A B V G D Zh Z I K L M N O P R S T U Kh Sh E Ya
Table of Contents:- Fear Attack
- Six-Head Attack
- Aura of Terror
- Aura of Magic Resistance
- Endless Retaliation
- Incorporeality
- Combat Parry
- Large Shield
- Armor
- Explosion
- Rebirth
- Resurrect Allies
- Enemy Does Not Retaliate
- Chain Shot
- Deadly Grip
- Demon
- Dragon Breath
- Living Creature
- Ally Protection
- Mark of Fire
- Mana Drain
- Acid Breath
- Crippling Wound
- Sorcerer
- Mana Stealer
- Crystalline Scales
- Flying Creature
- Magic Attack
- Mechanism
- Taxpayer
- Curse Casting
- Charge
- Unexpected Storm
- Undead
- Immunity to Air Element
- Immunity to Blindness
- Immunity to Cold
- Immunity to Earth Element
- Immunity to Fire
- Immunity to Lightning
- Immunity to Magic
- Immunity to Mind Control
- Immunity to Slow
- Immunity to Water
- Magic Resistance 50%
- Magic Resistance 75%
- No Melee Penalty
- Stunning Blow
- Fire Shield
- Entwining Roots
- Weakening Blow
- Blinding
- Siphoning
- Stopping Arrows
- Retaliatory Shot
- Poisoning
- Mana Transfer
- Cross Attack
- Mana Absorber
- Repair
- Summon Cavern Lord
- Regeneration
- Knightly Duel
- Random Spell
- Death Blow
- Deadly Cloud
- Shield Wall
- Shooter
- Lobbed Shot
- Penalty-Free Shooting
- Slicing Sword
- Precision Shot
- Deadly Splashes
- Storm Strike
- Lightning Strike
- Strike and Return
- Paw Strike
- Strike from the Heavens
- Charging Strike
- Double Attack
- Terrible Neighborhood
- Lizard Bite
- Rooting
- Whip Strike
- Bravery
- Shooting Penalty
- Elemental
- Elven Double Shot
- Energy Channel
- Rage
- Berserker Rage
Acid Breath:
When attacking, the creature deals damage not only to the target but also to any creature directly behind it.
Aura of Magic Resistance:
For friendly units adjacent to the creature, magic resistance is increased by 30%.
Summon Cavern Lord:
Once during battle, the creature can summon a cavern lord to replace its fallen comrades. The number of summoned cavern lords depends on the number of creatures using this ability.
Stunning Blow:
During each attack, the creature has a chance to stun the opponent so that they cannot retaliate and lose their initiative (does not affect mechanical creatures).
Strike from the Heavens:
Creatures attack a selected area of the battlefield from the air, dealing double damage to any creature in that area, including friendly ones. After the attack, the creature returns to a random cell on the field.
Blinding:
When the creature attacks an opponent, there is a chance it will blind them. Blinded creatures cannot move or attack but regain sight if they are attacked. This ability does not work against undead, elementals, and mechanical creatures.
Bravery:
The creature always has positive morale (at least +1).
Lightning Strike:
Creatures release lightning that causes magic damage to the selected target. Can be used instead of shooting.
Sorcerer:
This creature can use a set of magic spells from those available to the hero. Mana reserves are limited but always full at the start of battle. "Spellcasting" depends on the number of these creatures.
Chain Shot:
The creature deals damage to the selected target and three other targets near it. Each subsequent attack on an opponent deals half the damage of the previous one.
Crystalline Scales:
The crystalline dragon is immune to direct killing moves such as "Deadly Grip", "Slicing Sword", "Precision Shot", etc.
Curse Casting:
During an attack, a curse is placed on the victim, reducing the amount of damage it can deal. The curse is renewed with each subsequent attack.
Charge:
After using this ability, creatures skip one turn, but after the effect takes hold, they act more frequently.
Death Blow:
There is a 25% probability that an attack by this creature will kill half of the creatures in the enemy unit.
Deadly Cloud:
The deadly cloud affects not only the target but also any creature caught under it that is not undead.
Demon:
This creature belongs to the Inferno faction. Chain Shot does not affect it, but it is vulnerable to the "Holy Word" spell.
Double Attack:
Creatures deliver two hits to a target at once.
Elemental:
These creatures are not living and cannot be poisoned, blinded, or brought under control. They also cannot be resurrected or healed in the first aid tent.
Elven Double Shot:
Nothing prevents the creature from firing two shots at an enemy instead of one.
Energy Channel:
If there is a creature with this ability in the hero's army, he spends 25% less mana when casting spells.
Rage:
The "Attack" parameter of the creature increases sharply if any friendly unit dies (except those consisting of resurrected or summoned creatures).
Entwining Roots:
The creature entwines the enemy with its roots, leaving it immobilized; it can do this to several warriors simultaneously. However, the effect lasts until the creature moves away from its victims.
Explosion:
The creature deals damage to everyone around it but remains intact itself.
Fear Attack:
There is a probability that an enemy attacked by this creature will be frightened and run toward the edge of the battle arena, trying to move as far away from the creature as possible and losing all initiative accumulated up to that time. (Does not work on creatures immune to mind control spells.)
Dragon Breath:
When attacking, the creature deals damage not only to the target but also to any creature directly behind it.
Fire Shield:
When the creature is attacked in melee combat, the fire shield deals damage to the attacker, regardless of whether they have the ability to counterattack or not.
Living Creature:
This is a living creature of flesh and blood, so it can be resurrected.
Flying Creature:
This creature can move to any part of the game field during its turn regardless of obstacles in its path.
Terrible Neighborhood:
There is a probability that an enemy attacked by this creature will be frightened and run toward the edge of the battle arena, trying to move as far away from the creature as possible and losing all initiative accumulated up to that time. (Does not work on creatures immune to mind control spells.)
Aura of Terror:
All enemies in adjacent cells will have their morale decreased by 3 units (does not affect creatures whose morale is always neutral).
Deadly Grip:
When the creature attacks, it always kills at least one warrior in any enemy unit. Additionally, it removes all positive spells cast on the creature.
Immunity to Air Element:
Air magic spells cannot damage this creature.
Immunity to Blindness:
This creature cannot be blinded.
Immunity to Cold:
Spells using cold cannot damage this creature.
Immunity to Earth Element:
Spells using the Earth element cannot damage this creature.
Immunity to Fire:
Spells using the Fire element cannot damage this creature.
Immunity to Lightning:
Lightning cannot damage this creature.
Immunity to Magic:
The creature is immune to any magic effects (including spells with positive effects).
Immunity to Mind Control:
This creature is immune to mind control spells.
Immunity to Slow:
The movements of this creature cannot be slowed.
Immunity to Water:
Spells using the Water element cannot damage this creature.
Incorporeality:
This creature has no body, so any physical attack against it will be successful only 50% of the time.
Knightly Duel:
The creature deals 10% more damage for each cell it traveled during the attack.
Large Shield:
Creatures receive only 50% damage from all shots made without the help of magic.
Siphoning:
While attacking an enemy, this creature can drink its life and use it to restore its own or resurrect several fallen comrades.
Lizard Bite:
Creatures attack an enemy that attacks an adjacent creature (within range) and deal damage equal to half of the maximum.
Magic Attack:
The creature hits all units in the line of attack with a shot, including friendly ones.
Magic Resistance 50%:
Offensive spells deal 50% less damage to this creature.
Magic Resistance 75%:
Offensive spells deal 75% less damage to this creature.
Mana Absorber:
The creature destroys part of the enemy hero's mana at the start of battle. The amount of destroyed mana depends on the number of creatures.
Mana Drain:
Attacking an enemy, this creature can absorb its mana and use it to restore its own health or even resurrect fallen comrades.
Mana Transfer:
The creature can transfer its mana reserve to its own hero.
Mana Stealer:
At the start of battle, the creature takes part of the enemy hero's mana and transfers it to its own hero. The amount of stolen mana depends on the number of creatures.
Mechanism:
This creature is not living (like all golems, for example), and its morale is always constant. It cannot be affected by spells that attempt to poison, blind, or take the creature's mind under control. These creatures cannot be resurrected or treated in the first aid tent.
Enemy Does Not Retaliate:
Enemies never retaliate against this creature after its melee attack.
No Melee Penalty:
The shooter fights in melee combat at full strength.
Penalty-Free Shooting:
The shooter deals maximum damage with their shot, regardless of the distance to the target.
Poisoning:
During an attack, the enemy will be poisoned and take some damage over the next three turns.
Precision Shot:
When shooting from a short distance (three cells to the target), creatures deal heavy damage because the target's defense is ineffective.
Random Spell:
Creatures use a random spell against the selected target. Spells can be cast on friendly (with positive effects) and hostile (with negative effect) creatures.
Retaliatory Shot:
Creatures fire in response to an opponent's shot if they are not blocked by the enemy and have an unused opportunity to retaliate.
Shooting Penalty:
Shooters always deal only half of the usual damage to the target, but fight at full strength in melee combat.
Rebirth:
After death, a creature can be reborn. The number of revived creatures equals the number of deceased ones.
Regeneration:
Each turn, creatures restore 30 — 50 health units.
Repair:
This creature can repair friendly mechanical creatures (golems) and war machines.
Resurrect Allies:
Creatures are able to resurrect a friendly unit once, provided the cell was not occupied by another creature.
Charging Strike:
For each cell the creature traveled during the attack to the target, the latter's defense is reduced by 20%.
Lobbed Shot:
A shot covering all creatures (including friendly ones) within a certain area (3 by 3 cells). The amount of damage dealt to each creature is equal to half the damage of a precision shot.
Ally Protection:
All friendly creatures in adjacent cells receive only 50% damage from shots made without using magic.
Shooter:
This creature can deal damage from a distance. When the target is more than half the arena away, the enemy receives only half of the usual damage. Shooters cannot shoot when blocked by an opponent's creature. If there is no ammunition cart in the army, the number of shots is limited.
Six-Head Attack:
The creature simultaneously attacks six adjacent cells, dealing damage to all enemy creatures occupying those cells.
Deadly Splashes:
The creature simultaneously attacks three adjacent cells occupied by the opponent.
Strike and Return:
The creature attacks and returns to its previous position.
Rooting:
When the creature is ordered to wait or defend, its defense increases by 50% and it gains the ability to counterattack all enemies until the next turn.
Taxpayer:
Every day, the hero receives as many gold pieces as they have such creatures in their army and castles.
Undead:
This creature is not living (like other creatures from the Necropolis faction), and therefore its morale is always constant. It cannot be affected by spells using poisoning, blinding effects or those attempting to take its mind under control.
Endless Retaliation:
Creatures always retaliate after a melee attack, except in cases where the attack was carried out by creatures with the "Enemy Does Not Retaliate" ability.
Slicing Sword:
Each attack or counterattack of this creature is guaranteed to kill at least one enemy warrior.
Stopping Arrows:
This creature shoots enchanted arrows. In addition to normal damage, these arrows have a chance to stun the opponent and delay their turn.
Combat Parry:
Creatures simultaneously attack enemies in eight adjacent cells. The main opponent receives normal damage, others receive half.
Weakening Blow:
With each successful attack, the "Attack" and "Defense" parameters of the attacked creature are reduced by 2 units (cannot be lower than zero).
Whip Strike:
There is a probability that during a melee attack this creature will use one of the following spells: "Slow", "Weaken" or "Berserk" (spells do not work on undead, elementals and mechanisms).
Armor:
This creature is immune to all spells and effects that reduce "Defense".
Shield Wall
Damage received by this creature from an enemy attack is reduced by 10% for each cell traveled by the opponent before the strike.
Crippling Wound
In case of a successful attack, the creature has a chance to reduce the victim's "Speed" by 50% and "Initiative" by 30%.
Paw Strike
When attacking, this creature has a chance to knock an enemy unit back one cell and additionally destroy all its accumulated initiative. The chance depends on the number of cells this creature had to travel to attack the target.
Berserker Rage
When using this ability, the creature's "Defense" is temporarily reduced to zero, and "Attack" increases by the number of defense units. The creature automatically attacks the nearest opponent without suffering a retaliatory strike. However, if there are no enemy units within movement range, it attacks the nearest friendly unit.
Mark of Fire
During an attack, the creature has a chance to curse the victim, as a result of which for a certain period of time, fire damage dealt to them will be doubled.
Cross Attack
The creature's attack area is in the shape of a cross.
Storm Strike
In addition to normal damage, this creature hits the victim with lightning (non-magical damage), which then strikes the next enemy creature if it is standing near the victim. The chain of strikes continues until the chain is broken. Lightning damage equals the normal damage dealt by the creature.
Unexpected Storm
Once per battle, this creature can attack any selected target with a "Storm Strike".