiative 12 govern different parts of the turn. This profile lists ability costs of 3/1 Focus charges; compare them with the shared pool, cooldown and competing activations.

  • Blood Transfusion: Links an enemy to an ally. Deals 30 × caster count Magic damage to the enemy and restores the same amount of health to the ally, including resurrection. Cost: 3 Focus charge(s); cooldown: 3 round(s).
  • Cleansing Blood: Removes all harmful effects from the chosen ally. This described cleanse does not remove beneficial effects. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Attack
27
Defense
20
Damage
30–30
Health
150
Speed / reach
5
Initiative
12
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
Unaffected
Luck limits
-5 … 5
Base weekly growth
2
Creature type
Undead

Cost per creature: 2000 gold + 2 mercury

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Blood Transfusion

    Links an enemy to an ally. Deals 30 × caster count Magic damage to the enemy and restores the same amount of health to the ally, including resurrection. Cost: 3 Focus charge(s); cooldown: 3 round(s).

  • Cleansing Blood

    Removes all harmful effects from the chosen ally. This described cleanse does not remove beneficial effects. Cost: 1 Focus charge(s); cooldown: 1 round(s).

  • Undead

    Undead are unaffected by morale and normally allow luck from −5 to +5. Their own casualties cannot be processed again with post-battle Necromancy.

  • Long Reach

    Can strike the hex immediately beyond an adjacent hex without moving next to the victim. The strike prevents retaliation, allowing a gap or obstacle to protect the attacker.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Vampirism

    Each attack restores own health equal to half the damage dealt. This recovery can bring back dead stack members.

Reference ↗

Hornet — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 3

Hornet

Base form

How to use this creature in practice

Mobile attacks and screening across obstacles

Hornet can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 7 and Initiative 10 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
7
Defense
10
Damage
4–9
Health
20
Speed / reach
7
Initiative
10
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
7
Creature type
Hive Spawn

Cost per creature: 255 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

Reference ↗

Chanter — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 3

Chanter

First upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Chanter can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 11 and Initiative 4 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
7
Defense
10
Damage
4–9
Health
25
Speed / reach
11
Initiative
4
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
7
Creature type
Hive Spawn

Cost per creature: 350 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Hivemind: Nest Protector

    At combat start, gains 1 defense for each other distinct Hive creature type in the army. Its death generates 2 Focus points, not two full charges.

  • Whispers of Doubt

    Hits force the victim to use minimum damage for two rounds. Targets with wide damage ranges lose the most potential output.

Reference ↗

Stinger — creature appearance in Olden Era
Source · Game artwork

Hive · Tier 3

Stinger

Alternative upgrade

How to use this creature in practice

Mobile attacks and screening across obstacles

Stinger can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

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

Speed 9 and Initiative 12 govern different parts of the turn. Check the particular ability for alternative free attacks.

  • Hive Spawn: Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.
  • Melee Attack: Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Attack
7
Defense
10
Damage
4–9
Health
20
Speed / reach
9
Initiative
12
Movement type
Flying
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-5 … 5
Base weekly growth
7
Creature type
Hive Spawn

Cost per creature: 350 gold

Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.

Abilities and limitations

  • Hive Spawn

    Hive Spawn normally allow both morale and luck between −5 and +5. Fallen members can supply post-battle Necromancy.

  • Melee Attack

    Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.

  • Flying

    Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.

  • Hivemind: Vanguard

    At combat start, gains 1 attack for each other distinct Hive creature type in the army. Killing an enemy generates 2 Focus points.

  • Piercing Sting

    Each attack directly kills one extra target creature in addition to normal damage. Eligible victims are tier 6 or lower.

Reference ↗

Comparing entries

147 profiles from the game-data extract for build 25672315, dated 10 October 2026: 126 town forms across six factions, Fire Larva and 20 neutral profiles, including temporary Avatar and conversion-acquired Lich Dragon. Both alternative upgrades have separate cards. Creature type, attacks, movement, morale and luck remain distinct; abilities list Focus cost and cooldown. Supplementary official-wiki revisions are cited separately. Public beta 0.82 has different balance and additional neutrals; those values are kept separate from this reference build.

Speed determines movement reach and initiative determines action order. Focus points differ from full charges: normally six points fill one charge. Ability costs use charges; zero identifies a verified free activation. Weekly growth and price exclude hero, law and other bonuses. Summons and conversions have separate acquisition rules. The full inventory of alternative free attacks, turn-ending conditions and some restrictions still needs expansion.

Battle plans →