- Attack
- 9
- Defense
- 3
- Min damage
- 5
- Max damage
- 8
- Hit points
- 28
- Speed
- 4
- Initiative
- 21
- Ranged
- Yes
- Morale
- 0
- Luck
- 0
Centaurs, like harpies and gnolls, are beastmen. The Mages of the Seven Cities created centaurs for their army, making them accurate marksmen and excellent scouts. But in time they came to be treated no better than slaves, increasingly set to delivering messages, hauling goods and working the mines. Centaurs can move quickly about the battlefield, take advantageous positions and shoot accurately with a bow.
- Attack
- 9
- Defense
- 5
- Min damage
- 6
- Max damage
- 10
- Hit points
- 34
- Speed
- 5
- Initiative
- 26
- Ranged
- Yes
- Morale
- 0
- Luck
- 0
Centaur Marauders are the military caste of centaurs. They have perfectly mastered the art of evading melee combat. If an opponent approaches too closely, the centaurs quickly change positions, without ceasing to shower enemies with a hail of arrows. They are dangerous and swift opponents, and only a brilliant tactician will be able to catch them off guard.
- Attack
- 1
- Defense
- 0
- Min damage
- 2
- Max damage
- 3
- Hit points
- 12
- Speed
- 6
- Initiative
- 25
- Ranged
- No
- Morale
- 0
- Luck
- 0
Harpies, half-human and half-bird of prey, were created by mages and were used as spies and messengers, as well as to exhaust the enemy. They gained freedom along with the orcs, who became their loyal allies and consider harpies to be the beloved children of Sky Father.
- Attack
- 20
- Defense
- 18
- Min damage
- 70
- Max damage
- 79
- Hit points
- 410
- Speed
- 4
- Initiative
- 14
- Ranged
- No
- Morale
- 0
- Luck
- 10
Like goblins, cyclopes appeared as the result of a failed experiment: the blood of higher demons turned them into monsters whose bodies and minds are warped by the energy of chaos. Many commanders would gladly take cyclopes into their armies, but only orcs have the strength and courage to master these giants. In peacetime cyclopes are put to work as labourers; on the battlefield they are the main striking force.
- Attack
- 27
- Defense
- 20
- Min damage
- 60
- Max damage
- 77
- Hit points
- 470
- Speed
- 6
- Initiative
- 23
- Ranged
- No
- Morale
- 0
- Luck
- 0
Monsters usually live in groups. Young individuals hunt together, while older ones, which are easily distinguished by their grayish fur, guard the settlement. One would not envy anyone who finds themselves in the territory of the monsters. Ancient monsters are larger and more dangerous; moreover, they are surprisingly agile for such large creatures.
- Attack
- 25
- Defense
- 18
- Min damage
- 60
- Max damage
- 77
- Hit points
- 420
- Speed
- 5
- Initiative
- 22
- Ranged
- No
- Morale
- 0
- Luck
- 0
Almost nothing is known about these enormous, ape-like dwellers of the rocky mountains of the Sahaar desert. Scholars suppose that it was they who were called «monsters» in olden times. The long claws of these monsters are incredibly sharp and can tear through any armour.
- Attack
- 12
- Defense
- 10
- Min damage
- 25
- Max damage
- 27
- Hit points
- 155
- Speed
- 6
- Initiative
- 17
- Ranged
- No
- Morale
- 0
- Luck
- 10
Goblins came into the world as the result of a «failed» experiment to breed orcs using the blood of lesser demons. After that they began to multiply at a frightening speed – despite every attempt by wizards to be rid of the new scourge. Goblins are cunning and cowardly, but armed with a spear and perched on the back of a basilisk, they suddenly acquire courage and audacity.
- Attack
- 10
- Defense
- 10
- Min damage
- 18
- Max damage
- 23
- Hit points
- 120
- Speed
- 5
- Initiative
- 16
- Ranged
- No
- Morale
- 0
- Luck
- 10
Basilisks are huge, ugly lizards living in desert lands. They were brought into being after the battles of the legendary era, when the blood of wounded dragons poured from the heavens onto the land of Ashan, turning ordinary animals into magical monsters. A basilisk's most dangerous weapon is its gaze, which is capable of turning enemies to stone for a time.
- Attack
- 5
- Defense
- 1
- Min damage
- 2
- Max damage
- 6
- Hit points
- 21
- Speed
- 4
- Initiative
- 17
- Ranged
- No
- Morale
- 5
- Luck
- 0
All orcs are born warriors. For them, there is nothing more desirable or natural than battles and rivers of blood. Their usual combat tactic is a frontal attack. They rely on their might, numerical superiority, and speed. Likely due to this tactic, the imperial crusaders nicknamed them savages.
- Attack
- 6
- Defense
- 2
- Min damage
- 3
- Max damage
- 7
- Hit points
- 25
- Speed
- 5
- Initiative
- 20
- Ranged
- No
- Morale
- 5
- Luck
- 0
Frenzied orcs are the foundation of the orcish armies. These are battle-hardened warriors who are capable of easily crossing the endless sands of the Sahaar desert and immediately entering battle without wasting time on a breather. Frenzied orcs believe that their strength is sustained by the spirit of the Sky Father.
- Attack
- 5
- Defense
- 5
- Min damage
- 20
- Max damage
- 28
- Hit points
- 600
- Speed
- 0
- Initiative
- 21
- Ranged
- Yes
- Morale
- 0
- Luck
- 0
To become a dreamwalker, a shaman must undertake a journey to the Spirit World and meet their ancestors there. By harnessing the raging chaos in their soul, a dreamwalker can call upon the powers of Mother Earth to aid their tribe, perform healing rituals, or use magic for attacks.
- Attack
- 28
- Defense
- 18
- Min damage
- 70
- Max damage
- 85
- Hit points
- 460
- Speed
- 4
- Initiative
- 15
- Ranged
- Yes
- Morale
- 0
- Luck
- 10
By nature, cyclopes are quite calm and even somewhat childishly naive. But if someone causes a cyclops pain, a volcano of uncontrollable rage awakens within it. This is due to the influence of Chaos on the blood of these creatures. In such moments, they become dangerous even to their own kind. Some of them are capable of focusing their wrath and burning their offenders, releasing a blazing beam from their single eye.
- Attack
- 1
- Defense
- 0
- Min damage
- 2
- Max damage
- 3
- Hit points
- 13
- Speed
- 6
- Initiative
- 30
- Ranged
- No
- Morale
- 0
- Luck
- 0
Furies are harpies that have perfectly mastered the technique of aerial attack. They fly at incredible speeds and maneuver skillfully, denying the opponent the opportunity to strike back.
- Attack
- 4
- Defense
- 0
- Min damage
- 1
- Max damage
- 2
- Hit points
- 10
- Speed
- 4
- Initiative
- 18
- Ranged
- Yes
- Morale
- 0
- Luck
- 0
Gnolls are one of many varieties of beastmen created by the mages of House Chimera. Gnolls are half-human, half-hyena tireless trackers with a keen sense of smell. Upon detecting an enemy, gnolls prefer not to engage in melee combat. Instead, they throw daggers at the opponent from a safe distance.
- Attack
- 4
- Defense
- 0
- Min damage
- 2
- Max damage
- 2
- Hit points
- 10
- Speed
- 4
- Initiative
- 21
- Ranged
- Yes
- Morale
- 0
- Luck
- 0
In beastmen, the human mind and animal instincts are intertwined in a surprising way. Perhaps this is what defined the preferred tactic of gnoll hunters. they prefer not to engage in melee combat and not to take unnecessary risks, which causes many to consider them cowards.
- Attack
- 4
- Defense
- 3
- Min damage
- 6
- Max damage
- 10
- Hit points
- 38
- Speed
- 6
- Initiative
- 31
- Ranged
- No
- Morale
- 0
- Luck
- 0
Wyverns descended from the flying lizards of the legendary era, whose bodies were modified under the influence of dragon blood. Wyverns are smaller than dragons, but their size still inspires fear. Wyverns have huge membranous wings, and their bodies are covered in scales. The sand wyverns of the Sahar desert draw strength from earth magic, and are therefore able to heal their wounds.
- Attack
- 0
- Defense
- 12
- Min damage
- 75
- Max damage
- 115
- Hit points
- 3900
- Speed
- 0
- Initiative
- 100
- Ranged
- Yes
- Morale
- 0
- Luck
- 0
The strength of cyclopes is so great that they often perform the function of siege engines, destroying enemy gates, towers, and defensive structures. These creatures are so ferocious that even orcs fear them; they must restrain the raging cyclopes with strong chains.
- Attack
- 4
- Defense
- 4
- Min damage
- 7
- Max damage
- 12
- Hit points
- 45
- Speed
- 7
- Initiative
- 32
- Ranged
- No
- Morale
- 0
- Luck
- 0
Usually, wyverns sink sharp fangs into their victims or tear them with claws. But some individuals exhale a deadlyly dangerous caustic gas. Such wyverns inhabit the most inhospitable regions of the Sahaar desert. They are distinguished by a foul temperament and a habit of killing everyone they spot on their territory.