HoMM: Olden Era Units and Upgrades
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HoMM: Olden Era Units and Upgrades

Rock Paper Shotgun » Guides✍ Ollie Toms⏱ 61 min read(4 months ago)

Overview & Key Takeaways

Between the six playable factions in Heroes Of Might And Magic: Olden Era, there is a grand total of 126 playable Units (also known as Creatures) to recruit, upgrade, and take into battle. Each faction has seven basic units, ranging from Tier 1 to Tier 7. But each of these Units also has two possible upgrades to choose between.

For example, during your match you might choose to upgrade a basic Temple Swordsman into either a Guard Captain or a Sun's Aegis. Or you might upgrade your Minotaur into either a Minotaur Lord, or a Minotaur Vanguard. Each choice requires you to consider not only the Units' different stats, but also their traits, and their role within your larger army. Picking the right Upgrades becomes essential once you start entering more challenging arenas in Olden Era.

Below, you'll find a full compendium of all 126 Units in Olden Era, including all available Upgrades. You can use the below tables to compare the base unit and its two Upgrade paths, allowing you to make the most considered choice for your army. You can also use the polls below each table to find out which upgrade the community considers to be best in most cases - and you can add your votes into the mix while you're at it!

Read more

Between the six playable factions in Heroes Of Might And Magic: Olden Era, there is a grand total of 126 playable Units (also known as Creatures) to recruit, upgrade, and take into battle. Each faction has seven basic units, ranging from Tier 1 to Tier 7. But each of these Units also has two possible upgrades to choose between.

For example, during your match you might choose to upgrade a basic Temple Swordsman into either a Guard Captain or a Sun's Aegis. Or you might upgrade your Minotaur into either a Minotaur Lord, or a Minotaur Vanguard. Each choice requires you to consider not only the Units' different stats, but also their traits, and their role within your larger army. Picking the right Upgrades becomes essential once you start entering more challenging arenas in Olden Era.

Below, you'll find a full compendium of all 126 Units in Olden Era, including all available Upgrades. You can use the below tables to compare the base unit and its two Upgrade paths, allowing you to make the most considered choice for your army. You can also use the polls below each table to find out which upgrade the community considers to be best in most cases - and you can add your votes into the mix while you're at it!

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Temple Units and Upgrades

Tier 1: Swordsman

SwordsmanGuard CaptainSun's Aegis
TypeLiving, Melee
RankBaseUpgrade AUpgrade B
Cost85110110
Health121215
Attack46 πŸ‘…5 πŸ‘…
Defence45 πŸ‘…8 πŸ‘…
Damage2-32-32-3
Initiative56 πŸ‘…5
Speed445 πŸ‘…
Traits- Ranged Defense I - Double Strike- Aegis - Anointed For Defense
Expand for Trait descriptions...
Ranged Defense I: Takes -30% Ranged Damage.
Double Strike: Strikes twice when performing attacks.
Aegis: This creature and adjacent friendly creatures take -30% Ranged Damage.
Anointed For Defense: Whenever this creature gains a positive effect, its Defense increases by 2 until the end of the battle.

Tier 2: Crossbowman

CrossbowmanAustringerMarksman
TypeLiving, Ranged
RankBaseUpgrade AUpgrade B
Cost105140140
Health101010
Attack556 πŸ‘…
Defence34 πŸ‘…3
Damage3-43-43-4
Initiative557 πŸ‘…
Speed34 πŸ‘…3
Traits- View From The Heavens - Fine Bolts- View From The Heavens - Fine Bolts - Double Shot- View From The Heavens - Fine Bolts - Sharpshooter - Piercing Attack
Expand for Trait descriptions...
View From The Heavens: Increases the hero's sight radius by 1 while this creature is in their army. This effect does not stack.
Fine Bolts: Deals +40% Ranged Damage. Duration: 2 rounds. Does not end the turn.
Double Shot: Strikes twice when performing Ranged attacks.
Sharpshooter: Ranged attacks deal full Ranged Damage at any range.
Piercing Attack: Deals 50% basic attack Damage. The target takes +25% Damage until the end of the round.

Tier 3: Griffin

GriffinTemple GriffinGuardian Griffin
TypeMagic, Flying, Melee
RankBaseUpgrade AUpgrade B
Cost255350350
Health252525
Attack78 πŸ‘…9 πŸ‘…
Defence6610 πŸ‘…
Damage5-95-97
Initiative912 πŸ‘…10 πŸ‘…
Speed57 πŸ‘…6 πŸ‘…
Traits- Alert I - Valiant Cry - Loyal Protector
Expand for Trait descriptions...
Alert I: Can counterattack up to twice per round.
Alert II: Can counterattack unlimited times per round.
Valiant Cry: This creature's Attack increases by 10 and Initiative by 2. Caw! Duration: 2 rounds. Does not end the turn.
Loyal Protector: Counterattacks each time an adjacent enemy attacks a friendly creature.

Tier 4: Lightweaver

LightweaverHierophantSun Herald
TypeLiving, Ranged
RankBaseUpgrade AUpgrade B
Cost290400400
Health353535
Attack1013 πŸ‘…15 πŸ‘…
Defence1015 πŸ‘…13 πŸ‘…
Damage111111-17 πŸ‘…
Morale23 πŸ‘…2
Initiative445 πŸ‘…
Speed24 πŸ‘…3 πŸ‘…
Traits- Anointed For Damage - Exaltation
Expand for Trait descriptions...
Inner Glow: Increases target friendly creature's Attack and Defense by 5, Speed and Initiative by 1. Duration: 2 rounds.
Holy Ablution: Dispels all negative effects from all friendly creatures and fully restores their HP.
Anointed For Damage: Whenever this creature gains a positive effect, it gains +1 Damage until the end of the battle.
Exaltation: Target friendly creature deals maximum Damage. Duration: 2 rounds.

Tier 5: Cavalry

CavalryNoble CavalrySunspear Cavalry
TypeLiving, Melee
RankBaseUpgrade AUpgrade B
Cost85012201220
Health858585
Attack121214 πŸ‘…
Defence171722 πŸ‘…
Damage10-1412-16 πŸ‘…12-16 πŸ‘…
Morale112 πŸ‘…
Initiative1013 πŸ‘…10
Speed778 πŸ‘…
Traits- Piercing Strike I - Inspiring - Jousting Bonus- Piercing Strike II - Inspiring - Jousting Bonus - Charge!- Piercing Strike II - Inspiring - Jousting Bonus - Anointed For Attack
Expand for Trait descriptions...
Piercing Strike I: Ignores 30% of the enemy's Defense.
Piercing Strike II: Ignores 40% of the enemy's Defense.
Inspiring: Increases friendly creatures' Morale by 2. This effect does not stack; only the strongest one is active.
Jousting Bonus: Moving before an attack increases Damage by 10% per hex moved.
Charge!: Increases Speed and Initiative of all friendly creatures by 1. Duration: 2 rounds. Does not end the turn.
Anointed For Attack: Whenever this creature gains a positive effect, its Attack increases by 2 until the end of the battle.

Tier 6: Inquisitor

InquisitorMother SuperiorExcommunicator
TypeLiving, Melee
RankBaseUpgrade AUpgrade B
Cost100015001500
Health95125 πŸ‘…95
Attack202026 πŸ‘…
Defence2428 πŸ‘…24
Damage19-2319-2322-32 πŸ‘…
Initiative79 πŸ‘…8 πŸ‘…
Speed45 πŸ‘…6 πŸ‘…
Traits- Unyielding I - Absolute Resistance - Infuse Armor - Celestial Flail- Unyielding II - Absolute Resistance - Infuse Armor - Celestial Flail - Celestial Armor- Unyielding II - Absolute Resistance - Infuse Armor - Swift Penance
Expand for Trait descriptions...
Unyielding I: Ignores 30% of the enemy's Attack when struck.
Unyielding II: Ignores 40% of the enemy's Attack when struck.
Absolute Resistance: Immune to all Magic Damage.
Infuse Armor: Increases this creature's Defense by 5 and Speed by 1, and dispels any negative effects that restrict movement. Duration: 2 rounds. Does not end the turn.
Celestial Flail: Hits the target and all adjacent enemies.
Celestial Armor: This creature generates +2 Focus Points when taking Damage.
Swift Penance: Deals [40 + 12 x amount of units] Magic Damage to the target and all adjacent creatures, dispelling all positive effects from them.

Tier 7: Angel

AngelArchangelApotheosis
TypeEmbodiment, Flying, Ranged
RankBaseUpgrade AUpgrade B
Cost240040004000
Health225225300 πŸ‘…
Attack3035 πŸ‘…30
Defence303030
Damage50-7550-7550-75
Initiative812 πŸ‘…10 πŸ‘…
Speed45 πŸ‘…10 πŸ‘…
Traits- Forging Perfection - Refract And Reflect- Forging Perfection - Refract And Reflect - Sharpshooter - Devouring Chalice- Forging Perfection - Refract And Reflect - Duelist - Purity Aura - Unbending Pride
Expand for Trait descriptions...
Forging Perfection: Whenever a positive effect is applied to a friendly creature, it is also applied to this creature. The effect's duration and power are copied. If the effect targets multiple stacks, it is applied to this creature only once.
Refract And Reflect: Applies a copy of all positive effects currently on this creature to a friendly creature. Does not trigger "Forging Perfection."
Sharpshooter: Ranged attacks deal full Ranged Damage at any range.
Devouring Chalice: Dispels all positive effects from enemies within a 1-hex radius area from chosen hex and applies them to this creature.
Duelist: Receives no penalty in Melee range, dealing full Damage.
Purity Aura: This creature and adjacent friendly creatures are immune to all negative effects.
Unbending Pride: Shields this creature with a barrier that blocks the next instance of Damage. Does not end the turn.

Necropolis Units and Upgrades

Tier 1: Skeleton

SkeletonSkeleton WarriorSkeleton Archer
TypeUndead, MeleeRanged
RankBaseUpgrade AUpgrade B
Cost355050
Health666
Attack444
Defence13 πŸ‘…1
Damage1-32-3 πŸ‘…1-3
Initiative45 πŸ‘…4
Speed34 πŸ‘…3

Tier 2: Wight

WightWraithPhantasm
TypeUndead, Flying, Melee
RankBaseUpgrade AUpgrade B
Cost100130130
Health999
Attack36 πŸ‘…6 πŸ‘…
Defence004 πŸ‘…
Damage2-42-42-4
Initiative35 πŸ‘…4 πŸ‘…
Speed67 πŸ‘…7 πŸ‘…
Traits- Memory Devourer - Howl Of The Banshee- Memory Devourer - Nightmares
Expand for Trait descriptions...
Memory Devourer: Each attack converts 20% of the Damage dealt into additional HP. This can create temporary units in this creature's stack.
Howl Of The Banshee: Forces the target enemy creature to move to a random free hex, if possible. Does not end the turn.
Nightmares: Attacks curse the target. Cursed creatures take [8 + 1 x amount of units] Pure Damage at the start of their turn. This effect is stackable. Duration: 2 rounds.

Tier 3: Undead Pet

Undead PetBarghestArmored Hound
TypeUndead, Melee
RankBaseUpgrade AUpgrade B
Cost120160160
Health141418 πŸ‘…
Attack48 πŸ‘…4
Defence668 πŸ‘…
Damage3-53-53-5
Initiative58 πŸ‘…5
Speed56 πŸ‘…5
Traits- Melee Defense I - Bone Crusher - Call The Pack- Melee Defense I - Protect The Fallen - Lacerated Wounds
Expand for Trait descriptions...
Melee Defense I: Takes -30% Melee Damage.
Bone Crusher: Reduces target's Defense by 1 with each strike and gains an equal amount until the end of battle. This effect cannot be dispelled.
Call The Pack: This creature adds [ 25% x amount of units] temporary unit(s) to its stack.
Protect The Fallen: Whenever a friendly creature dies, this creature gains +3 Defense until the end of battle.
Lacerated Wounds: Attacks wound the target. Wounded creatures take [12 + 2 x amount of units] Damage at the start of their turn. This effect is stackable. Duration: 2 rounds.

Tier 4: Graverobber

GraverobberMerchant Of DeathKennelmaster
TypeUndead, Long Reach
RankBaseUpgrade AUpgrade B
Cost260360360
Health303030
Attack111112 πŸ‘…
Defence9913 πŸ‘…
Damage6-87-9 πŸ‘…6-8
Initiative45 πŸ‘…5 πŸ‘…
Speed34 πŸ‘…5 πŸ‘…
Traits- Dig Up Bones - Blighted Corpses - Ensnare Memories- Smell Of The Hunt - Fetch! - Hail!
Expand for Trait descriptions...
Dig Up Bones: Summons [3 x amount of units] Skeleton(s) on an adjacent hex. They disappear after the battle. Does not end the turn.
Blighted Corpses: Long Reach attacks poison the target. Poisoned creatures take [16 + 3 x amount of units] Magic Damage at the start of their turn. This effect is stackable. Duration: 2 rounds.
Ensnare Memories: Summons [2 x amount of units] Wight(s) on an adjacent hex. They disappear after the battle. Does not end the turn.
Smell Of The Hunt: Whenever a friendly creature dies, generate 1 Focus Point(s).
Fetch!: Summons [1 x amount of units] Undead Pet(s) on an adjacent hex. They disappear after the battle. Does not end the turn.
Hail!: Marks an enemy, causing them to always take maximum Damage. Duration: 2 rounds.

Tier 5: Lich

LichPestilent LichSanguine Lich
TypeUndead, Ranged
RankBaseUpgrade AUpgrade B
Cost320450450
Health454545
Attack1216 πŸ‘…12
Defence121216 πŸ‘…
Damage12-1616 πŸ‘…12-16
Initiative45 πŸ‘…4
Speed23 πŸ‘…3 πŸ‘…
Traits- Area Strike - Death's Embrace- Rewind Death - Unlife, Undeath - Knowledge Of Death
Expand for Trait descriptions...
Rewind Death: Restores [40 + 10 x amount of units] HP to a friendly creature. This can revive fallen units. Usable twice per battle.
Area Strike: Deals Damage to the target and all hexes around it.
Death's Embrace: Triggers all effects applied on the target, instantly using their full remaining duration. These effects are then removed.
Unlife, Undeath: Each attack restores 20% Damage dealt as HP to all friendly creatures.
Knowledge Of Death: Increases the amount of XP gained by the hero by 10%. This effect does not stack.

Tier 6: Dread Knight

Dread KnightAvatar Of WarHollow Reaper
TypeUndead, Melee
RankBaseUpgrade AUpgrade B
Cost80013001300
Health100100100
Attack191925 πŸ‘…
Defence1820 πŸ‘…18
Damage12-1418-20 πŸ‘…22-24 πŸ‘…
Initiative911 πŸ‘…10 πŸ‘…
Speed78 πŸ‘…7
Traits- Double Strike - Dreadful Presence- Double Strike - Dreadful Presence - War Incarnate- Dreadful Presence - Death Stare - Hungering Hollow - Reap Without Sowing
Expand for Trait descriptions...
Double Strike: Strikes twice when performing attacks.
Dreadful Presence: Reduces all enemies' Morale by 1. This effect does not stack; only the strongest one is active.
War Incarnate: For each attack, this creature reduces the target's Attack by 1 and gains an equal amount until the end of battle. This effect cannot be dispelled.
Death Stare: Each attack also kills +1 enemy unit(s) in addition to regular Damage. Works on creatures up to tier 7.
Hungering Hollow: Whenever a friendly creature dies, this creature gains +3 Attack until the end of battle.
Reap Without Sowing: Hits the target and all enemies adjacent to it.

Tier 7: Vampire

VampireVampire LordVampire Scholar
TypeUndead, Flying, MeleeLong Reach
RankBaseUpgrade AUpgrade B
Cost120020002000
Health150175 πŸ‘…150
Attack222225 πŸ‘…
Defence2027 πŸ‘…20
Damage2530 πŸ‘…30 πŸ‘…
Initiative1113 πŸ‘…12 πŸ‘…
Speed68 πŸ‘…5 πŸ‘‡
Traits- Vampirism - Blood Transfusion - Corpse Explosion
Expand for Trait descriptions...
Vampirism: Each attack restores 40% of Damage dealt as HP to this creature. This can revive fallen units.
Swift Strike: Enemies do not counterattack.
Blood Transfusion: Connects an enemy to target friendly creature. The enemy takes [30 x amount of units] Magic Damage. The friendly creature restores 100% of the Damage dealt as HP. This can revive fallen units.
Corpse Explosion: Blows up a chosen corpse. All adjacent enemies take [30 x amount of units] Damage and all adjacent friendly creatures restore [30 x amount of units] HP. This cannot revive fallen units.

Grove Units and Upgrades

Tier 1: Faun

FaunFaun ArcherFaun Warrior
TypeLiving, RangedMelee
RankBaseUpgrade AUpgrade B
Cost105140140
Health111111
Attack446 πŸ‘…
Defence336 πŸ‘…
Damage3-43-44-5 πŸ‘…
Initiative56 πŸ‘…7 πŸ‘…
Speed23 πŸ‘…4 πŸ‘…
Traits
Expand for Trait descriptions...
Parry: When attacked, this creature's counterattack strikes first.
Sharpshooter: Ranged attacks deal full Ranged Damage at any range.
Nature's Fury: Deals +2 Damage and increases Speed by 2 until the end of the round. Does not end the turn.

Tier 2: Hoplet

HopletDawn HopletDusk Hoplet
TypeMagic, Flying, Melee
RankBaseUpgrade AUpgrade B
Cost150200200
Health181818
Attack58 πŸ‘…5
Defence335 πŸ‘…
Damage3-63-63-6
Morale112 πŸ‘…
Luck12 πŸ‘…1
Initiative669 πŸ‘…
Speed56 πŸ‘…5
Traits- Leeching Hop - Magic Core - Bloom
Expand for Trait descriptions...
Leeching Hop: Takes [5] mana from enemy hero. The mana is transferred to this creature's hero (if present).
Swift Strike: Enemies do not counterattack.
Morning Dew: Generates 1 Focus Charge(s). Once per battle. Does not spend Focus Charges.
Magic Core: Upon death, this creature increases the hero's Spell Power by 1 until the end of the battle.
Bloom: Increases the hero's Spell Power by 3 until the end of round.

Tier 3: Vine Iriyad

Vine IriyadFungal IriyadCrystal Iriyad
TypeEmbodiment, Melee
RankBaseUpgrade AUpgrade B
Cost240330330
Health454545
Attack444
Defence10108 πŸ‘‡
Damage4-84-85-7 πŸ‘‡
Initiative222
Speed34 πŸ‘…5 πŸ‘…
Traits- Area Strike - Embodiment Of Earth - Awaken: Earth I- Area Strike - Embodiment Of Earth - Awaken: Earth II - Living Cover - Stoneheart - Unrelenting Stone- Area Strike - Embodiment Of Earth - Awaken: Earth II - Crystal Thorns - Earthshatter
Expand for Trait descriptions...
Area Strike: Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.
Embodiment Of Earth: This creature leaves no body upon death. Immune to "Cave In" and "Stone Fangs" spells.
Awaken: Earth I: This creature gains 2 Speed and Initiative, 10 HP, and unlimited counterattacks. Once per battle; lasts until the end of battle. Does not end the turn.
Awaken: Earth II: This creature gains 2 Speed and Initiative, 10 HP, and unlimited counterattacks. Allows the use of other abilities. Once per battle; lasts until the end of battle. Does not end the turn.
Living Cover: Adjacent friendly creatures always take minimal Damage.
Stoneheart: Leaves a stone obstacle after death. It is destroyed after taking Damage 2 times.
Unrelenting Stone: This creature's Attack turns into additional Defense until the end of the round. Can only be used after "Awaken."
Crystal Thorns: Whenever an enemy attacks this creature in Melee, 1 unit from the attacking stack dies. Works on creatures up to tier 5.
Earthshatter: All enemies within a 2-hex radius can target only this creature until the end of the round. Does not end the turn. Can only be used after "Awaken."

Tier 4: Naiad

NaiadVernal NaiadBrumal Naiad
TypeEmbodiment, Ranged
RankBaseUpgrade AUpgrade B
Cost360500500
Health353535
Attack111113 πŸ‘…
Defence999
Damage10-1214-16 πŸ‘…14-16 πŸ‘…
Initiative57 πŸ‘…6 πŸ‘…
Speed56 πŸ‘…5
Traits- Blink - Embodiment Of Water - Awaken: Water I- Blink - Embodiment Of Water - Awaken: Water II - Rivulet Retreat- Blink - Embodiment Of Water - Awaken: Water II - Icy Veins - Whirlpool
Expand for Trait descriptions...
Blink: Teleports directly to destination hex, ignoring obstacles and traps.
Embodiment Of Water: This creature leaves no body upon death. Immune to "Ice Bolt" and "Circle of Winter."
Awaken: Water I: This creature gains 2 Speed and Initiative, 15 HP, and the ability to perform Ranged attacks even there is an adjacent enemy. Once per battle; lasts until the end of battle. Does not end the turn.
Awaken: Water II: This creature gains 2 Speed and Initiative, 15 HP, and the ability to perform Ranged attacks even there is an adjacent enemy. Allows the use of other abilities. Once per battle; lasts until the end of battle. Does not end the turn.
Rivulet Retreat: Blinks to any free hex within a 4-hex range. Does not end the turn. Can only be used after "Awaken."
Icy Veins: Attacks prevent the target from restoring HP by any means until the end of the round.
Whirlpool: Confuses the target enemy. While Confused, their Speed and Initiative are reduced by 2. Duration: 3 rounds. Can only be used after "Awaken."

Tier 5: Herbomancer

HerbomancerSporemancerMurmurmancer
TypeLiving, Long Reach
RankBaseUpgrade AUpgrade B
Cost700990990
Health656565
Attack1216 πŸ‘…12
Defence1519 πŸ‘…15
Damage15-1815-1818 πŸ‘…
Initiative68 πŸ‘…8 πŸ‘…
Speed46 πŸ‘…5 πŸ‘…
Traits- Mushroom Magic - Shroomsong - Swarm Of Bees- Mushroom Magic - Shroomsong - Swarm Of Bees - Protective Roots- Mushroom Magic - Shroomsong - Power Of Murmurs - Echoes Of The Murmurwoods
Expand for Trait descriptions...
Mushroom Magic: Reduces the mana cost of the hero's spells by 1. This effect does not stack; only the strongest one is active.
Shroomsong: Once per battle, spends all Focus Charges to restore the hero's mana: 4 for each Focus Charge spent.
Swarm Of Bees: Deals [16 + 4 x amount of units] Damage to target enemy creature. Bees keep attacking it, dealing [16 + 4 x amount of units] Damage at the beginning of each turn. This effect is stackable. Duration: 3 rounds.
Protective Roots: Target friendly creature becomes immune to Magic Damage. Duration: 1 rounds.
Power Of Murmurs: Increases the level of the hero's spells by 1. This effect does not stack.
Echoes Of The Murmurwoods: Allows the hero to use the Spellbook again this round. Removes any effects that prevent its use.

Tier 6: Qilin

QilinThunder QilinMist Qilin
TypeEmbodiment, Melee
RankBaseUpgrade AUpgrade B
Cost140021002100
Health135135135
Attack222226 πŸ‘…
Defence222226 πŸ‘…
Damage24-3027-36 πŸ‘…27-33 πŸ‘…
Luck333
Initiative911 πŸ‘…13 πŸ‘…
Speed68 πŸ‘…7 πŸ‘…
Traits- Embodiment Of Air - Lightning Fast - Awaken: Air I- Embodiment Of Air - Lightning Fast - Awaken: Air II - Cloud Nine - Ball Lightning - Thunderstrike- Embodiment Of Air - Lightning Fast - Awaken: Air II - Scintillating Scales - Mist Form
Expand for Trait descriptions...
Embodiment Of Air: This creature leaves no body upon death. Immune to "Lightning Bolt" and "Chain Lightning."
Lightning Fast: This creature is immune to all effects that restrict movement.
Awaken: Air I: Increases this creature's Speed and Initiative by 2 and HP by 20 and grants it "Swift Strike." Once per battle; lasts until the end of battle. Does not end the turn.
Awaken: Air II: Increases this creature's Speed and Initiative by 2, HP by 20 and grants it "Swift Strike." Allows the use of other abilities. Once per battle; lasts until the end of battle. Does not end the turn.
Cloud Nine: At the beginning of each round, generates 2 Focus Points.
Ball Lightning: Blinks to any free hex within its movement range. Deals 100% of a basic attack ([27-36 x amount of units]) as Magic Damage to all creatures adjacent to the destination hex. Can only be used after "Awaken."
Thunderstrike: Converts this creature's Defense into additional Attack until the end of the round. Does not end the turn. Can only be used after "Awaken."
Scintillating Scales: Enemy creatures adjacent to this creature take +30% Magic Damage. This effect does not stack.
Mist Form: This creature ignores obstacles and takes -35% Damage until the end of the round. Does not end the turn. Can only be used after "Awaken."

Tier 7: Phoenix

PhoenixFlaming PhoenixEnergy Phoenix
TypeEmbodiment, Flying, Melee
RankBaseUpgrade AUpgrade B
Cost280047004700
Health200300 πŸ‘…250 πŸ‘…
Attack2632 πŸ‘…26
Defence242436 πŸ‘…
Damage45-6545-6545-65
Initiative1416 πŸ‘…15 πŸ‘…
Speed79 πŸ‘…9 πŸ‘…
Traits- Sweeping Strike - Embodiment Of Fire - Awaken: Fire I- Sweeping Strike - Embodiment Of Fire - Awaken: Fire II - Immortal - Heatwave- Sweeping Strike - Embodiment Of Fire - Awaken: Fire II - Eternal Flame - Supernova
Expand for Trait descriptions...
Sweeping Strike: Deals Damage to the target and two adjacent hexes to its sides.
Embodiment Of Fire: This creature leaves no body upon death. Immune to "Fireball," "Firewall," and "Armageddon."
Awaken: Fire I: Increases this creature's Speed and Initiative by 2 and HP by 25 and grants it maximum Damage. Once per battle; lasts until the end of battle. Does not end the turn.
Awaken: Fire II: Increase this creature's Speed and Initiative by 2 and HP by 25 and grants it maximum Damage. Allows the use of other abilities. Once per battle; lasts until the end of battle. Does not end the turn.
Immortal: Leaves a pile of ash upon death. At the start of the following round, [1 + 50% of the original units in the stack] units are revived from that pile (no more than the original amount). Each stack can only be revived once per battle this way. The pile is destroyed upon taking Damage 3 times. Units revived this way are permanent.
Heatwave: Dispels all negative effects from friendly creatures and all positive effects from enemies. Can only be used after "Awaken."
Eternal Flame: At the start of each turn, this creature restores 25% of HP lost since the start of battle. This can revive fallen units.
Supernova: Deals [60 x amount of units] Magic Damage to all enemies within two hexes of this creature. Sets all targets on fire. Burning creatures take [60+ 30 x amount of units] Magic Damage at the start of their turn. This effect is stackable. Duration: 2 rounds. Can only be used after "Awaken."

Hive Units and Upgrades

Tier 1: Parasite

ParasiteWarden ParasiteRavager Parasite
TypeHive Spawn, Long Reach
RankBaseUpgrade AUpgrade B
Cost80100100
Health79 πŸ‘…7
Attack336 πŸ‘…
Defence36 πŸ‘…3
Damage2-32-32-3
Initiative45 πŸ‘…6 πŸ‘…
Speed34 πŸ‘…5 πŸ‘…
Traits- Topple The Strong! - Hivemind: Nest Protector- Topple The Strong! - Hivemind: Vanguard
Expand for Trait descriptions...
Topple The Strong!: The higher the target's tier, the more Damage this creature deals to it: +3% Damage per tier of difference.
Hivemind: Nest Protector: At the start of battle, for each other unique Hive creature in the army, this creature's Defense increases by 1. Upon death, this creature generates 2 Focus Points.
Hivemind: Vanguard: At the start of battle, for each other unique Hive creature in the army, this creature's Attack increases by 1. Whenever this creature kills an enemy, it generates 2 Focus Points.

Tier 2: Locust

LocustOvergrown LocustHarvester Locust
TypeHive Spawn, Melee
RankBaseUpgrade AUpgrade B
Cost125170170
Health1216 πŸ‘…12
Attack557 πŸ‘…
Defence444
Damage3-43-5 πŸ‘…4 πŸ‘…
Initiative67 πŸ‘…7 πŸ‘…
Speed56 πŸ‘…7 πŸ‘…
Traits- Double Strike - Parry - Hivemind: Nest Protector- Double Strike - Harvest - Hivemind: Vanguard
Expand for Trait descriptions...
Double Strike: Strikes twice when performing attacks.
Harvest: Jumps onto a chosen corpse within 3 hexes and devours it, gaining 2 Attack and Defense, 1 Speed and Initiative until the end of the battle. Does not end the turn.
Parry: When attacked, this creature's counterattack strikes first.
Hivemind: Nest Protector: At the start of battle, for each other unique Hive creature in the army, this creature's Defense increases by 1. Upon death, this creature generates 2 Focus Points.
Hivemind: Vanguard: At the start of battle, for each other unique Hive creature in the army, this creature's Attack increases by 1. Whenever this creature kills an enemy, it generates 2 Focus Points.

Tier 3: Hornet

HornetChanterStinger
TypeHive Spawn, Flying, Melee
RankBaseUpgrade AUpgrade B
Cost235320320
Health2025 πŸ‘…20
Attack777
Defence101010
Damage4-74-74-7
Initiative104 πŸ‘‡12 πŸ‘…
Speed711 πŸ‘…9 πŸ‘…
Traits- Hivemind: Nest Protector - Whispers Of Doubt- Hivemind: Vanguard - Piercing Sting
Expand for Trait descriptions...
Hivemind: Nest Protector: At the start of battle, for each other unique Hive creature in the army, this creature's Defense increases by 1. Upon death, this creature generates 2 Focus Points.
Hivemind: Vanguard: At the start of battle, for each other unique Hive creature in the army, this creature's Attack increases by 1. Whenever this creature kills an enemy, it generates 2 Focus Points.
Whispers Of Doubt: Attacks cause the target to always deal minimal Damage. Duration: 1 round.
Piercing Sting: Each attack also kills +1 enemy unit(s) in additional to regular Damage. Works on creatures up to tier 6.

Tier 4: Scorpion

ScorpionVolcanic ScorpionSpelaean Scorpion
TypeHive Spawn, Melee
RankBaseUpgrade AUpgrade B
Cost300420420
Health4560 πŸ‘…45
Attack111114 πŸ‘…
Defence1114 πŸ‘…11
Damage10-1210-1211-14 πŸ‘…
Morale112 πŸ‘…
Luck12 πŸ‘…1
Initiative34 πŸ‘…4 πŸ‘…
Speed45 πŸ‘…4
Traits- Adaptation: Attack - Adaptation: Defense - Adaptation: Speed- Adaptation: Attack - Adaptation: Defense - Adaptation: Speed - Hivemind: Nest Protector- Adaptation: Attack - Adaptation: Defense - Adaptation: Speed - Hivemind: Vanguard
Expand for Trait descriptions...
Adaptation: Attack: Deals +20% Damage until the end of the round. Does not end the turn.
Adaptation: Defense: Takes-20% Damage until the end of the round. Does not end the turn.
Adaptation: Speed: Gains 2 Speed until the end of the round. Does not end the turn.
Hivemind: Nest Protector: At the start of battle, for each other unique Hive creature in the army, this creature's Defense increases by 1. Upon death, this creature generates 2 Focus Points.
Hivemind: Vanguard: At the start of battle, for each other unique Hive creature in the army, this creature's Attack increases by 1. Whenever this creature kills an enemy, it generates 2 Focus Points.

Tier 5: Reaver

ReaverMenacing ReaverManiacal Reaver
TypeHive Spawn, Melee
RankBaseUpgrade AUpgrade B
Cost78011001100
Health454545
Attack191921 πŸ‘…
Defence1217 πŸ‘…12
Damage10-4020-30 πŸ‘…10-45 πŸ‘…
Morale13 πŸ‘…2 πŸ‘…
Initiative1113 πŸ‘…13 πŸ‘…
Speed67 πŸ‘…7 πŸ‘…
Traits- Apex Predator - Rapid Assault- Apex Predator - Rapid Assault - Hivemind: Nest Protector - Unholy Resilience - Terror- Apex Predator - Rapid Assault - Hivemind: Vanguard - Murderous Glee - Beelzebub's Blessing
Expand for Trait descriptions...
Apex Predator: Deals +50% Damage to higher-tier targets.
Rapid Assault: Performs a Melee attack that does not provoke a counterattack.
Unholy Resilience: Once per battle, this creature plainly refuses to die. Instead, the number of units in the stack of this creature remains the same as it was before the fatal attack.
Terror: Prevents lower-tier enemies from attacking this creature until the end of the round. Does not end the turn.
Murderous Glee: Upon killing an enemy, this creature immediately gains an additional turn. This ability cannot be used 2 times in a row, but Morale can affect this additional turn.
Beelzebub's Blessing: This creature gains maximum Morale and Luck until the end of the round. Does not end the turn.
Hivemind: Nest Protector: At the start of battle, for each other unique Hive creature in the army, this creature's Defense increases by 1. Upon death, this creature generates 2 Focus Points.
Hivemind: Vanguard: At the start of battle, for each other unique Hive creature in the army, this creature's Attack increases by 1. Whenever this creature kills an enemy, it generates 2 Focus Points.

Tier 6: Waurmos

WaurmosDevourerPyroboros
TypeHive Spawn, MeleeRanged
RankBaseUpgrade AUpgrade B
Cost120019001900
Health120120120
Attack202020
Defence202020
Damage21-2324-26 πŸ‘…21-23
Luck13 πŸ‘…2 πŸ‘…
Initiative889 πŸ‘…
Speed810 πŸ‘…8
Traits- Blink - Corpse Eater - Demonic Stench- Blink - Corpse Eater - Demonic Stench - Hivemind: Nest Protector - Devour- Blink - Corpse Eater - Demonic Stench - Hivemind: Vanguard - Area Strike - Duelist
Expand for Trait descriptions...
Blink: Movement ignores obstacles and traps.
Corpse Eater: If destination hex contains a fallen corpse, it is devoured, restoring 65 HP. This can revive fallen units.
Demonic Stench: Reduces enemy creatures' Luck by 1. This effect does not stack; only the strongest one is active.
Devour: If target enemy creature has fewer than 40% of its original units, it is destroyed immediately. Creatures killed this way leave no corpse.
Area Strike: Deals Damage to the target and all hexes around it.
Duelist: Receives no penalty in Melee range, dealing full Damage.
Hivemind: Nest Protector: At the start of battle, for each other unique Hive creature in the army, this creature's Defense increases by 1. Upon death, this creature generates 2 Focus Points.
Hivemind: Vanguard: At the start of battle, for each other unique Hive creature in the army, this creature's Attack increases by 1. Whenever this creature kills an enemy, it generates 2 Focus Points.

Tier 7: Hive Queen

Hive QueenHive MotherHive Huntress
TypeHive Spawn, Melee
RankBaseUpgrade AUpgrade B
Cost220037003700
Health200275 πŸ‘…250 πŸ‘…
Attack252525
Defence252525
Damage606070 πŸ‘…
Initiative713 πŸ‘…8 πŸ‘…
Speed669 πŸ‘…
Traits- Soul Assimilator - Beelzebub's Agenda - Squash The Weak! - Blasphemous Adoration - Contaminating Blast- Soul Assimilator - Beelzebub's Agenda - Squash The Weak! - Blasphemous Adoration - Contaminating Blast - Hivemind: Nest Protector - Promise Of Love- Soul Assimilator - Beelzebub's Agenda - Squash The Weak! - Blasphemous Adoration - Swift Strike - Hivemind: Vanguard
Expand for Trait descriptions...
Soul Assimilator: At the beginning of a battle, gains bonuses for each faction represented in the enemy's army: Temple: +25% Attack, Necropolis: +25% Defense, Grove: +3 Luck and Morale, Dungeon: +10% Damage, Schism: +20% HP, Neutral: +2 Speed.
Beelzebub's Agenda: The hero deals +25% Magic Damage. This effect does not stack.
Squash The Weak!: The lower the target's tier, the more Damage this creature deals to it: +3% Damage per tier of difference.
Blasphemous Adoration: Doubles this creature's "Soul Assimilator" effects until the end of the next round. Does not end the turn.
Contaminating Blast: Deals 50% of a basic attack ([30-30 x amount of units ]) as Magic Damage to the target and all creatures within two hexes of it.
Promise Of Love: When cast on an enemy, reduces its Speed and Initiative by 4. When cast on a friendly creature, increases its Speed and Initiative by 4. Duration: 3 rounds.
Hivemind: Nest Protector: At the start of battle, for each other unique Hive creature in the army, this creature's Defense increases by 1. Upon death, this creature generates 2 Focus Points.
Hivemind: Vanguard: At the start of battle, for each other unique Hive creature in the army, this creature's Attack increases by 1. Whenever this creature kills an enemy, it generates 2 Focus Points.

Schism Units and Upgrades

Tier 1: Ra'Shoth

Ra'ShothStinging Ra'ShothFerocious Ra'Shoth
TypeMagic, Flying, MeleeRanged
RankBaseUpgrade AUpgrade B
Cost709090
Health101010
Attack334 πŸ‘…
Defence334 πŸ‘…
Damage222
Initiative35 πŸ‘…4 πŸ‘…
Speed445 πŸ‘…
Traits- Summoning Rite: Stinging Ra'Shoth- Sweeping Strike - Summoning Rite: Ferocious Ra'Shoth
Expand for Trait descriptions...
Summoning Rite: Ra'Shoth: Once per battle, summons a stack of Ra'Shoth in place of a friendly corpse. The summon has 50% HP of the corpse's original stack and no more than [current amount of summoners] units. These creatures are permanent and remain after the battle.
Summoning Rite: Stinging Ra'Shoth: Once per battle, summons a stack of Stinging Ra'Shoth in place of a friendly corpse. The summon has 50% HP of the corpse's original stack and no more than [current amount of summoners] units. These creatures are permanent and remain after the battle.
Summoning Rite: Ferocious Ra'Shoth: Once per battle, summons a stack of Ferocious Ra'Shoth in place of a friendly corpse. The summon has 50% HP of the corpse's original stack and no more than [current amount of summoners] units. These creatures are permanent and remain after the battle.
Sweeping Strike: Deals Damage to the target and two adjacent hexes to its sides.

Tier 2: Cultist

CultistBinderVotary
TypeLiving, Long Reach
RankBaseUpgrade AUpgrade B
Cost165220220
Health151515
Attack56 πŸ‘…8 πŸ‘…
Defence69 πŸ‘…6
Damage3-54-5 πŸ‘…3-7 πŸ‘…
Initiative45 πŸ‘…4
Speed45 πŸ‘…5 πŸ‘…
Traits- Glance Of The Abyss - Abyssal Tendril- Gaze Of The Abyss: Sluggishness - Gaze Of The Abyss: Slow
Expand for Trait descriptions...
Glance Of The Abyss: Curses target enemy creature. Cursed creatures take [15 + 3 x amount of units] Pure Damage at the start of their turn. This effect is stackable. Duration: 2 rounds.
Abyssal Tendril: Deals 50% of a basic attack ([2-2 x amount of units]) as Pure Damage to target enemy creature and removes 1 of their counterattack charges.
Gaze Of The Abyss: Sluggishness: Deals 50% of a basic attack ([1-3 x amount of units]) as Pure Damage to the target and all the adjacent enemies. All targets' Initiative reduces by 1 until the end of next round.
Gaze Of The Abyss: Slow: Deals 50% of a basic attack ([1-3 x amount of units]) as Pure Damage to the target and all the adjacent enemies. All targets' Speed reduces by 1 until the end of next round.

Tier 3: Aga'Shoth Rider

Aga'Shoth RiderAga'Shoth TamerAga'Shoth Mat'ha
TypeLiving, Melee
RankBaseUpgrade AUpgrade B
Cost210290290
Health202025 πŸ‘…
Attack78 πŸ‘…7
Defence78 πŸ‘…7
Damage5-75-75-7
Initiative69 πŸ‘…7 πŸ‘…
Speed47 πŸ‘…6 πŸ‘…
Traits- Plow Through - Piercing Cold - Icy Breath- Plow Through - Piercing Cold - Icy Breath- Plow Through - Piercing Cold - Icy Breath - Aga'Shoth's Help
Expand for Trait descriptions...
Plow Through: Reduces terrain penalties by 50% for the hero.
Piercing Cold: Each attack or counterattack applies a negative effect that makes the target take +50% Magic Damage. Duration: 2 rounds.
Icy Breath: Makes an additional attack, dealing 100% of a basic attack ([5-7 x amount of units]) as Pure Damage. Does not end the turn.
Aga'Shoth's Help: Each attack and counterattack deals +20 Pure Damage.

Tier 4: Grand Shoth

Grand ShothUnspeakable ShothUnthinkable Shoth
TypeMagic, Flying, Melee
RankBaseUpgrade AUpgrade B
Cost460650650
Health505050
Attack111111
Defence111111
Damage11-1311-1311-13
Initiative8813 πŸ‘…
Speed58 πŸ‘…6 πŸ‘…
Traits- Frost - Summoning Rite: Grand Shoth- Frost - Summoning Rite: Unspeakable Shoth - Double Strike- Frost - Summoning Rite: Unthinkable Shoth - Black Ice Shard
Expand for Trait descriptions...
Frost: When this creature attacks, the target doesn't generate Focus.
Summoning Rite: Grand Shoth: Once per battle, summons a stack of Grand Shoth in place of a friendly corpse. The summon has 50% HP of the corpse's original stack and can't have more than [current amount of summoners] units. These creatures are permanent and remain after the battle.
Summoning Rite: Unspeakable Shoth: Once per battle, summons a stack of Unspeakable Shoth in place of a friendly corpse. The summon has 50% HP of the corpse's original stack and can't have more than [current amount of summoners] units. These creatures are permanent and remain after the battle.
Summoning Rite: Unthinkable Shoth: Once per battle, summons a stack of Unthinkable Shoth in place of a friendly corpse. The summon has 50% HP of the corpse's original stack and can't have more than [current amount of summoners] units. These creatures are permanent and remain after the battle.
Double Strike: Strikes twice when performing attacks.
Black Ice Shard: Deals 100% of a basic attack ([11-13 x amount of units]) as Pure Damage to the target. Does not end the turn.

Tier 5: Concubus

ConcubusMistress Of ChainsBewitcher
TypeLiving, Ranged
RankBaseUpgrade AUpgrade B
Cost550780780
Health606060
Attack161616
Defence151515
Damage14-2014-2020 πŸ‘…
Initiative57 πŸ‘…5
Speed24 πŸ‘…6 πŸ‘…
Traits- Nimbleness - Earn Your Magic, Dear - Handcuffs- Nimbleness - Earn Your Magic, Dear - Handcuffs - Earn Your Abilities, Dear - Hourglass- Nimbleness - Earn Your Magic, Dear - Duelist - Flog Idle Mind - Bewitch Into Passivity
Expand for Trait descriptions...
Nimbleness: Can perform Ranged attacks even while adjacent to an enemy.
Earn Your Magic, Dear: Enemy hero's spells cost +1 mana. This effect does not stack; only the strongest one is active.
Handcuffs: Prevents target enemy creature from using active abilities. Duration: 2 rounds.
Earn Your Abilities, Dear: Whenever this creature deals Damage, it generates +3 Focus Points.
Hourglass: Prevents the enemy hero from using active abilities until the end of the round.
Flog Idle Mind: Deals 66 Pure Damage per Focus Charge to target enemy creature. Does not end the turn.
Bewitch Into Passivity: Prevents all enemies from gaining Focus from any source until the end of next round.

Tier 6: Arbitrator

ArbitratorRift ArbitratorBloated Arbitrator
TypeLiving, Ranged
RankBaseUpgrade AUpgrade B
Cost120019001900
Health757575
Attack2022 πŸ‘…28 πŸ‘…
Defence2024 πŸ‘…22 πŸ‘…
Damage18-2218-2220-24 πŸ‘…
Initiative512 πŸ‘…8 πŸ‘…
Speed45 πŸ‘…5 πŸ‘…
Traits- Paradoxical Shots - Power Of The Abyss - Command: Reposition - Command: Fear- Paradoxical Shots - Power Of The Abyss - Command: Reposition - Command: Fear - Disgorge Storm- Paradoxical Shots - Power Of The Abyss - Slimy Touch - Command: Switch Places - Frozen Pages
Expand for Trait descriptions...
Paradoxical Shots: Ranged penalties are reversed for this creature. Attacks deal +10% Damage per hex (up to a maximum of +50%) if the target is more than 3 hexes away. If the target is adjacent, performs a Melee attack, dealing +50% Damage.
Power Of The Abyss: Increases the hero's maximum mana by 20. This effect does not stack.
Command: Reposition: Moves a friendly creature to a free hex within 4 hexes of their initial position. Does not end the turn.
Command: Fear: Moves an enemy to a free hex within 4 hexes of their initial position. Does not end the turn.
Disgorge Storm: Deals 25 Pure Damage to all enemies and gives them -1 Speed and Initiative. Duration: 2 rounds.
Slimy Touch: Attacks deal +[4 x amount of units] Pure Damage and lower the target's Speed and Initiative by 1 until the end of round. This effect does not stack.
Command: Switch Places: Makes any two creatures switch places, as long as they are within 8 hexes of one another. Does not end the turn.
Frozen Pages: Prevents the enemy hero from using the Spellbook. This effect does not stack.

Tier 7: Abyssal Envoy

Abyssal EnvoyAbyssal OverseerAbyssal Executor
TypeMagic, Melee
RankBaseUpgrade AUpgrade B
Cost250042004200
Health250250250
Attack3040 πŸ‘…35 πŸ‘…
Defence3040 πŸ‘…35 πŸ‘…
Damage40-6040-6060 πŸ‘…
Initiative910 πŸ‘…11 πŸ‘…
Speed56 πŸ‘…7 πŸ‘…
Traits- Absolute Resistance - Summoning Rite: Envoy - Will Of The Abyss- Absolute Resistance - Summoning Rite: Overseer - Will Of The Abyss - Area Strike - Moment Of Insanity- Absolute Resistance - Summoning Rite: Executor - Will Of The Abyss - Control Mind
Expand for Trait descriptions...
Absolute Resistance: Immune to all Magic Damage.
Summoning Rite: Envoy: Once per battle, summons a stack of Abyssal Envoys in place of a friendly corpse. The summon has 50% HP of the corpse's original stack and can't have more than [current amount of summoners] units. These creatures are permanent and remain after the battle.
Summoning Rite: Overseer: Once per battle, summons a stack of Abyssal Overseers in place of a friendly corpse. The summon has 50% HP of the corpse's original stack and can't have more than [current amount of summoners] units. These creatures are permanent and remain after the battle.
Summoning Rite: Executor: Once per battle, summons a stack of Abyssal Executors in place of a friendly corpse. The summon has 50% HP of the corpse's original stack and can't have more than [current amount of summoners] units. These creatures are permanent and remain after the battle.
Will Of The Abyss: Enables this creature to take 1 more turn immediately after its first turn. Does not end the turn.
Area Strike: Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.
Moment Of Insanity: Compels an enemy to attack a random target.
Control Mind: Target enemy creature loses all its possible turns and passes.

Dungeon Units and Upgrades

Tier 1: Troglodyte

TroglodyteInfernal TroglodyteToxic Troglodyte
TypeMagic, Melee
RankBaseUpgrade AUpgrade B
Cost506060
Health888
Attack23 πŸ‘…5 πŸ‘…
Defence36 πŸ‘…3
Damage1-31-31-4 πŸ‘…
Initiative46 πŸ‘…5 πŸ‘…
Speed45 πŸ‘…4
Traits- Fighting Style: Viscous Spit- Fighting Style: Viscous Spit - Toxic Spear- Fighting Style: Viscous Spit - Toxic Blood - Alert I
Expand for Trait descriptions...
Fighting Style: Viscous Spit: Performs a Long Reach attack, which deals -50% Damage. Does not spend Focus Charges.
Toxic Spear: Attacks leave gaping wounds, causing the target to take +25% Damage until the end of the next round.
Toxic Blood: When this creature is Damaged, all adjacent enemies take +25% Damage until the end of the next round.
Alert I: Can counterattack up to twice per round.

Tier 2: Infiltrator

InfiltratorGuile InfiltratorBleak Infiltrator
TypeLiving, Melee
RankBaseUpgrade AUpgrade B
Cost115150150
Health131313
Attack666
Defence222
Damage3-53-53-5
Luck12 πŸ‘…2 πŸ‘…
Initiative669 πŸ‘…
Speed57 πŸ‘…6 πŸ‘…
Traits- Blink - Weak Spot - Fighting Style: Hit And Run- Blink - Weak Spot - Fighting Style: Hit And Run - Staggering Hits - Shadowstrike- Blink - Weak Spot - Fighting Style: Hit And Run - Sharper Blade - Veil Of Shadows
Expand for Trait descriptions...
Blink: Teleports directly to destination hex, ignoring obstacles and traps.
Weak Spot: Lucky Strikes deal +100% Damage, and the maximum possible Luck is increased to 5.
Fighting Style: Hit And Run: This creature will return to its original position after attacking, but deal -50% Damage. Does not spend Focus Charges.
Staggering Hits: Attacks prevent the target from counterattacking until the end of the round.
Shadowstrike: Deals basic attack Damage to any enemy, ignoring their Defense.
Sharper Blade: Each attack increases this creature's luck by 1.
Veil Of Shadows: Cannot be targeted until the end of the round.

Tier 3: Onyx Dancer

Onyx DancerJasper DancerAureate Dancer
TypeLiving, Ranged
RankBaseUpgrade AUpgrade B
Cost160220220
Health181818
Attack888
Defence888
Damage5-75-75-7
Initiative45 πŸ‘…7 πŸ‘…
Speed24 πŸ‘…3 πŸ‘…
Traits- A Thousand Cuts - Fighting Style: Bouncing Glaives- A Thousand Cuts - Fighting Style: Bouncing Glaives - Draconic Blade - Swift Strike- A Thousand Cuts - Fighting Style: Bouncing Glaives
Expand for Trait descriptions...
A Thousand Cuts: Each attack reduces the target's Defense by 1 until the end of battle. This effect is stackable.
Fighting Style: Bouncing Glaives: Choose two targets for this attack, dealing -50% Damage to each. Does not spend Focus Charges.
Draconic Blade: Melee attacks deal double Damage.
Swift Strike: Enemies do not counterattack.

Tier 4: Minotaur

MinotaurMinotaur LordMinotaur Vanguard
TypeMagic, Melee
RankBaseUpgrade AUpgrade B
Cost380530530
Health404040
Attack1112 πŸ‘…15 πŸ‘…
Defence1115 πŸ‘…12 πŸ‘…
Damage12-1412-1414-16 πŸ‘…
Morale223 πŸ‘…
Initiative57 πŸ‘…5
Speed56 πŸ‘…6 πŸ‘…
Traits- Eager For Battle - Blood For Blood - Fighting Style: Grand Slam- Eager For Battle - Blood For Blood - Fighting Style: Grand Slam - Parry - Unyielding Will- Eager For Battle - Blood For Blood - Fighting Style: Grand Slam - Adrenaline Surge
Expand for Trait descriptions...
Eager For Battle: This creature always has positive Morale, and its maximum increases to 5. Chance of Morale triggering increases by 5% for each total point.
Blood For Blood: Whenever this creature takes Damage, its Morale increases by 1.
Fighting Style: Grand Slam: Hits the target and all creatures within two hexes behind it, dealing -50% Damage to each. Does not spend Focus Charges.
Parry: When attacked, this creature's counterattack strikes first.
Unyielding Will: Fully ignores attackers' Attack values until the end of the round. Does not end the turn.
Adrenaline Surge: Whenever this creature's Morale triggers, its Speed increases by 2 and its Attack and Defense increase by 8. Lasts until the end of the next round.

Tier 5: Medusa

MedusaMedusa SculptorMedusa Queen
TypeMagic, Ranged
RankBaseUpgrade AUpgrade B
Cost500710710
Health555555
Attack1518 πŸ‘…15
Defence1417 πŸ‘…14
Damage11-1515 πŸ‘…11-15
Initiative45 πŸ‘…6 πŸ‘…
Speed24 πŸ‘…3 πŸ‘…
Traits- Sharpshooter - Fighting Style: Arrow Barrage - Slither Away- Sharpshooter - Fighting Style: Arrow Barrage - Slither Away - Duelist - Petrification- Sharpshooter - Fighting Style: Arrow Barrage - Slither Away - Countershot - Marble Arrows
Expand for Trait descriptions...
Sharpshooter: Ranged attacks deal full Ranged Damage at any range.
Fighting Style: Arrow Barrage: Hits the target and all enemies adjacent to it, dealing -50% Damage. Does not spend Focus Charges.
Slither Away: Moves to another hex within its movement range. Does not end the turn.
Duelist: Receives no penalty in Melee range, dealing full Damage.
Petrification: Performs a Melee attack and petrifies the target until the end of the round. Petrified targets take double Damage from basic attacks, are immune to Magic Damage, and skip their turn. Does not end the turn.
Countershot: Counterattacks when struck with a Ranged attack.
Marble Arrows: Ranged Attacks reduce the target's Initiative by 2 until the end of the next round.

Tier 6: Hydra

HydraChthonic HydraInfernal Hydra
TypeMagic, Melee
RankBaseUpgrade AUpgrade B
Cost130020002000
Health130150 πŸ‘…130
Attack242430 πŸ‘…
Defence2232 πŸ‘…26 πŸ‘…
Damage25-2825-2830-33 πŸ‘…
Initiative8810 πŸ‘…
Speed45 πŸ‘…6 πŸ‘…
Traits- Swift Strike - Sweeping Strike - Growing Teeth - Fighting Style: Whirlwind Strike- Swift Strike - Sweeping Strike - Growing Teeth - Fighting Style: Whirlwind Strike - Poisonous Blood - Regeneration - All Heads On Deck- Swift Strike - Sweeping Strike - Growing Teeth - Fighting Style: Whirlwind Strike - Weakening Venom
Expand for Trait descriptions...
Swift Strike: Enemies do not counterattack.
Sweeping Strike: Deals Damage to the target and two adjacent hexes to its sides.
Growing Teeth: Whenever this creature takes Damage, it gains 1 Attack until the end of the battle.
Fighting Style: Whirlwind Strike: Hits all adjacent enemies, dealing -50% Damage to each. Does not spend Focus Charges.
Poisonous Blood: Whenever this creature takes Damage, adjacent enemy creatures deal -25% Damage until the end of next round.
Regeneration: Restores to full HP at the start of its turn.
All Heads On Deck: This creature's counterattacks use its full Fighting Style effects.
Weakening Venom: Attacks cause the target to deal -25% Damage until the end of next round.

Tier 7: Cave Dragon

Cave DragonBlack DragonAshen Dragon
TypeDragon, Flying, Melee
RankBaseUpgrade AUpgrade B
Cost300050005000
Health275350 πŸ‘…300 πŸ‘…
Attack292933 πŸ‘…
Defence2531 πŸ‘…25
Damage45-5060-65 πŸ‘…60-65 πŸ‘…
Initiative1114 πŸ‘…12 πŸ‘…
Speed89 πŸ‘…11 πŸ‘…
Traits- Dragonbreath Strike - Magic Immunity IV - Fighting Style: Sulfurous Assault - Inner Flame- Dragonbreath Strike - Magic Immunity V - Fighting Style: Sulfurous Assault - Inner Flame - Fires Of Dominion- Dragonbreath Strike - Magic Immunity V - Fighting Style: Sulfurous Assault - Inner Flame - Dominating Presence - Dragonflight
Expand for Trait descriptions...
Dragonbreath Strike: Deals Damage to the target and any creature on the hex directly behind it.
Magic Immunity IV: Immune to tier-4 and lower spells.
Magic Immunity V: Immune to tier-5 and lower spells.
Fighting Style: Sulfurous Assault: Performs a Cone Strike, dealing -50% Damage to each target. Does not spend Focus Charges.
Inner Flame: Until the end of the next round, deals [40 x amount of units] Magic Damage when attacked in Melee. Does not end the turn.
Fires Of Dominion: Friendly creatures gain 1 Morale and Luck; enemy creatures lose the same.
Dominating Presence: All adjacent enemies always deal minimum Damage.
Dragonflight: Moves to any hex, dealing 100% basic attack Damage ([60-65 x amount of units] to all adjacent creatures and pushing them away, if possible.
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The Blood of Dawnwalker: How to romance LacraπŸ–₯ PlayStation, Xbox, PC

The Blood of Dawnwalker: How to romance Lacra

!(https://assetsio.gnwcdn.com/lacra-and-will-o-the-wisps.jpg?width=690&quality=85&format=jpg&auto=webp) Lacra is the only vrakhir you can romance in The Blood of Dawnwalker(https://www.rockpapershotgun.com/games/dawnwalker) and is certainly an attractive choice if you're interested in someone a little darker and more close to your vampiric side than the other two options, Anca(https://www.rockpapershotgun.com/the-blood-of-dawnwalker-how-to-romance-anca) and Crake(https://www.rockpapershotgun.com/the-blood-of-dawnwalker-how-to-romance-crake). Lacra's questline also delivers several revelations about Brencis, the main antagonist of the game, and lore fans will delight in the many secrets that her missions provide regarding the role of vampires in this twisted world. She'll also help you access the uriashi village, a tranquil place where you can rest from the horrors of Vale Sangora and pick up some sweet loot. In this guide, we'll explain exactly how to romance Lacra in The Blood of Dawnwalker, including completing her quests, engaging in some flirtatious moments, and maybe even one or two steamy bloodsucking scenes. Read more(https://www.rockpapershotgun.com/the-blood-of-dawnwalker-how-to-romance-lacra)

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