Academy faction units

Academy - Академия Волшебства Views Last Edited 8/21/2026 3:59 PM
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Gremlin Creatures
Gremlin
Level
1
Attack
2
Defense
2
Min damage
1
Max damage
2
Hit points
5
Speed
3
Initiative
7
Growth
20
Movement
Ground
Ranged
Yes
Shots
5
Size
Single hex
Abilities

Creatures born as result of magical experiments on captured goblins, Gremlins are more clever and tractable than their progenitors. The most common creature in the Wizards' army, they prefer to fight from a distance using primitive projectile weapons fuelled by explosive spells. Their clumsy hand-held mortars are sturdy, and during melee Gremlins use them as metal clubs.

  • Gold 22 Gold
Master Gremlin Creatures
Master Gremlin
Level
1
Attack
3
Defense
2
Min damage
1
Max damage
2
Hit points
6
Speed
5
Initiative
11
Growth
20
Movement
Ground
Ranged
Yes
Shots
7
Size
Single hex
Abilities

Gremlins that have distinguished themselves on the battlefield may be awarded the rank of Master Gremlin. They are taught how to repair various mechanisms (ballista, golems, etc).

  • Gold 35 Gold
Stone Gargoyle Creatures
Stone Gargoyle
Level
2
Attack
3
Defense
4
Min damage
1
Max damage
1
Hit points
15
Speed
6
Initiative
9
Growth
14
Movement
Flying
Size
Single hex

Gargoyles are statues of flying creatures animated by magic. Wizards treat these creatures with care, due to their ability to fly and their power to smash their foes with massive stone slabs. Stone gargoyles are immune to lightning spells.

  • Gold 45 Gold
Obsidian Gargoyle Creatures
Obsidian Gargoyle
Level
2
Attack
3
Defense
5
Min damage
1
Max damage
2
Hit points
20
Speed
7
Initiative
10
Growth
14
Movement
Flying
Size
Single hex

The very substance of the more rare and expensive Obsidian Gargoyles is far more durable. It also makes them impervious to fire and cold effects as well as to lightning spells.

  • Gold 70 Gold
Iron Golem Creatures
Iron Golem
Level
3
Attack
5
Defense
5
Min damage
3
Max damage
5
Hit points
18
Speed
4
Initiative
7
Growth
9
Movement
Ground
Size
Single hex

Golems are ancient magical constructs that are used as primary battle units by the Silver Cities. Golems are armed with two long curved swords, and their substance is their armour. Iron golems are impervious to slowing effects - they really can’t get much slower - and are well protected against magic (all damage from such attacks is halved).

  • Gold 90 Gold
Steel Golem Creatures
Steel Golem
Level
3
Attack
6
Defense
6
Min damage
5
Max damage
7
Hit points
24
Speed
4
Initiative
7
Growth
9
Movement
Ground
Size
Single hex

Steel golems are carefully enchanted by their creators. They are almost impervious to magic (receiving only quarter of damage from magical attacks) and far more deadly than the lesser iron golems in combat, as they retaliate immediately any time they are attacked.

  • Gold 130 Gold
Mage Creatures
Mage
Level
4
Attack
10
Defense
10
Min damage
7
Max damage
7
Hit points
18
Speed
4
Initiative
10
Growth
5
Movement
Ground
Ranged
Yes
Shots
3
Mana
15
Size
Single hex

Some of the Wizards of the Silver Cities serve in the army. They are weak in close combat, being armed only with a dagger and unskilled at melee fighting. This weakness, however, is more than compensated for by the power of their spells. They can fire blasts of pure magical energy that damage any creature in their way - including friendly ones. They also carry scrolls with additional spells on them.

  • Gold 250 Gold
Archmage Creatures
Archmage
Level
4
Attack
10
Defense
10
Min damage
7
Max damage
7
Hit points
30
Speed
4
Initiative
10
Growth
5
Movement
Ground
Ranged
Yes
Shots
4
Mana
25
Size
Single hex

The most powerful of the Battle Mages may be promoted to Archmages, giving them access to even more spells. Their mere presence on a battlefield increases the mana of the hero that leads them.

  • Gold 340 Gold
Djinn Creatures
Djinn
Level
5
Attack
13
Defense
12
Min damage
12
Max damage
16
Hit points
33
Speed
7
Initiative
12
Growth
3
Movement
Flying
Size
Large

Djinns are ancient elemental spirits whom the Wizards can summon and magically bind to their person. Once a Djinn is thus bound, he cannot retreat, and will protect his master until all his vital energy is consumed. Djinns are very useful on the battlefield, but their magical essence makes them chaotic and unpredictable. It is impossible to predict which spell a Djinn will use against the enemy, but it is sure, at least, that they won't turn against their friends. Spellcasting is not Djinn’s sole task on the battlefield, as they can also engage in melee with their heavy scimitars.

  • Gold 480 Gold
Djinn Sultan Creatures
Djinn Sultan
Level
5
Attack
15
Defense
13
Min damage
16
Max damage
22
Hit points
40
Speed
8
Initiative
12
Growth
3
Movement
Flying
Size
Large

Djinn Sultans not only use harmful spells against enemies, but also cast beneficial spells on their friends. However, as with the normal Djinns, the spells themselves are unpredictable.

  • Gold 700 Gold
Rakshasa Rani Creatures
Rakshasa Rani
Level
6
Attack
25
Defense
20
Min damage
15
Max damage
23
Hit points
120
Speed
5
Initiative
9
Growth
2
Movement
Ground
Size
Large

Vengeful spirits from a forgotten age, the Rakshasas have lingered on the fringes of Ashan for millennia. Thirsty for revenge, these creatures have been rediscovered by Wizard travellers who - after many unsuccessful attempts - managed to summon and control them efficiently. The Rakshasa Rani are an imposing force on the battlefield, intimidating the enemy with their multi-armed, lion-headed bodies and wickedly sharpened blades. So fearful are their attacks that the enemy is unable to retaliate against them.

  • Gold 1400 Gold
Rakshasa Raja Creatures
Rakshasa Raja
Level
6
Attack
25
Defense
20
Min damage
23
Max damage
30
Hit points
140
Speed
6
Initiative
8
Growth
2
Movement
Ground
Size
Large

The Rakshasa Raja is as daunting a foe as the Rakshasa Rani, but in addition has the ability to move with sudden speed when he must.

  • Gold 1770 Gold
Colossus Creatures
Colossus
Level
7
Attack
27
Defense
27
Min damage
40
Max damage
70
Hit points
175
Speed
6
Initiative
10
Growth
1
Movement
Ground
Size
Large

Colossi are the most powerful creatures that can be built or summoned by the Wizards. They are created using the same basic method as golems, but on a much larger scale. Each Colossus also hosts a figment of the soul of his creator. This unwavering will makes them immune to mind-controlling magic, assuring the Wizards of their unquestionable loyalty. Not fond of weapons, Colossi deal heavy blows to their opponents using their massive hands and close combat feats.

  • Gems 1 Gems
  • Gold 3500 Gold
Titan Creatures
Titan
Level
7
Attack
30
Defense
30
Min damage
40
Max damage
70
Hit points
190
Speed
6
Initiative
10
Growth
1
Movement
Ground
Ranged
Yes
Shots
5
Size
Large

Titans are the greatest accomplishment a Wizard can dream to achieve. Like the Colossi, Titans are extremely lethal with their bare hands and immune to mind-controlling magic, but are also capable of hurling bolts of lightning over great distances.

  • Gems 2 Gems
  • Gold 4700 Gold

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