- 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
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.
-
22 Gold
- 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
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).
-
35 Gold
- 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.
-
45 Gold
- 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.
-
70 Gold
- 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).
-
90 Gold
- 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.
-
130 Gold
- 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.
-
250 Gold
- 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.
-
340 Gold
- 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.
-
480 Gold
- 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.
-
700 Gold
- 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.
-
1400 Gold
- 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.
-
1770 Gold
- 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.
-
1 Gems
-
3500 Gold
- 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.
-
2 Gems
-
4700 Gold