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I decided to create a thread listing the races and everything associated with them with full canonicity. Everything written here is purely my IMHO, but if anyone dislikes something, please write in the comments. Let's begin:
Sacred Alliance (Haven)
Army Composition:
1.1.Spearman
Ordinary soldiers of regular human armies. Armed with spears. Melee.
1.2.Pikeman
Ordinary soldiers of regular human armies. Armed with pikes. Melee.
2.1.Archer
Ordinary soldiers of regular human armies. Armed with bows. Ranged.
2.2.Crossbowman
Ordinary soldiers of regular human armies. Armed with crossbows. Ranged.
3.1.Swordsman
Ordinary soldiers of regular human armies. Armed with swords. Melee.
3.2.Knight
More heavily armored soldiers with swords. They have a shield. Melee.
4.1.Monk
Humans learning the magic of light. Ranged. Caster.
4.2.Inquisitor
Humans learning the magic of light and using it against same undead. Ranged. Caster.
5.1.Griffin
Mountain creatures. Half-bird, half-lion. Melee. Mobile unit. Flying.
5.2.Imperial Griffin
Griffins clad in armor. Melee. Mobile unit. Flying.
6.1.Cavalier
Cavalry of regular human armies. Armed with long spears and shields. Melee. Mobile unit.
6.2.Paladin
Elite cavalry of regular human armies, encased in holy armor. Armed with holy spears and shields. Melee. Mobile unit.
7.1.Angel
Creatures of pure light. Armed with holy blades. Melee. Mobile unit. Flying.
7.2.Archangel
Leaders of the angels. Clad in powerful holy armor and armed with holy blades. Melee. Mobile unit. Flying. Elite cast.
Main Stats:
This is a race of humans who worship the magic of light. Ordinary armies are colored blue. Upgraded ones are gold. Among the casts, most are spells that increase combat stats and morale. The city is an ordinary English medieval town with a medieval castle at its head.
Faction Ability — Holy War. Raises the morale of a selected allied unit to maximum, allowing it to be guaranteed to attack twice.
Legions of Chaos (Inferno)
Army Composition:
1.1.Imp
The lowest creatures of hell. Steal mana. Melee. Flying.
1.2.Devil
Creatures higher than imps. Steal mana and give it to the hero. Melee. Flying.
2.1.Seductress
Female demons. Shoot pure flame. Ranged.
2.2.Succubus
Female demons. Shoot pure flame. Can stun the enemy for a while. Ranged.
3.1.Demon
Humanoid demons with horns and hooves. Melee.
3.2.Horned Demon
Armored satyrs. Also armed with obsidian claws. Melee.
4.1.Hellhound
One-headed hell dogs. Melee. Mobile unit.
4.2.Cerberus
Three-headed hell dogs, capable of attacking several enemies. Melee. Mobile unit.
5.1.Ifrit
Creatures of pure fire, which they shoot. Ranged.
5.2.Ifrit Sultan
Leaders of the ifrits, encased in obsidian armor. The fire they shoot hits a certain area. Ranged.
6.1.Cave Demon
Some of the higher demons. Armed with blades of hate. Melee. Mobile unit. Caster.
6.2.Hate Demon
Creatures higher than ordinary cave demons. Unlike them, it can teleport and possesses more powerful spells. Melee. Mobile unit. Caster. Teleports.
7.1.Devil
Creatures of pure madness. Armed with cursed axes and encased in the best obsidian armor. Melee. Mobile unit. Teleports.
7.2.Archdevil
Leaders of the devils. The highest and most terrible creatures of hell. Melee. Mobile unit. Teleports. Elite cast.
Main Stats:
This is a race of demons who worship the magic of chaos. Ordinary armies are colored black and faint red. Upgraded ones are black and bright red, and also burn. Among the casts, most are destructive spells that directly kill enemies. The city is a hellish prison with chaos in everything. At its head stands a hellish fortress, clearly designed in an Hellenic style, but clearly affected by the magic of chaos.
Faction Ability — Hellgate. Summons more and more demons from hell onto the battlefield; in the case of Ashan, from Sheol.
Academy (Academy)
Army Composition:
1.1.Gremlin
Creatures created by mages from goblins. Armed with small muskets. Ranged.
1.2.Gremlin Technician
Gremlins trained in technical science. Armed with more powerful muskets, and can also repair mechanical creatures. Ranged.
2.1.Stone Gargoyle
Decorations of necromancers' gothic palaces brought to life via magic. Melee. Mobile unit. Flying. Non-living.
2.2.Steel Gargoyle
A gargoyle made of steel, specifically created by mages. Melee. Mobile unit. Flying. Non-living.
3.1.Stone Golem
Humanoid soldier made of stone, armed with an iron sword. Melee. Non-living.
3.2.Steel Golem
Humanoid soldier made of steel, armed with a steel sword and shield. Melee. Non-living.
4.1.Mage
Beginning mages who serve in the hero's army. Ranged. Caster.
4.2.Archmage
Mages who deeply know magic, becoming archmages or mage-heroes. But these chose the path of ordinary soldiers. Ranged. Caster.
5.1.Djinn
Creatures of pure magic. They can cast absolutely any weak spell, but on a random unit. Blessings are applied to allies. Curses to enemies. Melee. Mobile unit. Caster. Flying.
5.2.Djinn Sultan
Leaders of the djinns, clad in magical armor. They can cast according to the mechanics of ordinary djinns, but now also more powerful spells. Melee. Mobile unit. Caster. Flying.
6.1.Rakshasa
Creatures created during long experiments. Half-lion, half-human. Armed with four blades in four hands. Melee.
6.2.Rakshasa Raja
Leaders of the rakshasas. Armed with six blades in six hands. Clad in steel armor. Melee.
7.1.Colossus
Huge humanoid giants created from ordinary steel. Melee.
7.2.Titan
Huge humanoid giants created from a magical alloy. Clad in magical armor and enchanted with lightning. Ranged. Elite cast.
Main Stats:
This is a race of free mages who worship no one. They study the same granite of science. Ordinary armies are colored light blue and brown. Upgraded ones are blue and yellow. Among the casts, there are all kinds of spells. The city is an ordinary Arab-Turkish city of the Renaissance era. At its head stands a beautiful palace with gardens.
Faction Ability — Magic Wheel. Casts a random spell on a selected unit. Works on the principle of djinns, but now there is a chance for the most powerful spells to drop.
Order of Necromancers (Necropolis)
Army Composition:
1.1.Skeleton
Long-dead swordsmen soldiers raised by necromancy. Armed with old swords. Melee. Non-living.
1.2.Skeleton Archer
Long-dead archer soldiers raised by necromancy. Armed with old bows. Ranged. Non-living.
2.1.Zombie
Humans recently raised by necromancy. Armed with one-handed axes. Melee. Non-living.
2.2.Mutant
Severely mutilated and mutated zombies. Armed with two-handed axes. Melee. Non-living.
3.1.Ghost
Souls of the dead devoted to necromancers. Melee. Mobile unit. Non-living. Flying.
3.2.Spirit
Ancient souls of the dead devoted to necromancers. Melee. Mobile unit. Non-living. Flying.
4.1.Vampire
Creatures devoted to necromancers, raised not by necromancy but by the bite of another vampire. They have no flaw on their body. Armed with swords and clad in armor. Melee. Mobile unit. Non-living. Teleports.
4.2.Higher Vampire
Ancient vampires. They have no flaw on their body. Armed with cursed swords and clad in cursed armor. Melee. Mobile unit. Non-living. Teleports.
5.1.Lich
Long-dead mages raised by necromancy. They still remember a couple of curses. Ranged. Caster. Non-living.
5.2.Archlich
Long-dead archmages raised by necromancy. These are masters of curses. Ranged. Caster. Non-living.
6.1.Dark Knight
Long-dead cavalrymen raised by necromancy. The strongest curses are cast upon them, which they gladly transfer to the living. Armed with dark spears. Clad in dark armor. Melee. Mobile unit. Non-living.
6.2.Death Knight
Long-dead paladins raised by necromancy. The strongest curses are cast upon them, which they gladly transfer to the living. Armed with cursed spears and shields. Clad in cursed armor. Melee. Mobile unit. Non-living.
7.1.Bone Dragon
Long-dead dragons raised by necromancy. Melee. Mobile unit. Flying. Non-living.
7.2.Spectral Dragon
Ghosts of long-dead dragons. Melee. Mobile unit. Flying. Non-living. Elite cast.
Main Stats:
This is a race of undead raised by necromancers. Ordinary armies are colored black and gray. Upgraded ones are black, white, and acid green. Among the casts, there are mostly curses that weaken enemies. The city is a gothic cemetery with crypts and gothic buildings. At its head stands a black pyramid.
Faction Ability — Necromancy. Resurrects several soldiers in a selected undead unit.
Sylvan (Sylvan)
Army Composition:
1.1.Fairy
Lesser spirits of the forest. Melee. Mobile unit. Flying.
1.2.Dryad
Greater spirits of the forest. Melee. Mobile unit. Flying.
2.1.Blade Dancer
Elves who chose the path of blades. Armed with blades. Melee.
2.2.Wind Dancer
These are blade dancers who have achieved high mastery. Armed with sabers. Melee.
3.1.Elf Archer
Elves who chose the path of the bow. Armed with bows. Ranged.
3.2.Bow Master
These are elf archers who have achieved high mastery. Armed with longbows. Melee.
4.1.Druid
Elves who chose the path of nature worship and studying earth magic. Ranged. Caster.
4.2.High Druid
These are druids who have achieved high mastery. Ranged. Caster.
5.1.Unicorn Rider
Elves who chose the path of unicorn riders. Armed with blades. Melee. Mobile unit.
5.2.Pegasus Rider
These are riders who have achieved high mastery and were given pegasi. Armed with sabers and shields. Clad in mithril armor. Melee. Mobile unit. Flying.
6.1.Treant
Forest spirits living in trees. Melee.
6.2.Ent
Forest spirits living in trees. For thicker crowns, they paid with decreased mobility. Melee.
7.1.Green Dragon
Dragons living in forest mountains, serving on the side of elves. Melee. Mobile unit. Flying.
7.2.Gold Dragon
These creatures are higher than green dragons and stronger. Melee. Mobile unit. Flying. Elite cast.
Main Stats:
This is a race of elves who worship earth magic. Ordinary armies are colored green. Upgraded ones are blue, green, and yellow. Among the casts, there are spells of earth magic. The city is a forest elven city, i.e., huge trees in which elves and forest spirits live. At its head stands a huge ancient tree.
Faction Ability — Elven Luck. Increases the luck of a selected allied unit to maximum, allowing it to deal critical hits for 2 turns.
Dungeon (Dungeon)
Army Composition:
1.1.Stalker
These are dark elves studying the art of stealth. Armed with knives. Melee.
1.2.Assassin
These are stalkers who have learned to completely hide themselves on the battlefield. Armed with poisoned blades. Melee.
2.1.Evil Eye
Creatures of the dungeons that dark elves took under their aegis. Ranged.
2.2.Beholder
These are evil eyes saturated with magic of darkness. Ranged.
3.1.Lizard Rider
These are dark elves who learned to tame underground creatures. Armed with a spear-like blade. Melee. Mobile unit.
3.2.Shadow Rider
Tamers of the most powerful creatures of the dungeon. Armed with a poisoned spear-like blade and shield. Clad in armor. Melee. Mobile unit.
4.1.Minotaur
Creatures created by mages, but who escaped to the dungeons, where they found freedom in the ranks of dark elves. Armed with axes. Melee.
4.2.Old Minotaur
An older and more experienced minotaur. Armed with an axe and clad in shadow armor. Melee.
5.1.Manticore
Underground creatures. Half-lion, half-scorpion. Melee. Mobile unit. Flying.
5.2.Scorpicore
These are elder manticores that have poisoning venom in their veins. Melee. Mobile unit. Flying.
6.1.Faceless
Creatures of pure darkness. They have no face and masterfully wield the magic of darkness. Ranged. Caster. Teleports.
6.2.Shadow Master
Higher faceless who have learned to control the minds of living beings. Ranged. Caster. Teleports.
7.1.Red Dragon
Lesser underground dragons serving in the army of dark elves. Melee. Mobile unit. Flying.
7.2.Black Dragon
Elder underground dragons serving in the army of dark elves. Melee. Mobile unit. Flying.
Main Stats:
This is a race of dark elves who worship the magic of darkness. Ordinary armies are colored gray, black, and red. Upgraded ones are black and purple. Among the casts, there are spells of darkness magic that both weaken enemies and control their minds. The city consists of large underground structures in the style of dark elves. At its head stands a huge rock from which darkness emanates.
Faction Ability — Baptism by Darkness. Allows for one turn to completely hide a selected unit on the battlefield, which will attack and perform other actions absolutely invisibly.
Fortress (Fortress)
Army Composition:
1.1.Mountain Warrior
Ordinary dwarf soldiers. Armed with an axe and shield. Melee.
1.2.Mountain Guard
More professional warriors than ordinary dwarves. Armed with a large axe and shield. Melee.
2.1.Harpooner
Dwarves who use harpoons and spears for long-range attacks. Ranged.
2.2.Shooter
Dwarves armed with the latest technical achievement — muskets. Ranged.
3.1.Berserker
Main offensive unit. Armed with two long claws. Melee.
3.2.Wolverine
Completely feral berserkers. Armed with three long claws. Clad in light rune armor. Melee.
4.1.Bear Rider
Dwarf cavalry riding brown bears. Melee. Mobile unit.
4.2.Northern Rider
Dwarf cavalry riding white bears. Melee. Mobile unit.
5.1.Rune Mage
Dwarf mages who studied rune magic. Ranged. Caster.
5.2.Rune Priest
Dwarf mages who fully studied rune magic. Ranged. Caster.
6.1.Than
Northern mountain giants who fight side by side with dwarves. Melee. Mobile unit. Teleports.
6.2.Earl
Northern under-mountain giants who fight side by side with dwarves. Melee. Mobile unit. Teleports.
7.1.Dragon Golems
Dragons assembled technologically from steel. They run on magic and lava, allowing them to be fire-breathing, just like living dragons. Melee. Mobile unit. Non-living.
7.2.Fire Dragons
These are the same dragon golems, but assembled from a magical alloy that allows them to breathe fire and burn without lava fuel. Melee. Mobile unit. Non-living. Elite cast.
Main Stats:
This is a race of dwarves who worship the magic of fire. Ordinary armies are colored white and blue. Upgraded ones are red and gold. Among the casts, there are spells of fire magic that directly kill enemies. The city is an underground dwarf city with many smithies. At its head stands a huge volcano from which magma flows, used as a treasury.
Faction Ability — Absolute Defense. For one turn, a selected unit is given absolute defense against everything.
Stronghold (Stronghold)
Army Composition:
1.1.Goblin
The weakest of those created by mages. Now they serve in the ranks of orcs. Armed with boomerangs. Ranged.
1.2.Goblin Hunter
Skillful goblins who have learned to hunt well. Armed with boomerangs. Ranged.
2.1.Harpy
Creatures created by mages from humans and birds. Melee. Mobile unit. Flying.
2.2.Fury
These are more ruthless and professional harpies. Melee. Mobile unit. Flying.
3.1.Orc Warrior
Ordinary warriors armed with combat clubs. Melee.
3.2.Orc Fighter
Professional orcs armed with heavy swords. Melee.
4.1.Centaur
Half-human, half-horse creatures who were also created by mages. Armed with bows. Ranged. Mobile unit.
4.2.Old Centaur
Ancient centaurs who have perfected the art of archery to an ideal. Ranged. Mobile unit.
5.1.Ogre
Elder orcs in whom the blood of elder demons flows. Armed with long, heavy swords and a heavy shield. Clad in steel armor. Melee.
5.2.Ogre Mage
Some ogres gained the ability to control chaos magic, but these ogres prefer to direct magic into enhancing air magic, which they study. Clad in steel armor. Armed with a two-handed sword-staff. Melee. Caster.
6.1.Roc
These free mountain birds decided to fight on the side of orcs. Melee. Mobile unit. Flying.
6.2.Thunderbird
These birds are masters of air magic. They direct lightning at enemies. Melee. Mobile unit. Flying.
7.1.Cyclops
These creatures are clearly a failed experiment in infusing human blood with devil blood. Chaos itself stripped everything human from it. Melee.
7.2.Demonic Cyclops
Chaos magic rages within these cyclopes. It shoots from its single eye. Ranged. Elite cast.
Main Stats:
This is a race of orcs who worship idols of nature, but often use air magic and the chaos magic inherently embedded in them. Ordinary armies are colored orange and green. Upgraded ones are red and black. Among the casts, there are spells of air, earth, and fire magic. The city is a barbarian camp built on the ruins of an ancient temple. At its head stands a huge tent atop the ancient temple ruins.
Faction Ability — Demonic Blood. For one turn, increases all combat characteristics.
Sea Guardians (Sanctuary)
Army Composition:
1.1.Shark Warrior
Creature created by mages by crossing humans and sharks. Armed with clubs. Melee.
1.2.Vanizame
Experienced shark warriors move to the rank of vanizame. Armed with clubs and clad in light ocean armor. Melee.
2.1.Kappa
Some of the inhabitants of rivers and seas. Melee. Mobile unit.
2.2.Kappa Shoya
These are more professional kappas. Melee. Mobile unit.
3.1.Mermaid
Hybrid of humans and fish. Ranged.
3.2.Sea Priestess
Mermaids who took an oath to protect the sea expanses become priestesses. Ranged.
4.1.Nymph
Sea spirit serving in the army of nagas. Melee. Mobile unit. Teleports.
4.2.Oceanid
Elder spirits of the oceans serving in the army of nagas. Melee. Mobile unit. Teleports.
5.1.Snow Maiden
Spirit of frozen water. Ranged. Caster.
5.2.Yuki-onna
Elder spirits of ice. Ranged. Caster.
6.1.Sword Master
Four-armed nagas. Armed with katanas. Clad in medium ocean armor. Melee. Mobile unit.
6.2.Kensei
Six-armed nagas. Armed with katanas. Clad in heavy ocean armor. Melee. Mobile unit.
7.1.Kirin
Sea flying unicorn. Melee. Mobile unit. Flying.
7.2.Sacred Kirin
Sea flying elder unicorn. Melee. Mobile unit. Flying. Elite cast.
Main Stats:
This is a race of nagas who worship water magic. Ordinary armies are colored blue and green. Upgraded ones are blue, gold, and green. Among the casts, most are spells of the sea element. The city is a Japanese town standing on the shore of a lake. At its head stands a huge samurai castle.
Faction Ability — Honest Duel. Forces enemies to attack a selected allied unit; meanwhile, this unit receives a significant bonus to stats and takes only part of the damage.
Masters of the Marshes (Citadel)
Army Composition:
1.1.Troglodyte
Blind eyeless cave creatures armed with a spear. Melee.
1.2.Troglodyte Thug
Experienced troglodytes armed with a trident. Melee.
2.1.Lizard Fighter
Humanoid lizards armed with boarding sabers. Protected by light scaled armor. Melee.
2.2.Lizard Shooter
Humanoid lizards armed with bows and clad in light scaled armor. Ranged.
3.1.Gnoll
An experiment by mages to create very fast warriors by crossing humans and dogs. Armed with maces. Clad in light armor. Melee. Mobile unit.
3.2.Gnoll Marauder
Elite gnolls armed with one-handed flails and clad in medium scaled armor. Melee. Mobile unit.
4.1.Medusa
Mythical creatures. Look like humans, but with a snake tail and snakes instead of hair. Ranged. Caster.
4.2.Medusa Gorgon
Medusas who have well studied magic become medusa gorgons. Ranged. Caster.
5.1.Nyx
Humanoid crocodiles armed with halberds. Protected by medium scaled armor and a shield. Melee.
5.2.Nyx Pirate
Humanoid crocodiles armed with heavy halberds. Protected by heavy scaled armor and a shield. Melee.
6.1.Wyvern
Flying poisonous creature. Melee. Mobile unit. Flying.
6.2.Wyvern Monarch
The strongest of the wyverns grow thick scales. Melee. Mobile unit. Flying.
7.1.Hydra
Huge three-headed creature. Melee.
7.2.Marsh Hydra
Huge five-headed creature. Melee. Elite cast.
Main Stats:
This is a race of reptiles who worship no one. Ordinary armies are colored green. Upgraded ones are blue and green. Among the casts, there are spells for slowing down or disabling enemies. The city consists of huts in the middle of marshes located in a sea bay. At its head stands a huge stone fortress-port.
Faction Ability — Marsh Aura. Temporarily weakens and slows enemies.
Sacred Alliance (Haven)
Army Composition:
1.1.Spearman
Ordinary soldiers of regular human armies. Armed with spears. Melee.
1.2.Pikeman
Ordinary soldiers of regular human armies. Armed with pikes. Melee.
2.1.Archer
Ordinary soldiers of regular human armies. Armed with bows. Ranged.
2.2.Crossbowman
Ordinary soldiers of regular human armies. Armed with crossbows. Ranged.
3.1.Swordsman
Ordinary soldiers of regular human armies. Armed with swords. Melee.
3.2.Knight
More heavily armored soldiers with swords. They have a shield. Melee.
4.1.Monk
Humans learning the magic of light. Ranged. Caster.
4.2.Inquisitor
Humans learning the magic of light and using it against same undead. Ranged. Caster.
5.1.Griffin
Mountain creatures. Half-bird, half-lion. Melee. Mobile unit. Flying.
5.2.Imperial Griffin
Griffins clad in armor. Melee. Mobile unit. Flying.
6.1.Cavalier
Cavalry of regular human armies. Armed with long spears and shields. Melee. Mobile unit.
6.2.Paladin
Elite cavalry of regular human armies, encased in holy armor. Armed with holy spears and shields. Melee. Mobile unit.
7.1.Angel
Creatures of pure light. Armed with holy blades. Melee. Mobile unit. Flying.
7.2.Archangel
Leaders of the angels. Clad in powerful holy armor and armed with holy blades. Melee. Mobile unit. Flying. Elite cast.
Main Stats:
This is a race of humans who worship the magic of light. Ordinary armies are colored blue. Upgraded ones are gold. Among the casts, most are spells that increase combat stats and morale. The city is an ordinary English medieval town with a medieval castle at its head.
Faction Ability — Holy War. Raises the morale of a selected allied unit to maximum, allowing it to be guaranteed to attack twice.
Legions of Chaos (Inferno)
Army Composition:
1.1.Imp
The lowest creatures of hell. Steal mana. Melee. Flying.
1.2.Devil
Creatures higher than imps. Steal mana and give it to the hero. Melee. Flying.
2.1.Seductress
Female demons. Shoot pure flame. Ranged.
2.2.Succubus
Female demons. Shoot pure flame. Can stun the enemy for a while. Ranged.
3.1.Demon
Humanoid demons with horns and hooves. Melee.
3.2.Horned Demon
Armored satyrs. Also armed with obsidian claws. Melee.
4.1.Hellhound
One-headed hell dogs. Melee. Mobile unit.
4.2.Cerberus
Three-headed hell dogs, capable of attacking several enemies. Melee. Mobile unit.
5.1.Ifrit
Creatures of pure fire, which they shoot. Ranged.
5.2.Ifrit Sultan
Leaders of the ifrits, encased in obsidian armor. The fire they shoot hits a certain area. Ranged.
6.1.Cave Demon
Some of the higher demons. Armed with blades of hate. Melee. Mobile unit. Caster.
6.2.Hate Demon
Creatures higher than ordinary cave demons. Unlike them, it can teleport and possesses more powerful spells. Melee. Mobile unit. Caster. Teleports.
7.1.Devil
Creatures of pure madness. Armed with cursed axes and encased in the best obsidian armor. Melee. Mobile unit. Teleports.
7.2.Archdevil
Leaders of the devils. The highest and most terrible creatures of hell. Melee. Mobile unit. Teleports. Elite cast.
Main Stats:
This is a race of demons who worship the magic of chaos. Ordinary armies are colored black and faint red. Upgraded ones are black and bright red, and also burn. Among the casts, most are destructive spells that directly kill enemies. The city is a hellish prison with chaos in everything. At its head stands a hellish fortress, clearly designed in an Hellenic style, but clearly affected by the magic of chaos.
Faction Ability — Hellgate. Summons more and more demons from hell onto the battlefield; in the case of Ashan, from Sheol.
Academy (Academy)
Army Composition:
1.1.Gremlin
Creatures created by mages from goblins. Armed with small muskets. Ranged.
1.2.Gremlin Technician
Gremlins trained in technical science. Armed with more powerful muskets, and can also repair mechanical creatures. Ranged.
2.1.Stone Gargoyle
Decorations of necromancers' gothic palaces brought to life via magic. Melee. Mobile unit. Flying. Non-living.
2.2.Steel Gargoyle
A gargoyle made of steel, specifically created by mages. Melee. Mobile unit. Flying. Non-living.
3.1.Stone Golem
Humanoid soldier made of stone, armed with an iron sword. Melee. Non-living.
3.2.Steel Golem
Humanoid soldier made of steel, armed with a steel sword and shield. Melee. Non-living.
4.1.Mage
Beginning mages who serve in the hero's army. Ranged. Caster.
4.2.Archmage
Mages who deeply know magic, becoming archmages or mage-heroes. But these chose the path of ordinary soldiers. Ranged. Caster.
5.1.Djinn
Creatures of pure magic. They can cast absolutely any weak spell, but on a random unit. Blessings are applied to allies. Curses to enemies. Melee. Mobile unit. Caster. Flying.
5.2.Djinn Sultan
Leaders of the djinns, clad in magical armor. They can cast according to the mechanics of ordinary djinns, but now also more powerful spells. Melee. Mobile unit. Caster. Flying.
6.1.Rakshasa
Creatures created during long experiments. Half-lion, half-human. Armed with four blades in four hands. Melee.
6.2.Rakshasa Raja
Leaders of the rakshasas. Armed with six blades in six hands. Clad in steel armor. Melee.
7.1.Colossus
Huge humanoid giants created from ordinary steel. Melee.
7.2.Titan
Huge humanoid giants created from a magical alloy. Clad in magical armor and enchanted with lightning. Ranged. Elite cast.
Main Stats:
This is a race of free mages who worship no one. They study the same granite of science. Ordinary armies are colored light blue and brown. Upgraded ones are blue and yellow. Among the casts, there are all kinds of spells. The city is an ordinary Arab-Turkish city of the Renaissance era. At its head stands a beautiful palace with gardens.
Faction Ability — Magic Wheel. Casts a random spell on a selected unit. Works on the principle of djinns, but now there is a chance for the most powerful spells to drop.
Order of Necromancers (Necropolis)
Army Composition:
1.1.Skeleton
Long-dead swordsmen soldiers raised by necromancy. Armed with old swords. Melee. Non-living.
1.2.Skeleton Archer
Long-dead archer soldiers raised by necromancy. Armed with old bows. Ranged. Non-living.
2.1.Zombie
Humans recently raised by necromancy. Armed with one-handed axes. Melee. Non-living.
2.2.Mutant
Severely mutilated and mutated zombies. Armed with two-handed axes. Melee. Non-living.
3.1.Ghost
Souls of the dead devoted to necromancers. Melee. Mobile unit. Non-living. Flying.
3.2.Spirit
Ancient souls of the dead devoted to necromancers. Melee. Mobile unit. Non-living. Flying.
4.1.Vampire
Creatures devoted to necromancers, raised not by necromancy but by the bite of another vampire. They have no flaw on their body. Armed with swords and clad in armor. Melee. Mobile unit. Non-living. Teleports.
4.2.Higher Vampire
Ancient vampires. They have no flaw on their body. Armed with cursed swords and clad in cursed armor. Melee. Mobile unit. Non-living. Teleports.
5.1.Lich
Long-dead mages raised by necromancy. They still remember a couple of curses. Ranged. Caster. Non-living.
5.2.Archlich
Long-dead archmages raised by necromancy. These are masters of curses. Ranged. Caster. Non-living.
6.1.Dark Knight
Long-dead cavalrymen raised by necromancy. The strongest curses are cast upon them, which they gladly transfer to the living. Armed with dark spears. Clad in dark armor. Melee. Mobile unit. Non-living.
6.2.Death Knight
Long-dead paladins raised by necromancy. The strongest curses are cast upon them, which they gladly transfer to the living. Armed with cursed spears and shields. Clad in cursed armor. Melee. Mobile unit. Non-living.
7.1.Bone Dragon
Long-dead dragons raised by necromancy. Melee. Mobile unit. Flying. Non-living.
7.2.Spectral Dragon
Ghosts of long-dead dragons. Melee. Mobile unit. Flying. Non-living. Elite cast.
Main Stats:
This is a race of undead raised by necromancers. Ordinary armies are colored black and gray. Upgraded ones are black, white, and acid green. Among the casts, there are mostly curses that weaken enemies. The city is a gothic cemetery with crypts and gothic buildings. At its head stands a black pyramid.
Faction Ability — Necromancy. Resurrects several soldiers in a selected undead unit.
Sylvan (Sylvan)
Army Composition:
1.1.Fairy
Lesser spirits of the forest. Melee. Mobile unit. Flying.
1.2.Dryad
Greater spirits of the forest. Melee. Mobile unit. Flying.
2.1.Blade Dancer
Elves who chose the path of blades. Armed with blades. Melee.
2.2.Wind Dancer
These are blade dancers who have achieved high mastery. Armed with sabers. Melee.
3.1.Elf Archer
Elves who chose the path of the bow. Armed with bows. Ranged.
3.2.Bow Master
These are elf archers who have achieved high mastery. Armed with longbows. Melee.
4.1.Druid
Elves who chose the path of nature worship and studying earth magic. Ranged. Caster.
4.2.High Druid
These are druids who have achieved high mastery. Ranged. Caster.
5.1.Unicorn Rider
Elves who chose the path of unicorn riders. Armed with blades. Melee. Mobile unit.
5.2.Pegasus Rider
These are riders who have achieved high mastery and were given pegasi. Armed with sabers and shields. Clad in mithril armor. Melee. Mobile unit. Flying.
6.1.Treant
Forest spirits living in trees. Melee.
6.2.Ent
Forest spirits living in trees. For thicker crowns, they paid with decreased mobility. Melee.
7.1.Green Dragon
Dragons living in forest mountains, serving on the side of elves. Melee. Mobile unit. Flying.
7.2.Gold Dragon
These creatures are higher than green dragons and stronger. Melee. Mobile unit. Flying. Elite cast.
Main Stats:
This is a race of elves who worship earth magic. Ordinary armies are colored green. Upgraded ones are blue, green, and yellow. Among the casts, there are spells of earth magic. The city is a forest elven city, i.e., huge trees in which elves and forest spirits live. At its head stands a huge ancient tree.
Faction Ability — Elven Luck. Increases the luck of a selected allied unit to maximum, allowing it to deal critical hits for 2 turns.
Dungeon (Dungeon)
Army Composition:
1.1.Stalker
These are dark elves studying the art of stealth. Armed with knives. Melee.
1.2.Assassin
These are stalkers who have learned to completely hide themselves on the battlefield. Armed with poisoned blades. Melee.
2.1.Evil Eye
Creatures of the dungeons that dark elves took under their aegis. Ranged.
2.2.Beholder
These are evil eyes saturated with magic of darkness. Ranged.
3.1.Lizard Rider
These are dark elves who learned to tame underground creatures. Armed with a spear-like blade. Melee. Mobile unit.
3.2.Shadow Rider
Tamers of the most powerful creatures of the dungeon. Armed with a poisoned spear-like blade and shield. Clad in armor. Melee. Mobile unit.
4.1.Minotaur
Creatures created by mages, but who escaped to the dungeons, where they found freedom in the ranks of dark elves. Armed with axes. Melee.
4.2.Old Minotaur
An older and more experienced minotaur. Armed with an axe and clad in shadow armor. Melee.
5.1.Manticore
Underground creatures. Half-lion, half-scorpion. Melee. Mobile unit. Flying.
5.2.Scorpicore
These are elder manticores that have poisoning venom in their veins. Melee. Mobile unit. Flying.
6.1.Faceless
Creatures of pure darkness. They have no face and masterfully wield the magic of darkness. Ranged. Caster. Teleports.
6.2.Shadow Master
Higher faceless who have learned to control the minds of living beings. Ranged. Caster. Teleports.
7.1.Red Dragon
Lesser underground dragons serving in the army of dark elves. Melee. Mobile unit. Flying.
7.2.Black Dragon
Elder underground dragons serving in the army of dark elves. Melee. Mobile unit. Flying.
Main Stats:
This is a race of dark elves who worship the magic of darkness. Ordinary armies are colored gray, black, and red. Upgraded ones are black and purple. Among the casts, there are spells of darkness magic that both weaken enemies and control their minds. The city consists of large underground structures in the style of dark elves. At its head stands a huge rock from which darkness emanates.
Faction Ability — Baptism by Darkness. Allows for one turn to completely hide a selected unit on the battlefield, which will attack and perform other actions absolutely invisibly.
Fortress (Fortress)
Army Composition:
1.1.Mountain Warrior
Ordinary dwarf soldiers. Armed with an axe and shield. Melee.
1.2.Mountain Guard
More professional warriors than ordinary dwarves. Armed with a large axe and shield. Melee.
2.1.Harpooner
Dwarves who use harpoons and spears for long-range attacks. Ranged.
2.2.Shooter
Dwarves armed with the latest technical achievement — muskets. Ranged.
3.1.Berserker
Main offensive unit. Armed with two long claws. Melee.
3.2.Wolverine
Completely feral berserkers. Armed with three long claws. Clad in light rune armor. Melee.
4.1.Bear Rider
Dwarf cavalry riding brown bears. Melee. Mobile unit.
4.2.Northern Rider
Dwarf cavalry riding white bears. Melee. Mobile unit.
5.1.Rune Mage
Dwarf mages who studied rune magic. Ranged. Caster.
5.2.Rune Priest
Dwarf mages who fully studied rune magic. Ranged. Caster.
6.1.Than
Northern mountain giants who fight side by side with dwarves. Melee. Mobile unit. Teleports.
6.2.Earl
Northern under-mountain giants who fight side by side with dwarves. Melee. Mobile unit. Teleports.
7.1.Dragon Golems
Dragons assembled technologically from steel. They run on magic and lava, allowing them to be fire-breathing, just like living dragons. Melee. Mobile unit. Non-living.
7.2.Fire Dragons
These are the same dragon golems, but assembled from a magical alloy that allows them to breathe fire and burn without lava fuel. Melee. Mobile unit. Non-living. Elite cast.
Main Stats:
This is a race of dwarves who worship the magic of fire. Ordinary armies are colored white and blue. Upgraded ones are red and gold. Among the casts, there are spells of fire magic that directly kill enemies. The city is an underground dwarf city with many smithies. At its head stands a huge volcano from which magma flows, used as a treasury.
Faction Ability — Absolute Defense. For one turn, a selected unit is given absolute defense against everything.
Stronghold (Stronghold)
Army Composition:
1.1.Goblin
The weakest of those created by mages. Now they serve in the ranks of orcs. Armed with boomerangs. Ranged.
1.2.Goblin Hunter
Skillful goblins who have learned to hunt well. Armed with boomerangs. Ranged.
2.1.Harpy
Creatures created by mages from humans and birds. Melee. Mobile unit. Flying.
2.2.Fury
These are more ruthless and professional harpies. Melee. Mobile unit. Flying.
3.1.Orc Warrior
Ordinary warriors armed with combat clubs. Melee.
3.2.Orc Fighter
Professional orcs armed with heavy swords. Melee.
4.1.Centaur
Half-human, half-horse creatures who were also created by mages. Armed with bows. Ranged. Mobile unit.
4.2.Old Centaur
Ancient centaurs who have perfected the art of archery to an ideal. Ranged. Mobile unit.
5.1.Ogre
Elder orcs in whom the blood of elder demons flows. Armed with long, heavy swords and a heavy shield. Clad in steel armor. Melee.
5.2.Ogre Mage
Some ogres gained the ability to control chaos magic, but these ogres prefer to direct magic into enhancing air magic, which they study. Clad in steel armor. Armed with a two-handed sword-staff. Melee. Caster.
6.1.Roc
These free mountain birds decided to fight on the side of orcs. Melee. Mobile unit. Flying.
6.2.Thunderbird
These birds are masters of air magic. They direct lightning at enemies. Melee. Mobile unit. Flying.
7.1.Cyclops
These creatures are clearly a failed experiment in infusing human blood with devil blood. Chaos itself stripped everything human from it. Melee.
7.2.Demonic Cyclops
Chaos magic rages within these cyclopes. It shoots from its single eye. Ranged. Elite cast.
Main Stats:
This is a race of orcs who worship idols of nature, but often use air magic and the chaos magic inherently embedded in them. Ordinary armies are colored orange and green. Upgraded ones are red and black. Among the casts, there are spells of air, earth, and fire magic. The city is a barbarian camp built on the ruins of an ancient temple. At its head stands a huge tent atop the ancient temple ruins.
Faction Ability — Demonic Blood. For one turn, increases all combat characteristics.
Sea Guardians (Sanctuary)
Army Composition:
1.1.Shark Warrior
Creature created by mages by crossing humans and sharks. Armed with clubs. Melee.
1.2.Vanizame
Experienced shark warriors move to the rank of vanizame. Armed with clubs and clad in light ocean armor. Melee.
2.1.Kappa
Some of the inhabitants of rivers and seas. Melee. Mobile unit.
2.2.Kappa Shoya
These are more professional kappas. Melee. Mobile unit.
3.1.Mermaid
Hybrid of humans and fish. Ranged.
3.2.Sea Priestess
Mermaids who took an oath to protect the sea expanses become priestesses. Ranged.
4.1.Nymph
Sea spirit serving in the army of nagas. Melee. Mobile unit. Teleports.
4.2.Oceanid
Elder spirits of the oceans serving in the army of nagas. Melee. Mobile unit. Teleports.
5.1.Snow Maiden
Spirit of frozen water. Ranged. Caster.
5.2.Yuki-onna
Elder spirits of ice. Ranged. Caster.
6.1.Sword Master
Four-armed nagas. Armed with katanas. Clad in medium ocean armor. Melee. Mobile unit.
6.2.Kensei
Six-armed nagas. Armed with katanas. Clad in heavy ocean armor. Melee. Mobile unit.
7.1.Kirin
Sea flying unicorn. Melee. Mobile unit. Flying.
7.2.Sacred Kirin
Sea flying elder unicorn. Melee. Mobile unit. Flying. Elite cast.
Main Stats:
This is a race of nagas who worship water magic. Ordinary armies are colored blue and green. Upgraded ones are blue, gold, and green. Among the casts, most are spells of the sea element. The city is a Japanese town standing on the shore of a lake. At its head stands a huge samurai castle.
Faction Ability — Honest Duel. Forces enemies to attack a selected allied unit; meanwhile, this unit receives a significant bonus to stats and takes only part of the damage.
Masters of the Marshes (Citadel)
Army Composition:
1.1.Troglodyte
Blind eyeless cave creatures armed with a spear. Melee.
1.2.Troglodyte Thug
Experienced troglodytes armed with a trident. Melee.
2.1.Lizard Fighter
Humanoid lizards armed with boarding sabers. Protected by light scaled armor. Melee.
2.2.Lizard Shooter
Humanoid lizards armed with bows and clad in light scaled armor. Ranged.
3.1.Gnoll
An experiment by mages to create very fast warriors by crossing humans and dogs. Armed with maces. Clad in light armor. Melee. Mobile unit.
3.2.Gnoll Marauder
Elite gnolls armed with one-handed flails and clad in medium scaled armor. Melee. Mobile unit.
4.1.Medusa
Mythical creatures. Look like humans, but with a snake tail and snakes instead of hair. Ranged. Caster.
4.2.Medusa Gorgon
Medusas who have well studied magic become medusa gorgons. Ranged. Caster.
5.1.Nyx
Humanoid crocodiles armed with halberds. Protected by medium scaled armor and a shield. Melee.
5.2.Nyx Pirate
Humanoid crocodiles armed with heavy halberds. Protected by heavy scaled armor and a shield. Melee.
6.1.Wyvern
Flying poisonous creature. Melee. Mobile unit. Flying.
6.2.Wyvern Monarch
The strongest of the wyverns grow thick scales. Melee. Mobile unit. Flying.
7.1.Hydra
Huge three-headed creature. Melee.
7.2.Marsh Hydra
Huge five-headed creature. Melee. Elite cast.
Main Stats:
This is a race of reptiles who worship no one. Ordinary armies are colored green. Upgraded ones are blue and green. Among the casts, there are spells for slowing down or disabling enemies. The city consists of huts in the middle of marshes located in a sea bay. At its head stands a huge stone fortress-port.
Faction Ability — Marsh Aura. Temporarily weakens and slows enemies.