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Summonable Creatures
Level 1
Fortune Fortune allows this creature to cast the Nature Magic spell Fortune. |
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Leprechaun Health: 8 Damage: 1-2 Population: 22 / 100 (CP) Cost: 24 |
Shots: N/A Attack: 10 RangeAtt: N/A Defence: 10 RangeDef: 10 |
Mana: 3 Speed: 6 Movement: 6 AdvMove: 19 Killing XP: 7 |
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Leprechauns can boost the luck of frienly targets. | |||
Comments: Quite possibly the most useless creature in the game. It is only able to cast fortune once, despite being a fair spell, cannot help the Leprechaun enough. Its low HP, average speed, and poor damage make it a all-around dismal creature in my eyes. |
Level 2
Mirth Mirth allows this creature to cast the Life Magic spell Mirth. |
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Satyr Health: 36 Damage: 5-8 Population: 8 / 18 (CP) Cost: 170 |
Shots: N/A Attack: 14 RangeAtt: N/A Defence: 13 RangeDef: 13 |
Mana: 6 Speed: 6 Movement: 6 AdvMove: 20 Killing XP: 39 |
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The cheerful, optimistic satyr can cast the Mirth spell, raising the morale of friendly targets. Can cast spell (Mirth). | |||
Comments: The only positive elements of this creature are its good HP and good speed, but average movement. Every other part is lacking something or is poor by comparison to its comrades. Its special ability is fair, and can swing the morale of the army’s best creature. |
Level 3
Elemental Elementals are immune to certain spells (such as Poison) that only work on normal, living creatures.Flying Flying allows this creature to fly over obstacles, creatures, heroes and castle walls.Insubstantial Insubstantial increases this creature's Melee and Ranged Defense by 100%. Also grants immunity to "Binding". |
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Air Elemental Health: 40 Damage: 6-10 Population: 6 / 9 (CP) Cost: 350 |
Shots: N/A Attack: 16 RangeAtt: N/A Defence: 32 RangeDef: 32 |
Mana: N/A Speed: 7 Movement: 13 AdvMove: 29 Killing XP: 74 |
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Air elementals are made up of nothing more than swirling air, so it is much more difficult to hit them with physical attacks. | |||
Comments: With statistics poor enough to be that of a level 2, its speed, movement, and special ability are what saves it from being a level 2. Insubstantial makes those meagre 40 Hit Points last much longer, and for 350 gold it is not too bad. |
Elemental Elementals are immune to certain spells (such as Poison) that only work on normal, living creatures.Magic Resistance This creature's Magic Resistance gives it a chance of resisting most hostile spells. The creature also takes less damage from spells that cause direct damage. All creatures have 50% of Magic Resistance, exept Gold Golem, which has 75%. |
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Earth Elemental Health: 50 Damage: 9-14 Population: 6 / 9 (CP) Cost: 375 |
Shots: N/A Attack: 18 RangeAtt: N/A Defence: 20 RangeDef: 20 |
Mana: N/A Speed: 1 Movement: 4 AdvMove: 18 Killing XP: 77 |
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Earth elementals have a 50% chance of resisting any hostile spell, and take only half damage from spell attacks. Has 50% magic resistance. | |||
Comments: The only elemental which deals a fair amount of damage, its speed lets the Earth Elemental down. It has 50% magic resistance, which is again useful, and also 50HP. However, overall, it is sluggish, slows the army down, and is solely a melee creature, which the poor speed and movement do not help at all. |
Freezing Attack This creature's Freezing Attack has a chance of freezing an enemy in a block of ice for two turns.Cold Attack In combat, this creature's normal attack is a Cold Attack, so targets with Cold Resistance will take less damage.Cold Resistance Cold Resistance makes this creature immune to cold-based spells. It also takes half damage from enemies with cold-based attacks. |
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Ice Demon Health: 70 Damage: 12-16 Population: 4 Cost: 850 |
Shots: N/A Attack: 30 RangeAtt: N/A Defence: 30 RangeDef: 30 |
Mana: N/A Speed: 5 Movement: 6 AdvMove: 19 Killing XP: 157 |
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An ice demon attack has a chance of freezing the enemy up to 2 turns. Ice demons are allso immune to cold-based spells, and take half damage from cold-based attacks (such as those of water elementals and other ice demons). Has 0% magic resistance, immune to Cold. | |||
Comments: A solid :) creature that has excellent attack and defense ratings, like the Vampire. Its ‘Cold Specials’ are not that effective, but do aid its existence. A useful level 3 creature, made readily available through the Devil's spellcasting prowess. |
Ranged The Ranged ability allows this creature to attack enemies at a distance, but in melee combat this creature does half damage unless it has the Normal Melee ability.Weakness Weakness causes this creatuer's attack to cast the Weakness spell on its target. Weakened creature do less damage in combat. Does not work on Undead, Mechanical and Elemental. |
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Waspwort Health: 60 Damage: 10-14 Population: 6 / 7 (CP) Cost: 550 |
Shots: 20 Attack: 11 RangeAtt: 22 Defence: 22 RangeDef: 22 |
Mana: N/A Speed: 4 Movement: 2 AdvMove: 15 Killing XP: 105 |
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Waspworts are semi-intelligent, carnivorous plants. They are capable of hurling toxic needles at their prey, causing Weakness in anyone they strike. Casts Spell (Weakness). | |||
Comments: A fairly poor creature statistically, excluding attack and defense ratings, but it doesn’t deal enough damage or move far enough to justify a place in the main army. However its growth rate and cheapness may play a part in adding it to a garrison. |
Elemental Elementals are immune to certain spells (such as Poison) that only work on normal, living creatures.Spellcaster Spellcaster allows this creature to use a variety of spells during combat.Cold Attack In combat, this creature's normal attack is a Cold Attack, so targets with Cold Resistance will take less damage.Cold Resistance Cold Resistance makes this creature immune to cold-based spells. It also takes half damage from enemies with cold-based attacks. |
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Water Elemental Health: 38 Damage: 6-9 Population: 6/10cp Cost: 350 |
Shots: N/A Attack: 17 RangeAtt: N/A Defence: 17 RangeDef: 17 |
Mana: 24 Speed: 5 Movement: 6 AdvMove: 19 Killing XP: 73 |
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Water elementals are immune to cold-based spells, and take half damage from cold-based attacks (such as those of ice demons and other water elementals). They can also cast the following spells: Ice Bolt (11.6/WE), Fatigue, Weakness, and Quicksand. | |||
Comments: The best elemental in succeeding in its goal – spellcasting. It has very poor HP, same with attack and defense, and average speed and movement. Its spells, especially quicksand, make it a worthwhile creature to have, even if it is weak statistically. Possibly the best elemental to have. |
Level 4
Flying Flying allows this creature to fly over obstacles, creatures, heroes and castle walls.First Strike First Strike allows this creature to strike an opponent in melee combat before it can retaliate.Binding Binding allows the creature to Bind the last creature it attacks with its forelimbs. Bound enemies cannot move, though they can still attack, retaliate and cast spells. Bound creatures do half damage when they attack. If the attacking creature moves, the Binding is also removed. |
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Mantis Health: 210 Damage: 34-50 Population: 2 / 1.1 (CP) 4000 |
Shots: N/A Attack: 34 RangeAtt: N/A Defence: 34 RangeDef: 34 |
Mana: N/A Speed: 8 Movement: 13 AdvMove: 29 Killing XP: 614 |
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The mantis is extremely fast for a creature of its size, giving the ability to attack an enemy before they can retaliate. It can also binf an enemy by grabbing them with a foreleg. | |||
Comments: A solid creature, with only its HP betraying it slightly. It has excellent attack and defense ratings, also complemented with excellent speed and movement. The bind ability is particularly useful if you want to keep a powerful adversary tied down. |
Thanks to Lich (Guardian's Grove Admin, Heroes Community Moderator) for creature stats and images
and to The_Hydra (Heroes 5 Content Admin, Heroes Community Moderator) for comments and HTML processing.