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Hp: 4 | Att: 6 | Def: 1 | Dam: 1-2 | Sp: 5 (fast) | - | - | Cost: 50 |
Special: Creatures attacked by Rogues cannot retaliate. |
Rogue. Very offensive! Good deal for earlygame. Always attack before attacked. |
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Hp: 20 | Att: 7 | Def: 6 | Dam: 2-5 | Sp: 6 (v.fast) | - | - | Cost: 200 |
Nomad. Good creatures. 2-hex-sized. |
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Hp: 20 | Att: 8 | Def: 7 | Dam: 4-6 | Sp: 5 (fast) | FLY | - | Cost: N/A |
Special: Undead, Creatures killed by ghosts become ghosts! |
Ghost. Never attack ghosts with weak creatures or ghosts will just feed on them. |
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Hp: 50 | Att: 10 | Def: 9 | Dam: 20-30 | Sp: 6 (v.fast) | FLY | - | C: 650+1G |
Special: 9% chance to halve enemy unit! |
Genie. Halving abbility is probably the best special abbility in the game. Divide Genies and attack big stacks. Only available from lamps and still there are only 2-5 of them in the lamp. Really valuable creatures. |
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Hp: 35 | Att: 8 | Def: 9 | Dam: 6-10 | Sp: 4 (average) | - | - | Cost: 500 |
Special: 20% chance to turn victim to a stone for the combat. |
Medusa. Good addition to almost any army. 2-hex-sized. |
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Hp: 50 | Att: 8 | Def: 8 | Dam: 4-5 | Sp: 3 (slow) | - | - | Cost: N/A |
Special: Netural morale, Immune to mind spells, Lightining and Storm. Meteor swarm does x2 damage. |
Earth Elemental. Tough but slow. |
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Hp: 35 | Att: 7 | Def: 7 | Dam: 2-8 | Sp: 6 (v.fast) | - | - | Cost: N/A |
Special: Netural morale, Immune to mind spells and Meteor swarm. Storm and Lighning do x2 damage. |
Air Elemental. Lighter opposite of Earth elemental. |
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Hp: 40 | Att: 8 | Def: 6 | Dam: 4-6 | Sp: 5 (fast) | - | - | Cost: N/A |
Special: Netural morale, Immune to mind and fire spells. Cold spells do x2 damage. |
Fire Elemental. More of an attacker than Water elemental. |
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Hp: 45 | Att: 6 | Def: 8 | Dam: 3-7 | Sp: 4 (average) | - | - | Cost: N/A |
Special: Netural morale, Immune to mind and cold spells. Fire spells do x2 damage. |
Water Elemental. More of a defender than Fire elemental. |
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