Hero's Hour

Hero's Hour

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Hero's Hour Lexicon
By Imaginary Llamas
A list of all faction heroes and skill trees, all units and stats, and all spells, as taken from the in-game lexicon. Last updated for v2.1.2
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NOTES
This guide last updated for Hero's Hour v2.1.2.
To fit the hero skill trees within the Steam guide width, I had to sort them like this:


Still to-do: unit images, unit ability images, spell images
I. FACTIONS
ORDER
Name: Kingdom of Order
Main Race: Human

History: 30 years ago, each city had its own chieftain, but after a series of invasions over the following decades, all ended up swearing allegiance to the King-Tyrant of Order. Once peace started taking hold, the Kingdom of Order started expanding ever northwards, settling territories deep into the Northern Wastes.

Culture: Split between Old and New. Old culture entails mirth, banter and feats of strength. New culture focuses on discipline and industriousness.



Buildings
Conscription Centre
Allows you to instantaneously enlist units at a cost of daily gold income. Allows you to discharge owned creatures to increase daily gold income.
Hostler
The Hostler gives +4 permanent movement to any hero stopping in town.
Counting House
Gives 250 gold each day.
Tower of Idolatry
Allows creation of a special one-of-a-kind unit, the Idol. Two artifacts, one of which is a weapon, must be sacrificed to create this unit. The better the artifacts, the stronger the Idol. This building also sells two minor artifacts.

Generals
Generals are some of the few people granted both power and autonomy by the King – though few make it through the vetting process.

Rallying - Gives rallying to all friendly units close to the hero, which increases health, damage and speed temporarily by 15% per rank.


Lanzo / Quarticus
Starting Units: 9x Halberdier, 16x Militia
Skill Tree:
I
Rallying
Diplomacy
II
Royalty
Mastery (Militia / Halberdier)
Leadership
Estates
III
Terramancy
Offense
Bloodwarping
Legion
Fortune
IV
Swarming
Tactics
Recruitment
Logistics
Warding
Healing

Marco / Targa
Starting Units: 2x Crusader, 10x Militia
Skill Tree:
I
Rallying
Engineering
II
Mastery (Crusader / Paladin)
Combat
Learning
Recalcitrance
III
Bodyguards
Royalty
Offense
Bloodlust
Bloodwarping
IV
Dragonking
Champion
Archery
Healing
Destruction
Swarming

Cazadra / Earl
Starting Units: 10x Marksman, 15x Militia
Skill Tree:
I
Rallying
Leadership
II
Midas Touch
Warding
Fortune
Archery
III
Estates
Aeromancy
Logistics
Legion
Bodyguards
IV
Hex
Combat
Dizzy Tune
Scouting
Recruitment
Tactics

Priests
Priests are one part mages adept at healing magic, and one part idolised leaders, using cantrips to impress their followers.

Blessing - Blesses all friendly units after casting a spell. This increases health, damage and speed temporarily by 25% per rank. Duration is also increased with higher ranks.


Pheonee / Chatham
Starting Units: 10x Marksman, 15x Militia
Skill Tree:
I
Blessing
Aeromancy
II
Hydromancy
Regeneration
Logistics
Mastery (Gryphon / Seraph)
III
Dizzy Tune
Sorcery
Potency
Champion
Bodyguards
IV
Swarming
Leadership
Mysticism
Elementalism
Healing
Fortune

Cassie / Stanis
Starting Units: 3x Priest, 14x Militia
Skill Tree:
I
Blessing
Healing
II
Mastery (Monk / Friar)
Terramancy
Dizzy Tune
Wisdom
III
Oligarchy
Royalty
Recalcitrance
Aeromancy
Regeneration
IV
Leadership
Bodyguards
Warding
Armorer
Mysticism
Potency

Rhiza / Henrietta
Starting Units: 2x Survivor, 16x Militia
Skill Tree:
I
Blessing
Creation
II
Learning
Wisdom
Summoning
Elementalism
III
Bodyguards
Swarming
Sorcery
Regeneration
Aeromancy
IV
Mercurial
Dragonking
Bloodwarping
Mysticism
Recalcitrance
Warding

Order Units
The Potency icon () indicates that the unit has magical attacks, and is affected by heroes with the 'Potency' skill.

Building (Tier)
Unit
Gold Cost
Resource Cost
Power
Health
Damage
Speed
Abilities
Barracks (1)
Militia
75
-
2
35
6
5
+
Halberdier
100
-
2+
44
7
5
Protected
Armory (2)
Marksman
100
-
2
40
7
4
Ranged
+
Arbalist
130
-
2+
50
9
4
Ranged, Long Ranged
Blacksmith (3)
Swordsman
230
-
4
107
9
4
Slow, Sturdy, Protected
+
Paragon
315
-
4+
117
10
4
Slow, Sturdy, Protected, Wide Attacks, Taunt, Projectile Protection
+
Strongarm
340
-
5
109
12
5
Knockback, Rage
+
Dragonslayer
455
-
5+
142
15
5
Knockback, Rage, Critical Strike
Chapel (4)
Monk
370
-
6
80
12
5
Ranged, First Aid
+
Friar
495
-
6+
103
14
5
Ranged, Healer
+
Survivor
460
-
6
116
13
7
Regeneration
+
Flesh Wonder
620
-
6+
147
15
7
Regeneration, Saviour
Cathedral (5)
Cavalry
605
1 wood
9
160
16
7
Charge
+
Knight of Order
850
1 wood
10+
200
18
10
Charge, Projectile Protection
+
Crusader
605
1 ore
9
161
15
5
Slow
+
Paladin
850
1 ore
10+
209
17
5
Slow, Aura of Light
Gryphon Tower (6)
Gryphon
2095
1 crystal
28
230
19
20
Flying, Charge, Retaliation
+
Seraph
2900
1 crystal
30+
296
23
20
Flying, Charge, Retaliation, Aura of Power

WILD
Name: Wild Avengers
Main Race: Elves

History: The ritual that allows a human to commune with nature and become an elf has been known for centuries. As the Arcane Federation and Kingdom of Order started destroying the forests, the once rare elves now have a mission: To recruit more humans for their Elven armies and to destroy all of civilisation.

Culture: Elves constantly speak with the trees. Few elves are able to remain civilians. Those who do live in sparse societies filled with rituals. The rest fight or train night and day.



Buildings
Elemental Gate
Gives you elementals each day, once you have paid some resources to tune the gate to an elemental plane of your choice. Amount of elementals rises with number of Overgrown mines.
Grizzly Den
Creates Grizzlies that will join your garrison over time. The more Anima and Forest Spirits in town, the more Grizzlies join you.
Symbiotic Grove
Gives 1 wood each day. Enables Wild heroes to turn captured mines into Overgrown mines, which give wood each day but less of the original resource.

Wardens
Wardens swear fealty to the forests and strike to, day by day, reclaim more land for the wilderness, using the ferocity of beasts and themselves.

Wild Communion - Gives the hero a special Wild Call spell costing 0 mana with a 2 day cooldown. This spell summons animals onto the battlefield. If they survive after combat, you keep them as Anima. Strength increases with skill level.


Onomi / Kanela
Starting Units: 4x Ranger, 13x Anima
Skill Tree:
I
Wild Communion
Archery
II
Mastery (Ranger / Deadeye)
Royalty
Leadership
Armorer
III
Bloodlust
Bodyguards
Logistics
Legion
Fortune
IV
Recruitment
Healing
Swarming
Terramancy
Champion
Aeromancy

Tirobo / Nabone
Starting Units: 9x Packhunter, 16x Anima
Skill Tree:
I
Wild Communion
Fortune
II
Elementalism
Leadership
Dizzy Tune
Champion
III
Armorer
Oligarchy
Archery
Mastery (Ancient Treant / Grove Soul)
Bloodwarping
IV
Bloodlust
Royalty
Midas Touch
Recruitment
Wisdom
Tactics

Atoko / Bee
Starting Units: 6x Satyr, 16x Anima
Skill Tree:
I
Wild Communion
Scouting
II
Mastery (Satyr / Minstrel)
Bloodwarping
Legion
Dizzy Tune
III
Elementalism
Bloodlust
Bodyguards
Leadership
Swarming
IV
Learning
Terramancy
Fortune
Toxicology
Recruitment
Oligarchy

Archdruids
Archdruids oversee the rituals and recruitment campaigns that bring new elves into the Wild Avengers – and listen to the trees, as well.

Lifespark - Whenever the hero casts a spell, the hero additionally heals nearby units and summons animals onto the battlefield. If the animals survive after combat, you keep them as Anima. Strength increases with skill level.


Sidila / Taradu
Starting Units: 2x Bladesinger, 16x Anima
Skill Tree:
I
Lifespark
Terramancy
II
Elementalism
Healing
Offense
Summoning
III
Oligarchy
Midas Touch
Aeromancy
Regeneration
Mysticism
IV
Logistics
Swarming
Bloodwarping
Warding
Bodyguards
Sorcery

Mizico / Aloru
Starting Units: 2x Deer, 12x Anima
Skill Tree:
I
Lifespark
Aeromancy
II
Dizzy Tune
Terramancy
Bodyguards
Wisdom
III
Regeneration
Healing
Summoning
Estates
Hydromancy
IV
Pyromancy
Champion
Swarming
Oligarchy
Hex
Mastery (Deer / Golden Buck)

Hekoni / Lorane
Starting Units: 9x Forest Spirit, 16x Anima
Skill Tree:
I
Lifespark
Summoning
II
Legion
Mastery (Anima / Forest Spirit)
Healing
Bloodlust
III
Swarming
Regeneration
Recruitment
Elementalism
Hydromancy
IV
Fortune
Creation
Destruction
Recalcitrance
Warding
Leadership

Wild Units
The Potency icon () indicates that the unit has magical attacks, and is affected by heroes with the 'Potency' skill.

Building (Tier)
Unit
Gold Cost
Resource Cost
Power
Health
Damage
Speed
Abilities
Flower Fields (1)
Anima
75
-
2
23
4
10
Flying
+
Forest Spirit
100
-
2+
36
6
10
Flying, Afterlife
Forest Hill (2)
Packhunter
105
-
2
45
7
8
Quick Strikes
+
Moonbeast
140
-
2+
57
8
8
Quick Strikes, Blood Aura
+
Satyr
150
-
3
73
7
4
Confusion, Slow
+
Minstrel
200
-
3+
80
7
4
Confusion, Slow, Wide Attacks, Afterlife
Hall of Elves (3)
Ranger
185
1 wood
5
65
10
5
Ranged, Arrow Rain
+
Deadeye
285
1 wood
5+
84
12
5
Ranged, Arrow Rain, Critical Strike
+
Hunter
100
1 wood
4
44
8
4
Ranged, Bodyguards (Lynx)
+
Beastmaster
175
1 wood
4+
58
10
4
Ranged, Bodyguards (Lynx), Versatile, Terror
Pastures (4)
Deer
415
2 wood
8
116
13
10
Charge, Afterlife
+
Golden Buck
630
2 wood
9+
153
15
10
Charge, Afterlife, Midas Touch
+
Bladesinger
260
1 mercury
6
88
15
10
Savage, Retreat
+
Ritualist
420
1 mercury
6+
115
18
10
Savage, Retreat, Leech Life
Stone Cairns (5)
Druid
955
1 crystal
14
143
17
6
Ranged, Summoning (Anima)
+
Wildspeaker
1360
1 crystal
16+
177
20
6
Ranged, Summoning (Forest Spirit)
Forest Heart (6)
Ancient Treant
1895
4 wood
28
310
18
6
Slow, Sturdy, Forest Crown, Wide Attacks
+
Grove Soul
2700
4 wood
30+
405
21
6
Slow, Sturdy, Forest Crown, Wide Attacks, Afterlife

ARCANE
Name: Arcane Federation
Main Race: Human

History: Around a century ago, a huge fleet arrived in Astoria, bringing refugees from the Lost Continent. Those cities in which the refugees settled eventually formed the Arcane Federation. Their Mission was passed down through generations: ‘To build, research and prosper.’

Culture: All but the peasantry are trained at universities in the understanding and mastery of magic. Most diligently work towards the Mission, but many cults have formed in opposition to the mainstream culture.



Buildings
Arcane Spire
Gives all heroes a zero-mana spell with extra power. Whenever cast, the spell changes to another random one.
Aether Forge
Allows friendly Artisans and Wizards to spend their aether for bonuses. The hero does not need to be in town.
Ziggurat
Restores 2 mana to each hero per turn. Restores full mana to any hero stopping in town.

Artisans
Artisans are named after the first craftsmen that created the constructs still at the centre of the Arcane army to this day.

Alchemy - The hero gains Ore after every battle. Ore can be spent in the Aether Forge in town to create units, spells or other effects. Amount of Ore increases with skill level.


Edzuran / Zoromer
Starting Units: 9x Goblin Guard, 14x Goblin Gunner
Skill Tree:
I
Alchemy
Learning
II
Planning
Elementalism
Mastery (Goblin Gunner / Goblin Guard)
Archery
III
Royalty
Aeromancy
Swarming
Oligarchy
Combat
IV
Recruitment
Dragonking
Mysticism
Fortune
Leadership
Legion

Kadz / Jonzo
Starting Units: 3x Ice Sculptor, 13x Goblin Gunner
Skill Tree:
I
Alchemy
Planning
II
Summoning
Blight Ritual
Royalty
Estates
III
Creation
Regeneration
Dragonking
Oligarchy
Healing
IV
Necromancy
Devour
Champion
Swarming
Diplomacy
Bodyguards

Theo / Rolzae
Starting Units: 2x Arcanist, 11x Goblin Gunner
Skill Tree:
I
Alchemy
Royalty
II
Mastery (Jotun / Thundergod)
Archery
Learning
Wisdom
III
Recruitment
Legion
Offense
Warding
Aeromancy
IV
Bloodlust
Armorer
Bodyguards
Scouting
Tactics
Hydromancy

Wizards
Many across the lands of Astoria call themselves mages – but the Wizards of Arcane are considered the masters of magicians.

Aethermancy - The hero gains a special resource named Aether after every battle. This resource can used with the Aether Forge in town to create units, spells or other effects. Amount of Aether increases with skill level.


Thezania / Mesmer
Starting Units: 4x Gargoyle, 15x Goblin Gunner
Skill Tree:
I
Aethermancy
Regeneration
II
Aeromancy
Pyromancy
Hydromancy
Terramancy
III
Potency
Sorcery
Wisdom
Summoning
Mysticism
IV
Necromancy
Toxicology
Warding
Elementalism
Creation
Hex

Rhyldur / Hithnia
Starting Units: 2x Arcanist, 11x Goblin Gunner
Skill Tree:
I
Aethermancy
Aeromancy
II
Regeneration
Mercurial
Mastery (Arcanist / War Magi)
Leadership
III
Hydromancy
Swarming
Elementalism
Archery
Wisdom
IV
Sorcery
Mysticism
Creation
Pyromancy
Summoning
Bodyguards

Krizys / Evonia
Starting Units: 2x Arcanist, 11x Goblin Gunner
Skill Tree:
I
Aethermancy
Wisdom
II
Tactics
Recruitment
Sorcery
Regeneration
III
Summoning
Swarming
Potency
Mysticism
Pyromancy
IV
Mastery (Incarnation / Liongod)
Necromancy
Elementalism
Terramancy
Hydromancy
Aeromancy

Arcane Units
The Potency icon () indicates that the unit has magical attacks, and is affected by heroes with the 'Potency' skill.

Building (Tier)
Unit
Gold Cost
Resource Cost
Power
Health
Damage
Speed
Abilities
Workshop (1)
Goblin Gunner
80
-
2
36
6
2
Ranged, Slow
+
Goblin Guard
110
-
2+
45
8
2
Ranged, Slow, Quick Strikes
Tower (2)
Gargoyle
130
1 ore
4
73
9
10
Flying, Inert
+
Stone Watcher
215
1 ore
4+
95
11
10
Flying, Inert, Taunt
+
Scroll
150
-
3
62
9
5
Release
+
Edict
200
-
3+
78
10
5
Release, Burning, Slowing, Petrification
Hall of Shaping (3)
Golem
250
1 ore
6
112
11
6
Sturdy, Warding, Inert
+
Automaton
375
1 ore
6+
147
13
6
Sturdy, Warding, Inert, Retaliation
+
Ice Sculptor
250
1 ore
6
67
10
4
Ranged, Bodyguards (Ice Engine)
+
Cryomancer
375
1 ore
6+
74
11
4
Ranged, Bodyguards (Ice Engine), Wide Attacks, Slowing
University (4)
Arcanist
615
-
8
106
14
5
Caster (Deathripple, Chain Lightning, Summon Worms, Frost Ring, Lightning Bolt, Distrupting Ray), Ranged
+
War Magi
830
-
9+
138
17
5
Caster (Deathripple, Chain Lightning, Summon Worms, Frost Ring, Lightning Bolt, Distrupting Ray), Ranged, Teleswap
Palace (5)
Djinn
955
1 sulphur
14
145
14
17
Caster (Fortune, Air Shield), Flying
+
Sultan
1360
1 sulphur
16+
186
17
17
Caster (Fortune, Air Shield), Flying, Aura of Light
Gate of Divinity (6)
Incarnation
1745
2 mercury
26
251
21
15
Rage, Charge
+
Liongod
2495
2 mercury
28+
272
21
15
Rage, Charge, Wide Attacks, Terror
+
Jotun
1745
2 crystal
26
206
22
8
Ranged, Blaster
+
Thundergod
2495
2 crystal
28+
267
26
8
Ranged, Blaster, Versatile, Empower

DECAY
Name: The Decay
Main Race: Undead

History: Decay comes slow at first, but it builds and never goes away. Its origin and purpose is unknown. All that is known about them is learned through fear. Despite this lack of knowledge, few scholars disagree about the central point: One day, all will be Decay.

Some of the living races practice necromancy too. But more so than other types of magic, it is scorned by civil society as unpredictable and corrupting.



Buildings
Throne of the Dead
Allows you to turn living creatures into undead creatures. Also unlocks a new set of undead to bind, and converting creatures into undead will give more Binding power.
Soul Transmuter
Empowers the Soul Beacon, doubling the rate of Binding souls. Gives 6 Binding power each day and unlocks a new set of undead to Bind.
Tomb of Silence
Adds +3 to weekly growth of Skeletons and Boneguards. Gives 2 mercury each week and unlocks a new set of undead to Bind.
Soul Beacon
The soul beacon catches the soul of slain enemies, and can bind them into undead soldiers over time. Special buildings in town unlock more types of undead soldiers to bind.

Extinctors
While most undead are mindless, Extinctors have an uncanny skill at finding weaknesses among their enemies – akin to, but not quite, intelligence.

Bane - The hero gains the Curse of Undeath, which is passed on to enemies through their attacks. Enemy units afflicted will turn into permanent undead units on death. Increases hero’s health by 60 and damage by 3 per rank, and teaches the hero charge. When the hero dies, a group of skeletons are summoned.


Rotheart / Darkbrow
Starting Units: 8x Zombie, 16x Skeleton
Skill Tree:
I
Bane
Bloodlust
II
Toxicology
Armorer
Recalcitrance
Necromancy
III
Legion
Destruction
Offense
Warding
Mastery (Zombie / Rot Walker)
IV
Bloodwarping
Planning
Pyromancy
Demonology
Swarming
Terramancy

Bonehead / Deadtooth
Starting Units: 9x Boneguard, 16x Skeleton
Skill Tree:
I
Bane
Necromancy
II
Armorer
Legion
Mastery (Skeleton / Boneguard)
Bodyguards
III
Recruitment
Pyromancy
Logistics
Swarming
Archery
IV
Plunder
Recalcitrance
Tactics
Warding
Offense
Estates

Lord of None / Teddy
Starting Units: 8x Zombie, 16x Skeleton
Skill Tree:
I
Bane
Royalty
II
Necromancy
Recruitment
Oligarchy
Estates
III
Combat
Learning
Bodyguards
Offense
Champion
IV
Devour
Terramancy
Mastery (Bonewyrm / Thanatos)
Bloodwarping
Warding
Dragonking

Withermages
Mages that practice necromancy are always at risk of becoming withered, their minds rotten by Decay. Withermages then spread on the withering.

Malediction - Whenever the hero casts a spell, the Curse of Undeath is granted to friendly or enemy units depending on the spell. Friendly units with Curse of Undeath pass it on through attacks. Enemy units afflicted will turn into permanent undead units on death.


Hardsoul / Darkheart
Starting Units: 2x Vampire, 15x Skeleton
Skill Tree:
I
Malediction
Necromancy
II
Mastery (Vampire / Sanguinist)
Bloodlust
Legion
Regeneration
III
Summoning
Bodyguards
Devour
Wisdom
Hydromancy
IV
Creation
Sorcery
Blight Ritual
Swarming
Aeromancy
Mysticism

Fearcap / Blankeyes
Starting Units: 5x Tarantula, 16x Skeleton
Skill Tree:
I
Malediction
Wisdom
II
Mysticism
Summoning
Necromancy
Bloodwarping
III
Toxicology
Potency
Recalcitrance
Regeneration
Mercurial
IV
Aeromancy
Oligarchy
Champion
Swarming
Demonology
Terramancy

Souleater / Lifetearer
Starting Units: 1x Soulmage, 13x Skeleton
Skill Tree:
I
Malediction
Recalcitrance
II
Archery
Champion
Necromancy
Mastery (Soulmage / Lich)
III
Wisdom
Destruction
Swarming
Sorcery
Mysticism
IV
Potency
Oligarchy
Terramancy
Aeromancy
Bodyguards
Logistics

Decay Units
The Potency icon () indicates that the unit has magical attacks, and is affected by heroes with the 'Potency' skill.

Building (Tier)
Unit
Gold Cost
Resource Cost
Power
Health
Damage
Speed
Abilities
Graveyard (1)
Skeleton
75
-
2
33
6
5
Warding
+
Boneguard
100
-
2+
42
7
5
Warding, Projectile Protection
Crypt (2)
Zombie
120
-
3
59
8
4
Slow
+
Rotwalker
160
-
3+
85
8
3
Slow, Venom, Sturdy
+
Tarantula
190
-
3
64
9
9
Slowing
+
Corpseeater
255
-
3+
81
10
9
Slowing, Leap, Venom
Haunt (3)
Lost Soul
350
-
6
55
10
13
Ethereal, Flying
+
Banshee
475
-
6+
70
12
13
Ethereal, Flying, Terror
+
Deathseeker
440
-
6
60
9
5
Immortal, Savage, Slow
+
Mask of Decay
595
-
6+
77
11
5
Immortal, Savage, Slow, Warding, Venom
Mansion (4)
Vampire
320
1 sulphur
7
118
13
7
Leech Life
+
Sanguinist
500
1 sulphur
8+
134
14
13
Leech Life, Flying
Beacon (5)
Soulmage
755
2 crystal
14
113
14
6
Ranged, Wide Attacks
+
Lich
1160
2 crystal
16+
137
16
6
Ranged, Wide Attacks, Death Strike
Hall of Death (6)
Rot Knight
1745
2 mercury
26
237
20
10
Charge, Critical Strike
+
Lifebane
2495
2 mercury
28+
262
21
10
Charge, Critical Strike, Wide Attacks, Terror
+
Bonewyrm
1745
2 mercury
26
200
18
20
Flying, Charge
+
Thanatos
2495
2 mercury
28+
158
20
20
Flying, Charge, Ethereal, Death Strike

PYRE
Name: Cult of Pyre
Main Race: Human

History: While Demonology as a branch of magic has been discovered hundreds of times throughout history, it is usually abandoned once more due to the impracticality of collecting enough sulphur. The Cult of Pyre is one such cult that has formed within the Arcane Federation. While they do not pose a geopolitical threat, their reserves of sulphur are worrisome.

Culture: Blood, death and mirth. New recruits are drafted at university parties with the promise of power and no rules.



Buildings
Infernal Gate
A gate is opened in all battles, summoning demons over time. Power of the gate can be increased by spending sulphur. Multiple Infernal Gates do not stack.
Chamber of Rituals
Grants a free level-up once to any hero that stops by town.
Everburning Flame
Gives 1 sulphur each day. Enables Pyre heroes to teleport between captured mines within the realm of this town.

Caprices
Caprices sign a demonic pact which retains their freedom. The pact gives them strength through acts of impulsivity, hedonism, cruelty, and ambition.

Firegating - Gives the hero a special Firegating spell costing 0 mana with a 1 day cooldown. The spell teleports friendly units across the battlefield and creates an explosion. Size of portal and strength of explosion increase with skill level.


Evia / Etnanoane
Starting Units: 2x Succubus, 8x Imp
Skill Tree:
I
Firegating
Demonology
II
Planning
Champion
Mastery (Succubus / Mindmelter)
Bodyguards
III
Royalty
Aeromancy
Armorer
Bloodlust
Offense
IV
Recruitment
Healing
Scouting
Tactics
Archery
Recalcitrance

Ganamon / Trizzio
Starting Units: 10x Flame Juggler, 15x Imp
Skill Tree:
I
Firegating
Legion
II
Estates
Dizzy Tune
Fortune
Archery
III
Planning
Royalty
Potency
Leadership
Bodyguards
IV
Healing
Recruitment
Terramancy
Swarming
Warding
Tactics

Etyetano / Nayteota
Starting Units: 1x Demon Tamer, 16x Imp
Skill Tree:
I
Firegating
Devour
II
Estates
Mercurial
Blight Ritual
Bloodwarping
III
Royalty
Planning
Potency
Leadership
Swarming
IV
Healing
Recruitment
Summoning
Armorer
Bloodlust
Tactics

Fireshapers
Most see Fire only as destructive – but Fireshapers use it as creation, too. However, to make an omelette, one must break a few eggs…

Firetrapping - Gives the hero a special Firetrapping spell. The spell teleports enemy units across the battlefield and weakens them. Size of portal and negative effects increase with skill level.


Kediz / Tayatona
Starting Units: 1x Efreet, 13x Imp
Skill Tree:
I
Firetrapping
Engineering
II
Planning
Demonology
Elementalism
Destruction
III
Royalty
Creation
Plunder
Recalcitrance
Swarming
IV
Healing
Recruitment
Regeneration
Warding
Leadership
Summoning

Teyonot / Melphermea
Starting Units: 5x Canine, 14x Imp
Skill Tree:
I
Firetrapping
Demonology
II
Estates
Oligarchy
Dragonking
Bloodlust
III
Royalty
Planning
Champion
Armorer
Warding
IV
Healing
Recruitment
Potency
Tactics
Offense
Leadership

Qara / Hultuti
Starting Units: 5x Capra, 14x Imp
Skill Tree:
I
Firetrapping
Pyromancy
II
Creation
Regeneration
Toxicology
Estates
III
Legion
Summoning
Sorcery
Planning
Royalty
IV
Diplomacy
Tactics
Destruction
Logistics
Recruitment
Healing

Pyre Units
The Potency icon () indicates that the unit has magical attacks, and is affected by heroes with the 'Potency' skill.

Building (Tier)
Unit
Gold Cost
Resource Cost
Power
Health
Damage
Speed
Abilities
Bastion (1)
Imp
75
-
2
27
7
5
Savage
+
Glutton
100
-
2+
37
8
4
Savage, Sturdy, Retaliation
Flame Lake (2)
Flame Juggler
100
-
2
38
7
4
Ranged
+
Flame Stoker
130
-
2+
48
9
4
Ranged, Burning
Hell Pit (3)
Canine
210
-
4
64
8
8
Lash
+
Pyrebeast
285
-
4+
83
10
8
Lash, Charge
+
Capra
210
-
4
57
12
7
Savage, Leap
+
Pyrespawn
285
-
4+
74
14
7
Savage, Leap, Midas Touch
Hall of Demons (4)
Demon Tamer
710
1 sulphur
12
140
12
7
Sturdy, Summoning (Imp)
+
Lord of the Pit
1025
1 sulphur
12+
179
15
7
Sturdy, Summoning (Capra)
+
Demon Carer
240
1 sulphur
6
80
12
5
Ranged, Healer, Burning
+
Lady of the Pit
395
1 sulphur
6+
102
14
5
Ranged, Healer, Burning, Resurrection
Cursed Cairn (5)
Efreet
955
1 sulphur
14
141
14
17
Caster (Fire Shield, Berserk), Flying, Fire Shield
+
Shah
1360
1 sulphur
16+
182
17
17
Caster (Fire Shield, Berserk), Flying, Fire Shield, Aura of Light
+
Succubus
550
1 mercury
10
91
14
7
Charm, Ethereal
+
Mindmelter
815
1 mercury
12+
118
17
7
Charm, Ethereal, Quick Strikes, Warding
Gate to Hell (6)
Wrath
2095
1 sulphur
28
310
21
8
Sturdy, Teleport, Rage, Burning
+
Pride
2900
1 sulphur
30+
238
17
7
Sturdy, Teleport, Rage, Burning, Rebirth, Wide Attacks

HORDE
Name: Remains of the Horde
Main Race: Goblin

History: Some centuries ago, the Horde was a realm feared across the continent, but since the death of their chieftain, the realm shattered, and individual tribes lived peacefully and without centralisation. Now, the invasion of the Kingdom of Order has forced the tribes to once again unit – in fear.

Culture: Goblins are pragmatic creatures, uninterested in gold or fanciful technology. They feel restless and often travel between settlements. They only stay together when they foster young.



Buildings
Nomad Hall
Allows hiring inexpensive, pre-made armies under your control, which cannot exchange units or receive reinforcements.
Sky Pillar
Gives visiting heroes a permanent +1 luck. Each day, a Sand Elemental joins the town’s garrison.
Banner of Champions
The Flag of Champions allows Horde units in your armies to become upgraded through battle.

Liberators
The days of chieftains are over – now, the great warriors of the Horde fight only to liberate the lands they have lost, upholding a tenuous alliance.

Might - Gives the hero special abilities for use in battle. Strength and number of abilities increase with skill level.


Tobruni / Eartyaen
Starting Units: 9x Voodoo, 16x Goblin
Skill Tree:
I
Might
Legion
II
Bodyguards
Offense
Mastery (Goblin / Voodoo)
Bloodlust
III
Swarming
Armorer
Royalty
Recalcitrance
Bloodwarping
IV
Tactics
Oligarchy
Recruitment
Healing
Dragonking
Devour

Treaynon / Heonoli
Starting Units: 4x Centaur, 13x Goblin
Skill Tree:
I
Might
Recruitment
II
Mastery (Centaur / Equine Guard)
Bodyguards
Summoning
Bloodlust
III
Oligarchy
Legion
Swarming
Archery
Leadership
IV
Mercurial
Armorer
Devour
Plunder
Diplomacy
Scouting

Thehonu / Uralariel
Starting Units: 10x Harpy, 15x Goblin
Skill Tree:
I
Might
Combat
II
Oligarchy
Mastery (Cyclops / Blood Chieftain)
Midas Touch
Toxicology
III
Logistics
Champion
Fortune
Offense
Bloodwarping
IV
Scouting
Leadership
Warding
Archery
Bloodlust
Dragonking

Fleshshapers
While Fleshshapers practice the common elementalistic aeromancy and terramancy, their speciality is in the empowerment of the goblin body.

Ardour - Gives the hero special abilities for use in battle. Strength and number of abilities increase with skill level.


Liaria / Efnothe
Starting Units: 2x Troll, 6x Goblin
Skill Tree:
I
Ardour
Archery
II
Summoning
Planning
Mastery (Troll / Avalancher)
Champion
III
Elementalism
Regeneration
Bodyguards
Logistics
Royalty
IV
Dragonking
Bloodwarping
Swarming
Oligarchy
Tactics
Healing

Reqanu / Urto
Starting Units: 2x Shaman, 15x Goblin
Skill Tree:
I
Ardour
Mastery (Shaman / Sunbringer)
II
Bodyguards
Destruction
Regeneration
Summoning
III
Warding
Creation
Terramancy
Potency
Learning
IV
Oligarchy
Swarming
Logistics
Sorcery
Recalcitrance
Aeromancy

Erandu / Torelinu
Starting Units: 2x Bloodletter, 6x Goblin
Skill Tree:
I
Ardour
Offense
II
Aeromancy
Regeneration
Scouting
Recalcitrance
III
Terramancy
Mysticism
Bodyguards
Swarming
Bloodlust
IV
Devour
Sorcery
Potency
Healing
Recruitment
Tactics

Horde Units
The Potency icon () indicates that the unit has magical attacks, and is affected by heroes with the 'Potency' skill.

Building (Tier)
Unit
Gold Cost
Resource Cost
Power
Health
Damage
Speed
Abilities
Shanty Town (1)
Goblin
75
-
2
27
3
6
Leap
+
Voodoo
100
-
2+
35
4
6
Leap, Rage
Dead Forest (2)
Harpy
100
-
2
42
6
10
Flying, Knockback
+
Fury
130
-
2+
54
8
10
Flying, Knockback, Retreat
+
Goblin Guerilla
130
-
3
45
8
4
Ranged, Versatile
+
Goblin Grenadier
170
-
3+
58
10
4
Ranged, Versatile, Explosion
Nomad Plaza (3)
Centaur
285
-
5
68
10
8
Ranged
+
Equine Guard
385
-
5+
75
11
8
Ranged, Versatile, Wide Attacks
+
Raider
285
-
5
87
10
10
Charge
+
Marauder
385
-
5+
113
13
10
Charge, Terror
Spirit Altar (4)
Shaman
320
1 crystal
7
101
12
7
Caster (Elemental Rock, Elemental Air), Healer
+
Sunbringer
500
1 crystal
8+
132
14
7
Caster (Elemental Rock, Elemental Air), Healer, Aura of Light
Blood Altar (5)
Troll
655
2 ore
12
135
14
5
Ranged, Blaster, Sturdy
+
Avalancher
955
2 ore
12+
174
17
5
Ranged, Blaster, Sturdy, Terror, Versatile
+
Bloodletter
655
1 sulphur
12
152
15
5
Blood Aura
+
Bloodwarper
955
1 sulphur
12+
197
18
5
Blood Aura, Resurrection
Lair (6)
Cyclops
1745
2 mercury
26
231
19
10
Wide Attacks, Leap
+
Blood Chieftain
2495
2 mercury
28+
293
22
10
Wide Attacks, Leap, Summoning (Goblin)

ENCLAVE
Name: Iczta Enclave
Main Race: Lizardfolk

History: The lizardmen have inhabited the swamps of the eastern lands since before the arrival of the Arcane. They keep to themselves, and through centuries of peace, they have created a huge metropolis. This will change one day: when their Hydra God wakes up, it is known the world will soon end.

Culture: Lizardmen work industrious lives, taming and hunting beasts, especially serpents. They enchant snake eggs to instead tach into lizardmen young. Each hold their own part in the religious rituals.



Buildings
Slithering Temple
Starts a ritual that summons a Great Hydra after 15 days. Sacrificing artifacts speeds up the process.
Incubation Chamber
Increases weekly growth of Worms by four, Lizardchers by three and Lizwards by two. When your hero sacrifices artifacts to the hydra god, you get free worms.
Deep Tunnels
Gives one unit of either ore, mercury, crystal or sulphur each day.
Dragonworm Shrine
Allows you to upgrade Leeches into Dragonworms at the cost of gold.

Highlords
Each Highlord rules over several hundred thousand lizardfolk and oversee hundreds of breeding grounds. Their authority is second only to the Snakespeakers.

Hunting - The hero is able to find the footsteps of hidden herds of beasts. When tracked down and defeated in combat, the hero will collect powerful trophies, most of which allow them to call beasts to aid them in battle.


Aro Nei / Pls Akn
Starting Units: 7x Leech, 13x Worm
Skill Tree:
I
Hunting
Armorer
II
Toxicology
Logistics
Mastery (Worm / Leech)
Legion
III
Hydromancy
Recruitment
Bodyguards
Leadership
Bloodlust
IV
Hex
Swarming
Royalty
Warding
Fortune
Offense

Lor Kon / Gena Krok
Starting Units: 6x Lizardcher, 12x Worm
Skill Tree:
I
Hunting
Fortune
II
Elementalism
Recalcitrance
Warding
Archery
III
Swarming
Scouting
Leadership
Bloodlust
Legion
IV
Hex
Toxicology
Armorer
Logistics
Tactics
Healing

Olane / Puk Aro
Starting Units: 6x Lizardcher, 12x Worm
Skill Tree:
I
Hunting
Mastery (Rex, Apex)
II
Combat
Planning
Dragonking
Bodyguards
III
Devour
Hex
Swarming
Oligarchy
Champion
IV
Mercurial
Midas Touch
Recalcitrance
Tactics
Toxicology
Engineering

Snakespeakers
Each Snakespeaker rules over just one building each: one of the seven temples devoted to the prayer for the sleeping Hydra God.

Taming - The hero is able to find the footsteps of hidden herds of beasts. When tracked down and defeated in combat, the hero is able to tame a large contingent of their army. Amount tamed increases with skill level.


Akn Tea / Kea Raz
Starting Units: 1x Archopriest, 12x Worm
Skill Tree:
I
Taming
Regeneration
II
Summoning
Hex
Learning
Hydromancy
III
Bodyguards
Swarming
Creation
Mysticism
Wisdom
IV
Elementalism
Recalcitrance
Demonology
Potency
Sorcery
Toxicology

Man Del / Rot Ceh
Starting Units: 4x Lizward, 12x Worm
Skill Tree:
I
Taming
Wisdom
II
Logistics
Estates
Hex
Blight Ritual
III
Mastery (Lizward / Lizgionnaire)
Diplomacy
Terramancy
Mysticism
Toxicology
IV
Scouting
Royalty
Regeneration
Destruction
Potency
Devour

Ila Nila / Riel Zon
Starting Units: 6x Lizardcher, 12x Worm
Skill Tree:
I
Taming
Plunder
II
Mastery (Gilazard / Firezard)
Diplomacy
Elementalism
Pyromancy
III
Oligarchy
Dizzy Tune
Scouting
Regeneration
Mysticism
IV
Champion
Armorer
Warding
Bloodwarping
Swarming
Toxicology

Enclave Units
The Potency icon () indicates that the unit has magical attacks, and is affected by heroes with the 'Potency' skill.

Building (Tier)
Unit
Gold Cost
Resource Cost
Power
Health
Damage
Speed
Abilities
Pond (1)
Worm
100
-
2
52
7
4
Slow
+
Leech
130
-
2+
67
8
4
Slow, Leech Life
Archery Range (2)
Lizardcher
160
-
3
51
9
4
Ranged, Venom
+
Swamp Arrow
215
-
3+
66
10
4
Ranged, Venom, Arrow Rain
Jade Armory (3)
Lizward
230
-
4
81
10
7
Leap
+
Lizgionnaire
315
-
4+
105
12
7
Leap, Terror
+
Witchzard
340
-
5
133
21
5
Slow, Hex, Wind Up
+
Storm Hexer
455
-
5+
148
22
5
Slow, Hex, Wind Up, Wide Attacks
Snake Nest (4)
Anaconda
460
-
6
124
13
7
Charge
+
Basilisk
620
-
6+
164
16
7
Charge, Petrification
+
Moss Golem
1760
1 wood
22
204
17
8
Lash, Knockback
+
Swamp Warder
2410
1 wood
24+
262
21
8
Lash, Knockback, Regeneration, Warding
Jade Altar (5)
Archopriest
800
1 mercury
12
129
16
6
Healer, Ranged, Empower
+
Hierophant
1145
1 mercury
14+
161
19
6
Healer, Ranged, Empower, Summoning (Worm)
+
Gilazard
1750
1 mercury
24
273
22
10
Venom
+
Firezard
2430
1 mercury
26+
370
28
10
Venom, Burning
Pyramid (6)
Rex
2060
2 sulphur
28
304
24
10
Charge, Rage
+
Apex
2920
2 sulphur
32+
405
29
10
Charge, Rage, Knockback

LAMENT
Name: The Great Lament
Main Race: Troglodytes

History: Troglodytes once lived all throughout the continent of Astoria, but after the civilisations of goblins and humans started growing, they were forced underground. Here, they have fought with the Earthen dwarves for control of the underground for centuries.

Culture: Troglodytes are scholars of magic and history. Troglodytes are created through summoning rituals using blood and tears, though they do not have eyes. The end of the world due to the spread of Decay is central to their culture.



Buildings
Idol of Shadows
Allows you to perform a ritual once a week, which will make some of your enemies paralyzed by shadows during the next battle. If used against an enemy hero, your hero will pay a small price of their power.
Monolith
Gives heroes a +1 bonus to Spellpower whenever they cast a spell. This bonus is reset at the start of each week.
Slave Pens
Gives 100 gold each day. Gives extra gold for each non-Lament creature in garrison – 5 per power – up to 1000 total.
Temple of Dragons
Creates a Gold Drake when purchased and at the start of every even-numbered week. Allows Gold Drakes to turn into Red Dragons through combat. Allows Red Dragons to turn into Black Dragons through combat.

Tunnelkeepers
Most see Troglodytes as savage, but the Tunnelkeepers responsible for the attacks only have the goal to restore the lands once held by their people.

Shadowcloning - Gives the hero a special Shadowcloning ability, which summons temporary shadow-clones of the hero and nearby allies at a desired point on the battlefield. Number and strength of shadows increases with skill level.


Pucreq / Qirupno
Starting Units: 9x Trogserker, 16x Troglodyte
Skill Tree:
I
Shadowcloning
Offense
II
Devour
Toxicology
Mastery (Troglodyte / Trogserker)
Warding
III
Bloodlust
Logistics
Legion
Bodyguards
Fortune
IV
Combat
Destruction
Dragonking
Swarming
Tactics
Wisdom

Trupni / Khaz Klo
Starting Units: 4x Watcher / 13x Troglodyte
Skill Tree:
I
Shadowcloning
Logistics
II
Midas Touch
Fortune
Mastery (Watcher / Nightmare)
Offense
III
Combat
Swarming
Archery
Scouting
Plunder
IV
Armorer
Mysticism
Warding
Dragonking
Diplomacy
Recruitment

Khaz Loki / Qur Noz
Starting Units: 5x Gorgon, 16x Troglodyte
Skill Tree:
I
Shadowcloning
Royalty
II
Planning
Bloodwarping
Diplomacy
Estates
III
Bodyguards
Dragonking
Champion
Leadership
Engineering
IV
Logistics
Tactics
Devour
Oligarchy
Healing
Scouting

Spellblades
Spellblades once held the same position as master of mages that Wizards do today. But though their spells are perhaps the most potent, their flexibility is lacking.

Shadowcasting - Gives the hero a special Shadowcasting ability, which summons temporary shadow-clones of enemies in the desired area of the battlefield, which fight for your side. Strength of shadows increases with skill level.


Truqnopl / Qroznir
Starting Units: 5x Mutant Trog, 16x Troglodyte
Skill Tree:
I
Shadowcasting
Warding
II
Swarming
Recalcitrance
Mastery (Mutant Trog / Monster Trog)
Dragonking
III
Summoning
Engineering
Bloodlust
Hydromancy
Planning
IV
Sorcery
Destruction
Leadership
Mysticism
Terramancy
Offense

Plurquoio / Toio
Starting Units: 2x Minotaur, 12x Troglodyte
Skill Tree:
I
Shadowcasting
Hydromancy
II
Legion
Creation
Wisdom
Bodyguards
III
Mysticism
Regeneration
Sorcery
Pyromancy
Toxicology
IV
Armorer
Blight Ritual
Oligarchy
Hex
Potency
Destruction

Khaz Tyr / Tiq Rup
Starting Units: 5x Gorgon, 16x Troglodyte
Skill Tree:
I
Shadowcasting
Mysticism
II
Learning
Demonology
Destruction
Regeneration
III
Dragonking
Blight Ritual
Bodyguards
Sorcery
Potency
IV
Necromancy
Oligarchy
Champion
Summoning
Pyromancy
Elementalism

Lament Units
The Potency icon () indicates that the unit has magical attacks, and is affected by heroes with the 'Potency' skill.

Building (Tier)
Unit
Gold Cost
Resource Cost
Power
Health
Damage
Speed
Abilities
Hovels (1)
Troglodyte
75
-
2
43
6
4
Sturdy
+
Trogserker
100
-
2+
59
7
4
Sturdy, Insensate
Slithering Cave (2)
Gorgon
190
-
3
67
9
8
Petrification
+
Ophidian
255
-
3+
86
11
8
Petrification, Projectile Protection
+
Mutant Trog
190
-
3
73
10
5
Knockback, Leap
+
Monster Trog
255
-
3+
94
11
5
Knockback, Leap, Quick Strikes
Mirror Lake (3)
Watcher
285
-
5
74
11
4
Ranged
+
Nightmare
385
-
5+
96
13
5
Ranged, Confusion
Maze Burrows (4)
Minotaur
515
1 ore
8
157
13
6
Sturdy, Insensate
+
Goldhorn
730
1 ore
9+
194
15
9
Sturdy, Insensate, Retaliation
+
Wise
780
-
10
114
15
6
Caster (Chaos, Transform, Evolve), Ranged
+
Arbiter
1055
-
12+
144
17
6
Caster (Chaos, Transform, Evolve), Ranged, Resurrection
Nest of Monsters (5)
Tunnelrider
955
1 crystal
14
182
17
12
Charge
+
Hollow Champion
1360
1 crystal
16+
237
20
12
Charge, Venom
+
Hydraling
1750
1 mercury
24
243
18
7
Lash, Slow
+
Tricephalus
2430
1 mercury
26+
315
21
7
Lash, Slow, Venom
Shadowpact Altar (6)
Shadowmancer
1895
2 sulphur
28
170
22
7
Ethereal, Shadowmancy
+
Aspect of Shadow
2700
2 sulphur
30+
332
16
6
Ethereal, Shadowmancy, Tank, Terror

TIDE
Name: Tide Island
Main Race: Lotlians

History: Lotlians are far relatives of the lizardmen, settling islands of the Eastern Sea. They have existed for millenia, though opposite to other races, their population has neither grown nor shrunk. Nor has their territory changed – using islands as their stronghold, and coasts as trading regions.

Culture: The society of Lotlian is focused on luxury, gold and pearls. They throw great ritual parties, celebrating spirits of Fire and Water. They have an instinctual understanding of magic.



Buildings
Temple of Tides
Allows you to create a fleet on a coastline nearby any Tide-faction hero, or to make any Tide-faction hero out at sea instantly teleport to the gates of this town.
Pearl Market
Allows your Tide heroes to find buried pearls on the overworld map. They can sense nearby pearls at the start of every turn of if they get close. Allows trading pearls for unit growth upgrades.
Pearl Shrine
Gives a single pearl upon construction. Increases range of pearl detection. Pearls can be exchanged at the Pearl Market for unit growth upgrades.

Seafarers
Seafarers lead the few military regiments of the Tide Islanders. Their Siren Song is more feared than the armies they lead – mistakenly.

Siren Song - Gives the hero a special Siren Song ability, which can be used in combat once every four days. Using it brings some enemy units close to your hero under your control. Value of units increases with skill level.


Neplata / Thesendia
Starting Units: 9x Deckmate, 16x Spawnling
Skill Tree:
I
Siren Song
Warding
II
Pyromancy
Dizzy Tune
Recruitment
Royalty
III
Regeneration
Bodyguards
Estates
Champion
Wisdom
IV
Potency
Hex
Recalcitrance
Oligarchy
Engineering
Creation

Kylianne / Ketkala
Starting Units: 3x Ferryman, 14x Spawnling
Skill Tree:
I
Siren Song
Bodyguards
II
Potency
Destruction
Leadership
Fortune
III
Hydromancy
Bloodlust
Oligarchy
Legion
Mastery (Ferrymen / Charon's Cultist)
IV
Pyromancy
Swarming
Logistics
Tactics
Offense
Archery

Uptala / Panaya
Starting Units: 5x Cannoneer, 16x Spawnling
Skill Tree:
I
Siren Song
Plunder
II
Recruitment
Leadership
Diplomacy
Scouting
III
Royalty
Tactics
Bloodwarping
Elementalism
Mastery (Vulcanwing / Phoenix)
IV
Bloodlust
Offense
Archery
Demonology
Necromancy
Creation

Pyromancers
The Pyromancers of Tide Islands are masters of opposites. They harness fire from the volcano and bring it out to sea – they scour the air and always keep with them a bag of sand.

Conflux - Whenever the hero casts a spell, some elementals of the same element as the spell will be summoned and fight for you for a short time. Higher skill levels and spells that cost more mana give more elementals.


Kop Laka / Ril Kani
Starting Units: 5x Cannoneer, 16x Spawnling
Skill Tree:
I
Conflux
Pyromancy
II
Regeneration
Elementalism
Learning
Sorcery
III
Creation
Summoning
Bodyguards
Wisdom
Hex
IV
Necromancy
Potency
Swarming
Devour
Mysticism
Blight Ritual

Geo Kama / Yuk Bit
Starting Units: 2x Siren, 15x Spawnling
Skill Tree:
I
Conflux
Regeneration
II
Hex
Terramancy
Mercurial
Summoning
III
Destruction
Sorcery
Mastery (Siren / Temptress)
Recalcitrance
Creation
IV
Toxicology
Bloodlust
Elementalism
Dragonking
Swarming
Mysticism

Tal Anak / Era Kala
Starting Units: 2x Geyseral, 7x Spawnling
Skill Tree:
I
Conflux
Learning
II
Logistics
Summoning
Wisdom
Regeneration
III
Elementalism
Hydromancy
Sorcery
Pyromancy
Destruction
IV
Potency
Aeromancy
Terramancy
Mysticism
Toxicology
Recalcitrance

Tide Units
The Potency icon () indicates that the unit has magical attacks, and is affected by heroes with the 'Potency' skill.

Building (Tier)
Unit
Gold Cost
Resource Cost
Power
Health
Damage
Speed
Abilities
Deckmate (1)
Spawnling
75
-
2
30
5
8
Aquatic
+
Deckmate
100
-
2+
39
6
8
Aquatic, Retreat
Blast Smithy (2)
Cannoneer
190
-
3
82
18
2
Ranged, Wind Up, Knockback, Aquatic, Slow
+
Blastmaster
255
-
3+
92
18
2
Ranged, Wind Up, Knockback, Aquatic, Slow, Wide Attacks
+
Harpooneer
255
-
4
77
11
5
Ranged, Grapple, Aquatic, Versatile
+
Reef Terror
345
-
4+
119
16
5
Ranged, Grapple, Aquatic, Versatile, Terror
Seaways (3)
Seastinger
285
-
5
113
6
5
Tank, Lash, Aquatic
+
Jellykiller
385
-
5+
145
7
5
Tank, Lash, Aquatic, Venom
+
Ferrymen
350
-
6
117
18
5
Wind Up, Wide Attacks, Knockback, Aquatic, Slow
+
Charon's Cultist
475
-
6+
147
22
5
Wind Up, Wide Attacks, Knockback, Aquatic, Slow, Death Strike
Atoll (4)
Siren
320
1 crystal
7
81
11
5
Ranged, Aquatic, Confusion, Wide Attacks
+
Temptress
500
1 crystal
8+
105
13
5
Ranged, Aquatic, Confusion, Wide Attacks, Charm
Thermal Pools (5)
Canceri
1020
2 ore
16
201
16
6
Slow, Wide Attacks, Aquatic
+
Canpinceri
1450
2 ore
16+
258
19
6
Slow, Wide Attacks, Aquatic, Impenetrable
+
Geyseral
600
2 ore
12
181
15
7
Sturdy, Knockback
+
Magmaral
885
2 ore
12+
237
18
7
Sturdy, Knockback, Burning
Volcanic Altar (6)
Vulcanwing
1745
2 sulphur
26
154
15
17
Flying, Burning, Rebirth
+
Phoenix
2495
2 sulphur
28+
198
18
17
Flying, Burning, Rebirth, Charge, Summoning (Firefly)

EARTHEN
Name: The Earthen
Main Race: Dwarves

History: Whoever created the first Earthen is unknown. But since then, their number has multiplied year by year. All Earthen know how to carve rock to form new Earthen. Apart from multiplying, they have also colonised the underground, built grand cities, and perfected the art of war.

Culture: Though they look like humans, Earthen have no childhoods and do not know mirth. They dig and carve – all other activities – studying magic and beasts, smithing weapons, fighting wars – are all to ensure they can continue digging and carving.



Buildings
Rune Forge
Allows any Stonemason or Runecarver to pick one of several runes, giving extra abilities to units in their army. Runes can be changed freely here, but only one can be active at a time.
Monument of War
Allows creation of either Excavators, Riflemen or Mountainguards. The price of the creatures increases the more of them are created. The creatures can be rerolled once a week at a monetary cost.
Temple of War
Allows creation of either Berserkers, Maulers or Odin’s Son. The price of the creatures increases the more of them are created. The creatures can be rerolled once a week at a monetary cost.

Stonemasons
Stonemasons are dwarves who have carved more Earthen than any other, and then granted military control as reward for their labour.

Soul of the Earth - Whenever a dwarven unit dies, they leave behind a soul. Several souls combine into Rock Elementals that will continue the fight. Skill level increases amount of rock elementals and their chance of become permanent.


Brynjord / Knutten
Starting Units: 9x Carver, 16x Miner
Skill Tree:
I
Soul of the Earth
Swarming
II
Recalcitrance
Offense
Mastery (Miner / Carver)
Armorer
III
Bloodlust
Bloodwarping
Scouting
Legion
Plunder
IV
Tactics
Leadership
Destruction
Warding
Bodyguards
Recruitment

Gunvor / Kai
Starting Units: 1x Bear Cavalry, 13x Miner
Skill Tree:
I
Soul of the Earth
Estates
II
Dragonking
Demonology
Devour
Combat
III
Summoning
Learning
Destruction
Midas Touch
Recruitment
IV
Pyromancy
Swarming
Terramancy
Leadership
Plunder
Scouting

Torblok / Kemun
Starting Units: 11x Minewatch, 16x Miner
Skill Tree:
I
Soul of the Earth
Planning
II
Mastery (White Yeti / Cave Regent)
Healing
Warding
Archery
III
Royalty
Legion
Armorer
Oligarchy
Tactics
IV
Champion
Fortune
Diplomacy
Leadership
Plunder
Pyromancy

Runecarvers
Runecarvers are dwarves who have carved Earthen of such high quality that the boundary between rock, flesh, magic and life are crossed. They see beyond the distinction of life and death.

Grudge - Whenever a dwarven unit dies, they leave behind a soul. Over time and whenever the hero casts a spell, the souls become vengeful spirits that attack the enemy. Strength of spirits increases with skill level.


Treivia / Karlena
Starting Units: 6x Hoplite, 16x Miner
Skill Tree:
I
Grudge
Toxicology
II
Warding
Bloodlust
Creation
Necromancy
III
Regeneration
Terramancy
Recalcitrance
Summoning
Mysticism
IV
Hydromancy
Hex
Destruction
Devour
Elementalism
Swarming

Fregna / Oliva
Starting Units: 5x Runescribe, 14x Miner
Skill Tree:
I
Grudge
Potency
II
Learning
Hydromancy
Bodyguards
Fortune
III
Plunder
Regeneration
Warding
Archery
Mastery (Runescribe / Enchanter)
IV
Mysticism
Royalty
Elementalism
Wisdom
Summoning
Hex

Naviris / Pippra
Starting Units: 2x Antlered Elite, 8x Miner
Skill Tree:
I
Grudge
Bloodlust
II
Mastery (Anterlered Elite / Caribou Elite)
Creation
Summoning
Mysticism
III
Bodyguards
Bloodwarping
Elementalism
Pyromancy
Recalcitrance
IV
Swarming
Aeromancy
Tactics
Dizzy Tune
Destruction
Recruitment

Earthen Units
The Potency icon () indicates that the unit has magical attacks, and is affected by heroes with the 'Potency' skill.

Building (Tier)
Unit
Gold Cost
Resource Cost
Power
Health
Damage
Speed
Abilities
Deep Tunnels (1)
Miner
75
-
2
36
5
4
Sturdy, Taxpayer
+
Carver
100
-
2+
45
6
4
Sturdy, Taxpayer, Warding
Guardpost (2)
Minewatch
80
-
2
36
6
3
Ranged, Sturdy
+
Bearguard
110
-
2+
46
7
3
Ranged, Sturdy, Terror
Foundry (3)
Hoplite
150
-
3
47
10
5
Savage, Retaliation
+
Legionite
200
-
3+
52
11
5
Savage, Retaliation, Warding, Wide Attacks
+
Ice Engine
110
-
3
59
7
4
Sturdy, Slowing
+
Cryo Engine
150
-
3+
78
9
4
Sturdy, Slowing, Projectile Protection
Rune Altar (4)
Runescribe
120
1 ore
4
50
9
5
Ranged, Confusion, Healer
+
Enchanter
195
1 ore
4+
64
10
5
Ranged, Confusion, Healer, Resurrection
+
Rock Earthen
285
-
5
64
7
5
Slow, Immortal
+
Gold Earthen
385
-
5+
83
8
5
Slow, Immortal, Midas Touch
Shrine of the Beast (5)
Bear Cavalry
955
1 mercury
14
193
18
12
Knockback, Charge
+
Polar Cavalry
1360
1 mercury
16+
249
21
12
Knockback, Charge, Terror
+
Antlered Elite
580
1 sulphur
10
152
15
8
Blood Aura, Leech Life
+
Caribou Elite
855
1 sulphur
12+
172
16
8
Blood Aura, Leech Life, Retaliation, Wide Attacks
Abomination Hall (6)
White Yeti
1895
4 ore
28
327
21
8
Sturdy, Knockback, Leap
+
Cave Regent
2700
4 ore
30+
429
26
8
Sturdy, Knockback, Leap, Slowing

PILLAR
Name: Pillars of Has-Been
Main Race: Human

History: The Pillars were once an eccentric part of the empire of the Lost Continent, but are now all that remain. After the fall of the Lost Continent, they have lived in isolation, caring little for what goes on outside their borders.

Culture: The Pillars see themselves as the pinnacle of human culture. Art, architecture, philosophy, and living in accordance with nature and the traditions of the ancestors. They believe in vast pantheons of greater and lesser deities, many of them animals.



Buildings
Tea House
Supplies magical tea to heroes skilled in Union or Balance. This tea can be used once per week per hero, and comes in five types with five effects. Heroes can choose to use it before combat starts to gain a bonus. Which tea is available changes each week.
Pillars of Essence
Can summon units by spending rare resources – the creature summoned depends on what resources are spent.
Pagoda of Heavens
Gives 1 gem each day.

War Artists
Interest in warfare is rare within the Last Pillar. The few War Artists thus rule unimpeded. War Artists not only promise their soldiers protection, but guarantee it.

Union - Gives the hero +120 health per rank. Whenever a unit close to the hero is about to die, the hero will give that unit 20 of its health, and the unit will become immune for 3 seconds.


Lionin / Tianoen
Starting Units: 8x Disciple, 13x Fighter
Skill Tree:
I
Union
Mastery (Fighter / Disciple)
II
Combat
Legion
Learning
Royalty
III
Midas Touch
Hydromancy
Dragonking
Estates
Bodyguards
IV
Offense
Oligarchy
Potency
Champion
Recruitment
Planning

Raliniten / Teranilo
Starting Units: 8x Archer, 13x Fighter
Skill Tree:
I
Union
Planning
II
Warding
Archery
Bodyguards
Estates
III
Hydromancy
Oligarchy
Logistics
Wisdom
Royalty
IV
Legion
Bloodlust
Engineering
Scouting
Mysticism
Recruitment

Tono / Ranito
Starting Units: 6x Pan Da, 12x Fighter
Skill Tree:
I
Union
Mercurial
II
Estates
Midas Touch
Learning
Destruction
III
Recruitment
Oligarchy
Archery
Healing
Recalcitrance
IV
Planning
Royalty
Scouting
Fortune
Warding
Swarming

Sages
Sages in times of peace might not leave their hermitages for decades – but when push comes to shove, they will prove that knowledge is power.

Balance - Gives a special spell that costs 5 mana. Casting allows you to select an area on the battlefield. Whenever a unit within that area is about to die, it gains 10 health and will become immune for 5 seconds. Higher ranks create a larger area and can save more creatures.


Rea / Qonate
Starting Units: 2x Tea Knight, 12x Fighter
Skill Tree:
I
Balance
Armorer
II
Estates
Aeromancy
Leadership
Tactics
III
Planning
Regeneration
Bloodlust
Champion
Healing
IV
Royalty
Recruitment
Potency
Elementalism
Offense
Recalcitrance

Qi / Lopali
Starting Units: 8x Tricrow, 12x Fighter
Skill Tree:
I
Balance
Healing
II
Planning
Leadership
Mercurial
Aeromancy
III
Bodyguards
Swarming
Legion
Mastery (Tricrow / Bird of Fortune)
Creation
IV
Royalty
Recruitment
Logistics
Engineering
Regeneration
Champion

Teneralo / Qetera
Starting Units: 6x Fire Lancer, 14x Fighter
Skill Tree:
I
Balance
Fortune
II
Estates
Terramancy
Legion
Swarming
III
Royalty
Potency
Summoning
Leadership
Engineering
IV
Recruitment
Planning
Sorcery
Hex
Warding
Destruction

Pillar Units
The Potency icon () indicates that the unit has magical attacks, and is affected by heroes with the 'Potency' skill.

Building (Tier)
Unit
Gold Cost
Resource Cost
Power
Health
Damage
Speed
Abilities
Hall of People (1)
Fighter
90
-
2
39
6
5
Quick Strike
+
Disciple
120
-
2+
56
8
5
Quick Strike, First Aid
Shrine of Beasts (2)
Tricrow
130
-
3
46
7
10
Flying
+
Bird of Fortune
170
-
3+
67
9
10
Flying, Fortune
+
Pan Da
170
-
3
68
9
7
Knockback
+
Pan Za
235
-
3+
149
7
5
Knockback, Tank
Hall of Crafts (3)
Archer
120
-
3
41
7
4
Ranged, Long Ranged
+
Horn-bowyer
160
-
3+
60
10
4
Ranged, Long Ranged, Arrow Rain
+
Fire Lancer
150
-
3
44
8
4
Burning, Ranged, Short Ranged
+
Hand-cannoneer
200
-
3+
61
10
6
Burning, Ranged, Short Ranged, Knockback
Pillar of Balance (4)
Tea Knight
530
-
7
113
12
7
Regeneration
+
Balancer
720
-
8+
167
17
7
Regeneration, Resurrection
Pillar of Nobility (5)
Primal Monk
955
1 sulphur
14
125
12
12
Quick Strike, Lash
+
Divine Monk
1360
1 sulphur
16+
183
17
12
Quick Strike, Lash, Petrification
Pillar of Divinity (6)
Earth Tiger
1895
2 crystal
28
195
17
10
Warding, Leap, Lash
+
Tiger of War
2700
2 crystal
30+
298
23
10
Warding, Leap, Lash, Aura of Power
+
Spirit Serpent
1895
2 mercury
28
159
20
10
Caster (First Strike, Mirage, Chain Lightning, Elemental Air), Ethereal
+
Serpent of Gods
2700
2 mercury
30+
213
25
20
Caster (First Strike, Mirage, Chain Lightning, Elemental Air), Ethereal, Flying, Aura of Light

DELIRIUM
Name: Cult of Delirium
Main Race: Ex-Humans

History: The mainland civilisation lost touch with the western colony for some decades, and when contact was restored, things had changed tremendously. What was once benign ritual practices had turned into an all-encompassing cult.

Culture: The Delirious believe that the experienced world is not real, and only via dreams, madness and loss-of-self can the true way of things be glimpsed. The cult communes with timeless gods, which they believe to be only half-unreal.



Buildings
Idol of the Three
Allows you to create a pact with one of three deities, which will give a special unit during battle to your Delirium hero. Only one pact can be active at a time, even if you have several Delirium towns.
Forbidden Tome
Decreases the Defence of visiting heroes by -2, but increases their Knowledge by +1 for each spell they know.
Crystal of Tainting
Allows Delirium heroes visiting mines to taint the mines. Tainted mines produce Cultists once a week, as well as a small amount of gold each day.
Lost Tavern
Allows you to recruit avatars. Avatars form a connection to your Delirum hero, bringing them and their skills into any battle the avatar enters. The avatar comes with a small army and start at a price of 1000 gold, increasing for each existing avatar.

Mouth
...
...

Speaker - Gives the hero +60 health per rank. Attacks by the hero spread fear. Any feared enemy has a chance to attack nearby allies while fleeing. Higher ranks increase the spread of fear and the chance for feared enemies to attack allies.



Asce the Ruined / Jacob
Starting Units: 2x Shambler, 13x Cultist
Skill Tree:
I
Speaker
Archery
II
Combat
Dizzy Tune
Necromancy
Mastery (Shambler / Flayed)
III
Dragonking
Bloodwarping
Plunder
Elementalism
Champion
IV
Toxicology
Tactics
Diplomacy
Legion
Fortune
Potency


Dani the Free / Myriad
Starting Units: 4x Secretkeeper, 16x Cultist
Skill Tree:
I
Speaker
Offense
II
Plunder
Toxicology
Bloodlust
Pyromancy
III
Devour
Royalty
Healing
Engineering
Logistics
IV
Oligarchy
Combat
Tactics
Destruction
Demonology
Champion


Seb the Full / Rubio
Starting Units: 3x Hungerer, 15x Cultist
Skill Tree:
I
Speaker
Oligarchy
II
Fortune
Midas Touch
Combat
Wisdom
III
Leadership
Offense
Devour
Warding
Sorcery
IV
Bloodlust
Armorer
Dragonking
Champion
Destruction
Aeromancy

Eye
...
...

Watcher - Gives a special spell that costs 5 mana. The spell spreads madness among enemies, making them attack both friend and foe. Higher ranks increase the number of maddened enemies, and gives a chance for those affected to join your side.



Seth of Sleep / Rosen
Starting Units: 9x Fanatic, 16x Cultist
Skill Tree:
I
Watcher
Wisdom
II
Pyromancy
Mysticism
Regeneration
Learning
III
Hydromancy
Sorcery
Potency
Summoning
Devour
IV
Aeromancy
Terramancy
Dizzy Tune
Creation
Necromancy
Bodyguards


Lyo of Power / Brung
Starting Units: 9x Spiritist, 16x Cultist
Skill Tree:
I
Watcher
Elementalism
II
Regeneration
Hydromancy
Toxicology
Legion
III
Creation
Mysticism
Bodyguards
Bloodwarping
Archery
IV
Necromancy
Dizzy Tune
Tactics
Oligarchy
Warding
Fortune


Anth of Thorn / Fellen
Starting Units: 2x Dreamer, 13x Cultist
Skill Tree:
I
Watcher
Learning
II
Creation
Elementalism
Bloodwarping
Archery
III
Summoning
Terramancy
Potency
Scouting
Engineering
IV
Logistics
Plunder
Oligarchy
Champion
Destruction
Healing

Delirium Units
The Potency icon () indicates that the unit has magical attacks, and is affected by heroes with the 'Potency' skill.

Building (Tier)
Unit
Gold Cost
Resource Cost
Power
Health
Damage
Speed
Abilities
Ritual Circle (1)
Cultist
75
-
2
31
6
5
Venom
+
Spiritist
100
-
2+
32
7
4
Venom, Ranged
Circle of Warping (2)
Fanatic
105
-
2
48
7
5
Sacrifice
+
Possessed
140
-
2+
62
9
5
Sacrifice, Terror
+
Hand Servant
130
-
3
51
8
5
Evolve
+
Overseer
170
-
3+
55
8
5
Evolve, Lash
Monstrum (3)
Hungerer
240
1 cultist
5
108
11
5
Swallow, Slow
+
Feral
355
1 cultist
5+
140
13
5
Swallow, Slow, Terror, Knockback
+
Secretkeeper
140
1 cultist
4
71
9
13
Flying, Wail
+
Torchbearer
225
1 cultist
4+
92
11
13
Flying, Wail, Burning
Library (4)
Dreamer
370
2 cultists
8
98
13
5
Ranged, Summoning (Grey Boy)
+
Sopor
570
2 cultists
9+
127
16
5
Ranged, Summoning (Grey Boy), Versatile, Confusion
+
Shambler
370
2 cultists
8
98
13
5
Ranged, Astral, Versatile
+
Flayed
570
2 cultists
9+
127
16
5
Ranged, Astral, Versatile, Host (Grey Boy)
Abyss (5)
Allure
990
3 cultists
16
247
17
3
Slow, Host, Terror
+
Princess
1440
3 cultists
18+
410
11
3
Slow, Host, Terror, Tank, Lash
Rift (6)
Dark Nibbler
1895
4 cultists
28
228
19
20
Astral, Flying, Charge
+
Prince
2700
4 cultists
30+
298
23
20
Astral, Flying, Charge, Potent Soul

II. RARE HEROES
Mercenaries
Pierro
Starting Units: 5x War Clown
Skill Tree:
I
Bodyguards
Mastery (War Clown)
II
Combat
Leadership
Dizzy Tune
Pyromancy
III
Midas Touch
Scouting
Swarming
Destruction
Mysticism
IV
Hex
Healing
Tactics
Devour
Recalcitrance
Sorcery

Rachnida
Starting Units: 2x Arachnian
Skill Tree:
I
Bodyguards
Recalcitrance
II
Oligarchy
Mastery (Arachnian)
Dizzy Tune
Terramancy
III
Fortune
Archery
Devour
Combat
Regeneration
IV
Armorer
Plunder
Bloodlust
Bloodwarping
Warding
Potency

Toadington
Starting Units: 2x Pond Champion
Skill Tree:
I
Mastery (Pond Champion)
Hex
II
Armorer
Bodyguards
Planning
Learning
III
Engineering
Leadership
Oligarchy
Hydromancy
Regeneration
IV
Tactics
Diplomacy
Estates
Warding
Mysticism
Swarming

Zalgor
Starting Units: 1x Crawler
Skill Tree:
I
Devour
Blight Ritual
II
Bloodwarping
Bodyguards
Mastery (Crawler)
Swarming
III
Champion
Combat
Fortune
Legion
Leadership
IV
Oligarchy
Offense
Midas Touch
Tactics
Recalcitrance
Toxicology
Wanderers
Cethelon
Starting Units: 9x Onyx Rod
Skill Tree:
I
Blight Ritual
Mastery (Onyx Rod)
II
Hydromancy
Leadership
Legion
Elementalism
III
Wisdom
Regeneration
Armorer
Toxicology
Potency
IV
Mysticism
Sorcery
Creation
Warding
Offense
Hex

Etheral
Starting Units: 2x Arcanetation
Skill Tree:
I
Elementalism
Summoning
II
Sorcery
Mastery (Arcanetation)
Creation
Regeneration
III
Pyromancy
Hydromancy
Swarming
Aeromancy
Terramancy
IV
Dragonking
Mysticism
Potency
Learning
Warding
Recalcitrance

Oob
Starting Units: 7x Mercurial
Skill Tree:
I
Mercurial
Diplomacy
II
Wisdom
Mastery (Mercurial)
Bodyguards
Learning
III
Summoning
Scouting
Swarming
Creation
Healing
IV
Pyromancy
Logistics
Elementalism
Destruction
Legion
Warding

Tegan
Starting Units: 14x Lynx
Skill Tree:
I
Dizzy Tune
Regeneration
II
Mastery (Lynx)
Recruitment
Summoning
Wisdom
III
Swarming
Logistics
Sorcery
Mysticism
Learning
IV
Recalcitrance
Fortune
Creation
Hex
Warding
Diplomacy

III. NEUTRAL CREATURES
Elementals
Unit
Power
Health
Damage
Speed
Abilities
Aetherling
2
23
6
8
Ethereal, Empower
Arcanetation
14
139
17
6
Caster (Deathripple, Chain Lightning, Summon Worms, Frost Ring, Lightning Bolt, Disrupting Ray), Ranged, Teleswap, Petrification
Cyclone
5
51
10
13
Flying, Knockback, Ethereal
Molten Charrer
14
188
15
7
Sturdy, Knockback, Burning
Physique
24
254
18
7
Slow, Leap, Warding, Knockback, Lash
Rock Pummeler
5
113
11
6
Sturdy, Knockback
Sand Devil
5
43
8
13
Flying, Ethereal, Wide Attacks, Confusion
Spirited Fire
5
79
10
13
Flying, Burning, Explosion
Thunderer
14
134
16
10
Ranged, Blaster
Tundra Regent
14
153
18
6
Knockback, Versatile, Slowing, Ranged
Waveborn
5
56
11
3
Slow, Aquatic, Ethereal, Versatile, Ranged
Nature
Unit
Power
Health
Damage
Speed
Abilities
Bloodsucker
2
35
6
10
Flying, Leech Life
Boar
3
64
7
4
Sturdy, Charge, Knockback, Wide Attacks
Dragonworm
3
71
8
8
Slow, Leech Life, Flying
Flamebird
8
80
10
10
Flying, Burning, Rebirth
Grizzly
5
90
9
6
Sturdy, Wide Attacks, Taunt, Terror
Hatchling
5
72
9
13
Flying, Charge
Lynx
2
37
6
8
Leap, Quick Strike
Monokero
8
120
13
7
Charge, Warding, Fortune
Parrot
2
27
5
10
Flying, Retreat
Penguin
2
32
5
8
Slowing, Retreat
Prismatic
24
149
20
10
Charge, Warding, Ethereal, Fortune, Afterlife
Seamare
5
64
10
5
Aquatic, Ranged, Venom
Seastar
3
43
6
8
Aquatic, Charge, Wide Attacks
Sneagle
5
77
10
13
Flying, Thorns
Spinesaur
8
108
12
7
Charge, Thorns, Lash
Spooder
2
26
5
5
Leap, Slowing, Infest
Toadfrog
2
23
3
5
Knockback
Wildkind
3
54
8
5
Circle of Life, Warding
Yetiling
8
142
12
6
Sturdy, Knockback, Leap
Demons
Unit
Power
Health
Damage
Speed
Abilities
Ash Demon
5
62
8
7
Cinderspirit, Teleport, Wide Attacks, Knockback
Ashen Giant
18
210
15
7
Sturdy, Warding, Lash, Cinderspirit
Blightstinger
5
89
10
13
Flying, Venom, Slowing
Crawler
16
182
16
8
Leap, Knockback, Wide Attacks
Firefly
2
20
6
10
Flying, Burst
Firestinger
3
33
8
10
Flying, Projectile Protection, Savage, Charge, Knockback
Hellgoat
12
153
15
8
Charge, Knockback, Taunt, Cinderspirit
Infernal
14
181
17
8
Charge, Warding, Burning, Terror
Malavian
12
205
17
6
Slow, Critical Strike
Malcorvid
8
112
15
4
Ranged, Arrow Rain, Venom
Onyx Rod
3
66
8
4
Slow, Venom, Lash
War Clown
5
79
10
7
Imitation
Humanoids
Unit
Power
Health
Damage
Speed
Abilities
Arachnian
14
102
11
8
Wide Attacks, Infest, Charge
Berserker
5
75
14
7
Retaliation, Savage, Rage
Excavator
2
38
6
4
Knockback, Slow
Fireballer
5
70
11
8
Ranged, Versatile, Burning
Freshling
5
77
19
4
Ranged, Short Ranged, Blaster, Explosion, Wind Up
Hillkeeper
2
50
7
4
Slow
Homunculus
2
26
5
5
Mauler
8
114
12
7
Lash, Charge, Warding, Knockback
Mountainguard
3
60
8
4
Slow, Charge
Naga
3
54
11
8
Charge, Knockback, Savage, Warding
Odin's Son
14
163
16
8
Salt of the Earth, Charge, Healer
Pond Champion
8
193
8
5
Tank, Hex, Wide Attacks
Rifleman
3
46
8
4
Ranged, Knockback
Miscellaneous
Unit
Power
Health
Damage
Speed
Abilities
Bone Shooter
2
32
7
4
Ranged, Slowing
Boneliath
6
94
9
6
Sturdy, Taunt, Knockback, Lash
Carcass
4
55
11
10
Quick Strikes, Savage, Thorns
Child of Midas
5
88
11
7
Warding, Knockback, Midas Touch
Corruptor
12
144
13
7
Wide Attacks, Slow, Warding, Venom
Crystallius
8
124
11
6
Sturdy, Knockback, Lash
Deviant
8
144
15
7
Venom, Budding
Dragon Whelp
5
87
10
10
Flying, Burning, Impenetrable
Entombed
18
244
15
6
Sturdy, Petrification, Warding
Grell
2
47
7
5
Buffer, Empower, Astral
Grey Boy
3
31
7
5
Wail, Ethereal
Horror
28
201
21
8
Ranged, Blaster, Terror, Versatile, Summoning (Worm)
Mercurial
3
67
9
5
Mutation, Splitting
Mycell
3
41
6
5
Splitting
None
8
207
9
4
Impenetrable, Tank
Ocean Menace
5
70
9
13
Flying, Charge, Knockback, Blood Aura
Thorn Giant
8
190
8
5
Tank, Thorns
Wretched
3
41
6
8
Charge, Terror

Bosses
Unit
Power
Health
Damage
Speed
Abilities
Balaenoptera
60
415
23
7
Caster (Frost Ring, Ice Bolt, Elemental Water, Elemental Ice), Impenetrable, Knockback, Sturdy, Wide Attacks
Bergundie
34
251
20
7
Wide Attacks, Knockback, Budding
Black Dragon
100
838
45
22
Burning, Flying, Charge, Impenetrable, Quick Strikes, Warding
Blight Monstrum
30
240
19
8
Lash, Impenetrable, Venom, Terror
Cereberus
34
251
20
7
Impenetrable, Quick Strikes, Lash, Charge
Demise
65
582
31
8
Petrification, Impenetrable, Sturdy
Ethn'el
34
189
24
7
Displacement, Savage, Wide Attacks
Ghost Larva
60
520
26
4
Slow, Impenetrable, Leech Life, Terror, Summoning (Worm), Sturdy
Gold Drake
50
330
24
16
Burning, Flying, Charge
Great Hydra
65
517
29
6
Slow, Lash, Venom, Impenetrable
Idol
50
367
27
8
Resurrection, Impenetrable
Krnok
34
377
12
5
Tank, Lash, Empower
Red Dragon
80
646
38
20
Burning, Flying, Charge, Impenetrable, Quick Strikes
Soulstalker
34
274
22
7
Death Strike, Summoning (Zombie), Impenetrable
Unleashed Raffe
34
251
20
7
Knockback, Lash, Charge, Cinderspirit, Impenetrable
Wyvern
18
183
17
11
Flying, Charge, Venom

IV. HERO SKILLS
(Part 1 of 4)
Skill
Description
Aeromancy
Teaches your hero an Air spell (with strength according to rank) and increases the effect of Air spells by 65% per rank.
Aethermancy
The hero gains a special resource named Aether after every battle. This resource can be used with Aether Forge in town to create units, spells or other effects. Amount of Aether increases with skill level.
Alchemy
The hero gains Ore after every battle. Ore can be spent in the Aether Forge in town to create units, spells or other effects. Amount of Ore increases with skill level.
Archery
Gives ranged units in your army a chance to fire true-strike projectiles, which strike a 4x larger area and deal extra damage scaling to the size of the enemy, starting at 2x. Also increases their range of attack by 8 per rank. (Base chance is 4% per rank and higher for higher rank units)
Ardour
Gives the hero special abilities for use in battle. Strength and number of abilities increase with skill level.
Armorer
Increases health of units in your army by 6% per rank, and for each rank, gives a 50% chance for each unit to avoid damage from the first ranged attack.
Balance
Gives a special spell that costs 5 mana. Casting allows you to select an area on the battlefield. Whenever a unit within that area is about to die, it gains 10 health and will become immune for 5 seconds. Higher ranks create a larger area and can save more creatures.
Bane
The hero gains the Curse of Undeath, which is passed on to enemies through their attacks. Enemy units afflicted will turn into permanent undead units on death. Increases hero’s health by 60 and damage by 3 per rank, and teaches the hero charge. When the hero dies, a group of skeletons are summoned.
Blessing
Blesses all friendly units after casting a spell. This increases health, damage and speed temporarily by 25% per rank. Duration is also increased with higher ranks.
Blight Ritual
Transforms all units in the hero's army into Blighted Ones. Higher ranks increase the speed, attack and health of Blighted creatures by 5% per rank.
Bloodlust
Whenever creatures in the hero's army dies, the attack and speed of allied creatures is increased within a distance of 48. The base increase is 5% + 0.5% per power of the killed creature, multiplied by rank. Each trigger is 10% less powerful than the prior.
Bloodwarping
After combat, allows the hero to transform some of their basic creatures into elite creatures. Amount depends on number of enemies killed and especially amount of own units lost.
Bodyguards
Adds bodyguards to the hero's army during combat. Their power is based on the power difference between this hero's and the main hero's army (whichever of your heroes has the most powerful army). The bodyguards consists of various faction units. (Gives 50% of the power difference between this and the main hero's army, up to 200 power per rank)
Champion
Increases the health and damage of elite creatures in the hero's army (creatures with power 9+) by 20% for the first rank, and +10% for each later rank.
Colony Call
Calls in wild ants to attack the enemy from behind during battle. If any of the ants make the killing blow on an enemy, they join your army permanently. Type of ants depends on terrain, and number of ants increases with skill level.
Combat
Increases damage, health, speed and all other stats of the hero on the battlefield. (Damage is increased by +30% per rank. Health is increased by 100 per rank. Increases attack speed by 12.5% per rank. Increases hero size, knockback, weight and attack width by 1 per rank)
Conflux
Whenever the hero casts a spell, some elementals of the same element as the spell will be summoned and fight for you for a short time. Higher skill levels and spells that cost more mana give more elementals.
Creation
After combat, the hero will create some elemental creatures for their army. Amount depends on rank and the amount of mana spent during combat.
Demonology
After combat, allows the hero to sacrifice some of the experience gained to summon demonic reinforcements. Amount of units offered depends on rank and the size of the defeated army. Each rank also gives an experience point discount and allows summoning stronger units.
Destruction
Whenever creatures in hero's army die, they have a 15% chance per rank of casting a destructive spell which will deal damage to attackers.
Devour
Teaches your hero a special Devour ability that can be used once a day. Devour friendly creatures to give the hero a permanent boost to attack and defence. Higher ranks give more stats per unit.
Diplomacy
After combat, allows your hero to hire some of the defeated enemy units for gold. The amount of hired units depends on rank and the size of the enemy army. The cost per unit starts at 115% and decreases by 25% per rank.
Dizzy Tune
Teaches your hero a special Dizzy Tune ability that can be used once every two days. Confuses a large group of enemy creatures. Higher ranks increases the number of affected creatures.
Dragonking
Gives the hero dragonblood points based on the experience points they gain in battle - more per rank. Once 100 dragonblood points have been collected, it is exchanged for a Red Dragon.
(Part 2 of 4)
Skill
Description
Elementalism
Summons elementals throughout combat. Type depends on the current terrain, and number depends on skill rank, duration of combat and power of the elementals.
Engineering
Increases the speed of the Ballista and First Aid Tent by 50% per rank. The Ballista deals +50% damage per rank. The First Aid Tent can heal one more unit per activation per rank. Units have +5% chance to be saved by the First Aid Tent per rank.
Estates
Gives your hero 250 gold each day per rank.
Firegating
Gives the hero a special Firegating spell costing 0 mana with a 1 day cooldown. The spell teleports friendly units across the battlefield and creates an explosion. Size of portal and strength of explosion increase with skill level.
Firetrapping
Gives the hero a special Firetrapping spell. The spell teleports enemy units across the battlefield and weakens them. Size of portal and negative effects increase with skill level.
Fortune
Increases the luck of creatures in your army by +1. Luck gives a 4% per stat chance for each attack by your creatures to be luck strikes, dealing 3x damage in a 4x larger area and with great knock-back.
Grudge
Whenever a dwarven unit dies, they leave behind a soul. Over time and whenever the hero casts a spell, the souls become vengeful spirits that attack the enemy. Strength of spirits increases with skill level.
Healing
Heals dead units after winning a battle. Each rank will raise 20% of remaining casualties back into the hero's army, with diminishing returns.
Hex
Turns some enemy creatures into frogs at the start of combat. Chance is 15% per rank. When the frogs are killed, the original units come back.
Hunting
The hero is able to find the footsteps of hidden herds of beasts. When tracked down and defeated in combat, the hero will collect powerful trophies, most of which allow them to call beasts to aid them in battle.
Hydromancy
Teaches your hero a Water spell (with strength according to rank) and increases the effect of Water spells by 65% per rank.
Leadership
Increases morale of units in your army by +1. Morale gives your creatures a 1.5% chance per second per stat to enter high morale where they move twice as fast and attack twice as fast for 10 seconds.
Learning
Increases the rate at which your hero gains experience by 25% per rank.
Legion
Increases the health of all creatures by +5 and damage of all creatures by +1 (especially useful with basic creatures).
Lifespark
Whenever the hero casts a spell, the hero additionally heals nearby units and summons animals onto the battlefield. If the animals survive after combat, you keep them as Anima. Strength increases with skill level.
Logistics
Increases the distance your hero can travel each day by 5 tiles per rank.
Malediction
Whenever the hero casts a spell, the Curse of Undeath is granted to friendly or enemy units depending on the spell. Friendly units with Curse of Undeath pass it on through attacks. Enemy units afflicted will turn into permanent undead units on death.
Mastery
Recruits a specific unit for this hero's army over time (or the upgraded version of the unit if your hero already has any in their army), at an average rate per week per rank. The unit and upgraded unit gain +5% health and damage for each rank.
Mercurial
Spends 1 mercury each day (if possible) and creates Mercurial creatures for the hero's army. Creates 4 mercurials +2 for each additional rank from the same 1 mercury.
Midas Touch
When the hero attacks, they have a chance to turn enemies into golden statues, instantly killing them and adding gold to the hero's coffers. Chance increases for each rank, and is lowered for large enemies. The hero also gains +65 hp per rank.
Might
Gives the hero special abilities for use in battle. Strength and number of abilities increase with skill level.
Mysticism
Increases the effectiveness of all spells by 40% per rank.
Necromancy
After combat, allows the hero to spend mana on raising some of the defeated creatures as undead soldiers. Amount and quality of units offered depends on rank and the size of the defeated army. Each rank also lowers the mana cost per unit.
Offense
Increases attack speed of melee units by 6% per rank. As your units lose health, they gain extra damage and movement speed, up to 15% damage and 5% speed per rank.
Oligarchy
Increases the health and damage of all creatures by 25% for the first rank and +15% for each later rank, but decreases the amount of creatures that can be fielded on the battlefield at any one time by 30% for each rank.
Pheromones
Gives the hero a special Phermone Blast spell, which inflicts pheromones on enemies. Wild ants will appear and try to kill the affected units - if any of them make a killing blow, they join your army permanently. Type of ants depends on terrain, and number of ants increases with skill level.
(Part 3 of 4)
Skill
Description
Planning
Decreases the resource cost of constructing buildings in any of your towns by 20% per rank.
Plunder
Lets your hero loot gold after combat relative to the strength of the defeated enemy. Each rank increases gold gained linearly.
Potency
Increases the mana-cost and effectiveness of all spells by 50% for the first rank and +25% for each later rank. Increases health and damage of units using magical attacks in hero's army. By 8% for each rank. Units with magical attacks have the Potency icon shown in their tooltip.
Pyromancy
Teaches your hero a Fire spell (with strength according to rank) and increases the effect of Fire spells by 65% per rank.
Rallying
Gives rallying to all friendly units close to the hero, which increases health, damage and speed temporarily by 15% per rank.
Recalcitrance
Whenever creatures in the hero's army die, they have a 15% chance plus 10% per additional rank to leave a vengeful spirit which will continue fighting for them. The vengeful has 70% as much health and damage as they do, increased by 10% for each additional rank.
Recruitment
Increases the weekly growth of units in all your towns by 20% per rank.
Regeneration
Increases the rate of mana regeneration through knowledge by 15% per rank, and also regenerates 2 extra mana per rank per day.
Royalty
Decreases the resource cost of creating units in any of your towns by 20% per rank.
Scouting
After combat, hero gains up to +4 movement per rank (adjusted down when used frequently). Also allows your hero to see 2 tiles per rank further on the adventure map, and shows accurate numbers of units in hostile armies.
Shadowcasting
Gives the hero a special Shadowcasting ability, which summons temporary shadow-clones of enemies in the desired area of the battlefield, which fight for your side. Strength of shadows increases with skill level.
Shadowcloning
Gives the hero a special Shadowcloning ability, which summons temporary shadow-clones of the hero and nearby allies at a desired point on the battlefield. Number and strength of shadows increases with skill level.
Siren Song
Gives the hero a special Siren Song ability, which can be used in combat once every four days. Using it brings some enemy units close to your hero under your control. Value of units increases with skill level.
Sorcery
Decreases the cooldown of casting spells in combat by 35% per rank.
Soul of the Earth
Whenever a dwarven unit dies, they leave behind a soul. Several souls combine into Rock Elementals that will continue the fight. Skill level increases amount of rock elementals and their chance of become permanent.
(Part 4 of 4)
Skill
Description
Speaker
Gives the hero +60 health per rank. Attacks by the hero spread fear. Any feared enemy has a chance to attack nearby allies while fleeing. Higher ranks increase the spread of fear and the chance for feared enemies to attack allies.
Summoning
Teaches your hero a Summoning spell (with strength according to rank) and increases the effect of all Summoning spells by 25% per rank.
Swarming
Creates phantom duplicates of some of the creatures in the hero's army. Chance is 15% per rank for weak creatures, and is lower for more powerful creatures and slightly lower for ranged creatures.
Tactics
Increases amount of creatures the hero can place on the battlefield at the start, and the size of each wave of reinforcements, by 15% for the first rank and +10% for each later rank.
Taming
The hero is able to find the footsteps of hidden herds of beasts. When tracked down and defeated in combat, the hero is able to tame a large contingent of their army. Amount tamed increases with skill level.
Terramancy
Teaches your hero an Earth spell (with strength according to rank) and increases the effect of Earth spells by 65% per rank.
Toxicology
Makes poisonous blobs fall from the sky early in combat. Enemies hit will become poisoned, taking damage for the rest of combat.
Union
Gives the hero +120 health per rank. Whenever a unit close to the hero is about to die, the hero will give that unit 20 of its health, and the unit will become immune for 3 seconds.
Warding
Gives units a chance to ignore attacks by large enemy units, at around a rate of 5% per rank per power of the attacker. While fighting an enemy hero, their spellpower is reduced by 5 per rank.
Watcher
Gives a special spell that costs 5 mana. The spell spreads madness among enemies, making them attack both friend and foe. Higher ranks increase the number of maddened enemies, and gives a chance for those affected to join your side.
Wild Communion
Gives the hero a special Wild Call spell costing 0 mana with a 2 day cooldown. This spell summons animals onto the battlefield. If they survive after combat, you keep them as Anima. Strength increases with skill level.
Wisdom
Teaches your hero a new spell. Each time they level up, they have a 25% chance per rank to learn a new spell. Higher ranks teach more powerful spells.

V. UNIT ABILITIES
(Part 1 of 2)
Name
Description
Afterlife
When this creature dies, it summons Anima that will fight for you during battle and remain afterwards.
Aquatic
This creature is aquatic. If knocked off a boat, it will re-enter combat unscathed.
Arrow Rain
Has a chance to fire a rain of arrows, which strikes a larger area and thus damages more enemies.
Astral
This unit can be placed on either side of the battlefield.
Aura of Light
Periodically restores health to all nearby allies.
Aura of Power
Creatures close to this will have their health, attack and speed increased.
Blaster
The projectiles fired by this creature strike a large area and knock around friends and foes alike - though only enemies are damaged.
Blood Aura
When nearby friendly creatures die, this creature becomes larger, deals more damage and gets more health.
Bodyguards
At the start of battle, this creature summons two units.
Budding
When this creature takes damage, it has a chance to summon Homunculus.
Buffer
When the hero controlling these units casts a spell costing mana, each can refund 1 mana once per battle.
Burning
Enemies struck by this creature have a chance to be lit on fire. Burning creatures will take damage five times, and there's a chance that the fire will spread to their allies.
Burst
Attacks by exploding, dealing damage to all nearby enemies and dying in the process.
Caster
Able to cast spells. It will group together with other creatures of the same type to cast larger spells.
Charge
Charges into battle, dealing damage to all enemies it passes on its way.
Charm
Enemies struck by this creature that have low health may become charmed. Charmed creatures will join to fight for your side for the rest of the battle and will not return to their original owner.
Cinderspirit
When this creature dies, it summons a group of fireflies. Fireflies attack by exploding.
Circle of Life
When this creature dies, it has a chance to cast a supportive spell.
Confusion
Enemies struck by this creature have a chance to become confused. Confused creatures will wander around aimlessly for a few seconds before returning to normal.
Critical Strike
When this creature attacks, enemies take additional damage equal to one tenth of their maximum health.
Death Strike
Summons a Skeleton for every enemy struck by its attacks.
Displacement
Whenever this creature is hit by a melee attack, the attacker has a chance to be teleported away.
Empower
Increases the effective spellpower of the hero controlling these units by 1 spellpower for every 10 power worth of these creatures.
Ethereal
Able to avoid damage from some incoming attacks. Chance of this occuring is higher for creatures weaker than itself.
Evolve
When this unit is below 50% health, it changes forms, moving and attacking faster, and dealing more damage.
Explosion
When this creature dies, it explodes, damaging nearby enemies and knocking friends away.
Fire Shield
Whenever this creature is hit by a melee attack, the attacker is set on fire.
First Aid
Able to heal an ally once, restoring health equal to 2x this creature's attack.
Flying
Able to fly, moving faster and dodging whenever it can't attack. It is able to grab enemies close to death, then drop them great heights. It can also fly over walls.
Forest Crown
Carries ranged units in its branches, which can shoot at enemies independetly of the normal attacks.
Fortune
Has a much higher chance of having luck strikes. Luck strikes deal 3x damage, strike a larger area and have more knockback.
Grapple
Enemies struck by this creature's ranged attack will be pulled towards this creature.
Healer
Able to heal allies 5 times, each heal restoring health equal to 2x this creature's attack.
Heir
TBC
Hex
Turns enemy creatures at high health into frogs. As frogs, they are much weaker. When the frog dies, the original unit comes back.
Host
When this unit dies, it creates several other units.
Imitation
This creature turns into a copy of a nearby enemy. The same enemy unit cannot be imitated twice.
Immortal
When this creature would otherwise die, it goes into hibernation. It will wake up after 30 seconds or at the end of combat. Each time it goes into hibernation, the chance of surviving next time is halved.
Inert
Cannot be affected by poison, confusion, fear, petrification, charm or burning.
Infest
When this creature attacks, it has a chance to summon Spooder.
Insensate
When this unit would otherwise die, it enters a shadow state for 5 seconds in which it keeps fighting. It gains Leech Life during that period. Triggers once per battle.
Knockback
Deals extra knockback when it attacks.
Lash
Lashes out when it attacks, striking enemies in all directions around them.
Leap
Leaps into battle, dealing damage to all enemies where it lands. This can also be used to jump over walls or between ships.
Leech Life
When this creature deals damage, it will restore health to itself equal to one fourth of the damage dealt.
Long Ranged
This creature's ranged attacks can strike enemies further away than other ranged creatures would
Midas Touch
Enemies struck by this creature have a chance to be turned to gold, instantly dying. When this creature dies, it turns to gold. When combat is won, the victor collects gold off the golden corpses.
Mutation
When this creature enters combat, it mutates into one of several versions, each with different abilities.
Petrification
Enemies struck by this creature have a chance to become petrified. Petrified creatures will be unable to move or attack for a few seconds.
Potent Soul
When this unit dies, several corpses of nearby allied units are reanimated, permanently returning to your army.
Projectile Protection
This creature is shielded from the first three ranged attacks against it.
Protected
This creature is shielded from the first attack against it.
Quick Strikes
Able to attack more often.
Rage
When this unit takes damage, its damage and speed increases.
Ranged
Able to fire a projectile, damaging enemies at a distance. It deals half its normal damage in melee combat, and there is an area where units are too close for ranged attacks and too far for melee attacks.
Rebirth
The first time this creature dies, it will return to life after some seconds. It is reborn in an explosion of fire.
(Part 2 of 2)
Name
Description
Regeneration
Regenerates health over time. The more health regenerated, the slower the regeneration becomes.
Release
When this creature goes below half health, it has a chance to cast a spell.
Resurrection
Able to resurrect some friendly creatures that have died close to it. This works similarly to the First Aid tent.
Retaliation
Whenever this creature takes damage and survives, it will be able to attack again faster.
Retreat
When this creature would otherwise die, it instead starts fleeing combat. It will rejoin your army once combat is over.
Sacrifice
When several of these units die in combat, Thorn Giant will be summoned, permanently joining your army.
Salt of the Earth
When this creature dies, it summons some Rock Pummelers to fight in its stead.
Savage
Deals more damage and has less health.
Saviour
Can combine human Order corpses on the battlefield into permanent Survivors.
Shadowmancy
Periodically summons shadowclones of nearby enemies that will fight for you during battle.
Short Ranged
This creature's ranged attacks have a shorter range than other ranged creatures, but can also hit enemies closer to them.
Slow
Moves slowly across the battlefield.
Slowing
Enemies struck by this creature have a chance to become slowed. Slowed creatures will move very slowly for the rest of the battle.
Splitting
When this creature dies, it summons two of the same creature.
Sturdy
Difficult to knock back and has more health than normal.
Summoning
Periodically summons a few temporary creatures that will fight for you during battle.
Swallow
The first time this unit damages a unit with less than 5 power, it swallows that unit. If this unit dies, the swallowed unit will return to battle.
Tank
Has a lot of health and deals little damage.
Taunt
Attracts attention, and enemies are more likely to target it than other nearby allies.
Taxpayer
Each day, this creature pays 2 gold to its owner for each power it has.
Teleport
Will teleport around the battlefield from time to time.
Teleswap
Able to escape melee attackers either by switching place with a friendly melee unit or by swapping place with empty air.
Terror
Enemies struck by this creature have a chance to become terrified. Terrified creatures will run away from combat for a couple of seconds before returning to normal.
Thorns
Whenever this creature is hit by a melee attack, the attacker takes damage equal to half this creature's attack.
Venom
Enemies struck by this creature have a chance to become poisoned. Poisoned creatures will take damage for the rest of the battle. Stronger enemies take slightly more damage.
Versatile
Able to fight in melee without incurring the normal ranged unit penalty.
Wail
When this unit dies, nearby enemy units will become terrified, running away for a short time.
Warding
Has a chance to avoid damage from elite creatures and has a high chance of being unaffected by spells.
Wide Attacks
Deals damage in a larger area, and as such has a higher chance of striking several enemies.
Wind Up
Attacks less often than other creatures, but its attacks deal more damage.

VI. SPELLS
Water
Spell
Level
Mana Cost or Cooldown
Power (100%)
Description
Acid Splash
Minor
6
18 max damage
Deals damage to all enemies in a large radius and inflicts poison.
Bless
Minor
3
1100 unit value
Affects friendly units. Increases movement, attack speed, damage, power and health.
Gigantism
Minor
4
200 unit value
Affects friendly units. Makes them into giants.
Iceball
Minor
5
121 max damage
Deals damage to a single target and slows them.
Quicksand
Minor
5
1200 unit value
Affects enemy units. Decreases movement speed greatly.
Rain of Frogs
Minor
4
-
Select an area of the battlefield. Frogs will fall from the skies, attacking enemies.
Salt Spray
Minor
5
6 max damage
Deals damage to all enemies in a line cast from your hero. This spell deals 3x damage to summoned units and dispells magic.
Summon Worms
Minor
4
3 units summoned
Summons a group of Worms to temporarily fight for you.
Beam of Frost
Major
9
11 max damage
Deals damage to all enemies in a line cast from your hero. Cannot be used if your hero is dead.
Disrupting Ray
Major
10
2500 unit value
Affects enemy units. Decreases their health greatly.
Elemental Water
Major
11
3 units summoned
Summons a group of Water Elementals to temporarily fight for you.
Frog Torrent
Major
8
-
Select an area of the battlefield. Frogs will fall from the skies, attacking enemies.
Frost Ring
Major
11
35 max damage
Deals damage to all enemies in a large radius and slows them.
Ice Bolt
Major
9
45 max damage
Deals damage to several enemy units and slows them.
Army of Giants
Ultimate
17
1200 unit value
Affects friendly units. Makes them into giants.
Deathripple
Ultimate
13
43 max damage
Deals damage to all enemies in a large radius and inflicts poison.
Devour
Ultimate
1 day
-
Devours a group of friendly units. Doing so gives a temporary boost to all units in battle, and gives permanent attack and defence bonuses to the hero. Devouring permanent units gives the largest boost.
Elemental Ice
Ultimate
27
3 units summoned
Summons a group of Ice Elementals to temporarily fight for you.
Shield
Ultimate
13
5100 unit value
Affects friendly units. Increases health and sturdiness greatly.
Divine Vessel
Adventure
7 days
-
If your hero is next to a coastline, a boat is created there. If not, the spell will fail.
Mana Spring
Adventure
7 days
-
Converts all the hero's movement today into mana points.
Earth
Spell
Level
Mana Cost or Cooldown
Power (100%)
Description
Cure
Minor
6
36 health restored
Affects all friendly units. Heals wounds.
Curse
Minor
3
700 unit value
Affects enemy units. Decreases movement, attack speed, damage, power and health.
Fortune
Minor
3
1100 unit value
Affects friendly units. Increases luck, giving a higher chance of critical hits.
Salt Armor
Minor
5
1800 unit value
Affects friendly units. Increases their health by 10% and gives them warding (protection against spells).
Second Life
Minor
5
1200 unit value
Affects corpses, summoning ghosts of the dead units.
Slow
Minor
3
700 unit value
Affects enemy units. Decreases movement speed greatly.
Stoneskin
Minor
5
1800 unit value
Affects friendly units. Increases health and sturdiness, but decreases movement slightly.
Summon Goblins
Minor
4
4 units summoned
Summons a group of Goblins to temporarily fight for you.
Animate Dead
Major
7
1700 unit value
Affects corpses, turning some to undead to fight for you.
Bloodlust
Major
8
3000 unit value
Affects friendly units. Increases movement, attack speed, damage, power and health.
Corpse Explosion
Major
8
2000 unit value
Affects corpses, making them explode, dealing damage to any enemies close by.
Elemental Rock
Major
9
3 units summoned
Summons a group of Rock Elementals to temporarily fight for you.
Hex
Major
8
2000 unit value
Affects enemies, turning them into frogs. When a frog dies, the original unit is restored.
Precision
Major
10
3800 unit value
Affects friendly units. Increases ranged units' attack greatly.
Transform
Major
11
2800 unit value
Affects enemies, turning them into random units weaker than the original for the rest of the battle.
Evolve
Ultimate
17
7000 unit value
Affects friendly units, turning them into random units stronger than the original for the rest of the battle.
Hypnotize
Ultimate
19
5400 unit value
Affects enemy units, making them move aimlessly for a short time.
Meteor Shower
Ultimate
13
17 max damage
Deals damage to ALL units and inflicts confusion.
Summon Horrors
Ultimate
17
2 units summoned
Summons a group of Horrors to temporarily fight for you.
Earthen Guards
Adventure
7 days
-
Creates a stationary group of units that your enemies will have to fight to pass.
Riches
Adventure
7 days
-
Creates resources. Their type and amount depends on nearby mines.
Air
Spell
Level
Mana Cost or Cooldown
Power (100%)
Description
Air Shield
Minor
5
1800 unit value
Affects friendly units. Increases health.
Forcefield
Minor
3
1100 unit value
Affects friendly units. Increases health and sturdiness, but decreases movement slightly.
Haste
Minor
5
1800 unit value
Affects friendly units. Increases movement speed greatly and attack speed slightly.
Magic Arrow
Minor
3
74 max damage
Deals damage to a single target.
Mirage
Minor
4
1500 unit value
Affects friendly units. Creates copies of these units, but with less health and very little damage.
Rain of Arrows
Minor
6
-
Select an area of the battlefield. A rain of arrows will fall, damaging all units there.
Salt Shower
Minor
5
-
Select an area of the battlefield. A rain of salt will fall, dispelling mafical effects and dealing damage to summoned units in that area.
Summon Anima
Minor
6
5 units summoned
Summons a group of Anima to temporarily fight for you.
Deflect Missile
Major
8
3000 unit value
Affects friendly units. They take no damage from the next three ranged attacks.
Duplicate
Major
8
3000 unit value
Affects friendly units. Creates copies of these units, but with less health and damage.
Elemental Air
Major
14
4 units summoned
Summons a group of Air Elementals to temporarily fight for you.
Energy Blast
Major
9
28 max damage
Deals damage to all enemies in a large radius and inflicts confusion.
First Strike
Major
10
3800 unit value
Affects friendly units. Increases attack speed greatly.
Holy Light
Major
10
63 health restored
Affects all friendly units. Heals wounds.
Lightning Bolt
Major
11
70 max damage
Deals damage to all enemies in a small area and petrifies them.
Chain Lightning
Ultimate
19
108 max damage
Deals damage to several enemy units and petrifies them.
Destroy Undead
Ultimate
17
23 max damage
Affects all units. Deals damage to undead units.
Elemental Thunder
Ultimate
17
2 units summoned
Summons a group of Thunder Elementals to temporarily fight for you.
Resurrection
Ultimate
17
4700 unit value
Affects corpses, returning some to life to fight for you.
Siege Rain
Ultimate
14
-
Select an area of the battlefield. A rain of arrows will fall, damaging all units there.
Celerity
Adventure
7 days
-
Allows your hero to move 20 extra miles this day.
Hurricane
Adventure
7 days
-
Instantly teleports your hero to a random spot on the map.
Town Portal
Adventure
7 days
-
Instantly teleports your hero to an owned town of your choice. Cannot be used to teleport to a recently captured town.
Fire
Spell
Level
Mana Cost or Cooldown
Power (100%)
Description
Chaos
Minor
5
1200 unit value
Affects enemy units. Scatters them around the battlefield and makes them confused.
Fire Shield
Minor
4
1500 unit value
Affects friendly units. Increases health.
Fireball
Minor
4
24 max damage
Deals damage to all enemies in a small area and sets them on fire.
Salt Blast
Minor
4
5 max damage
Deals damage to ALL units. Deals 3x damage to summoned units and dispells magic.
Summon Imps
Minor
4
4 units summoned
Summons a group of Imps to temporarily fight for you.
Sunbeam
Minor
3
4 max damage
Deals damage to all enemies in a line cast from your hero. Cannot be used if your hero is dead.
Weakness
Minor
5
1200 unit value
Affects enemy units. Decreases their health greatly.
Blind
Major
8
2000 unit value
Affects enemy units, making them move aimlessly for a short time.
Comet Strikes
Major
7
-
Select an area of the battlefield. Comets will strike, damaging friend and foe alike.
Elemental Fire
Major
14
4 units summoned
Summons a group of Fire Elementals to temporarily fight for you.
Explosion
Major
11
70 max damage
Deals damage to all enemies in a small area and inflicts confusion.
Flame Strike
Major
8
39 max damage
Deals damage to several enemy units and sets them on fire.
Berserk
Ultimate
16
4400 unit value
Affects enemy units. Makes them attack friend and foe alike.
Comet Rain
Ultimate
14
-
Select an area of the battlefield. Comets will strike, damaging friend and foe alike.
Elemental Magma
Ultimate
24
3 units summoned
Summons a group of Magma Elementals to temporarily fight for you.
Elemental Mana
Ultimate
21
3 units summoned
Summons a group of Mana Elementals to temporarily fight for you.
Inferno
Ultimate
21
31 max damage
Deals damage to ALL units and sets them on fire.
Fireskip
Adventure
7 days
-
Allows your hero to teleport to a desired spot within 8 miles, regardless of barriers.
Rampaging Fire
Adventure
7 days
-
Creates an army of fire elementals under your control. This army cannot exchange units in any way.
Miscellaneous
Spell
Level
Mana Cost or Cooldown
Power (100%)
Description
Balance
Minor
1 day
-
Places a field of balance upon the battlefield. Friendly units about to die inside the field will have 20 health restored and become immune for 3 seconds. After a certain number of units have been saved, the field dissipates.
Bellow
Minor
1 day
-
Your hero shouts, sending a shockwave in a specified direction. Only works if your hero is alive.
Call of Champions
Minor
3 days
-
Your hero blesses several nearby Horde units to turn into their upgraded versions. Only works if your hero is alive.
Charge
Minor
1 day
-
Your hero charges in a specified direction. Only works if your hero is alive.
Dizzy Tune
Minor
2 days
-
Plays a tune that confuses enemies, making them unable to fight for a short time.
Firegating
Minor
1 day
-
Teleports a group of friendly units across the battlefield. They arrive in an explosion of fire.
Firetrapping
Minor
5
-
Teleports a group of enemy units across the battlefield. Units teleported are lit on fire - higher levels also confuse and reduce health. Short cooldown.
Freedom Call
Minor
3 days
-
Your hero shouts, triggering high morale for all nearby allies. Only works if your hero is alive.
Glare
Minor
5
-
Spreads mad terror among a group of enemies, making them attack both friend and foe. Higher ranks of the skill have a chance for the affected enemies to join your side.
Quake
Minor
2 days
-
Your hero makes the ground quake, scattering and confusing enemies. Only works if your hero is alive.
Shadowcasting
Minor
4
-
Causes a group of enemy units to be attacked by their own shadows.
Shadowcloning
Minor
1 day
-
Creates shadowy clones of your hero and nearby allies and sends them to the selected spot. Only works if your hero is alive.
Siren Song
Minor
4 days
-
Takes control of some enemy units close to your hero. They permanently join your army. Only works if your hero is alive.
Wild Call
Major
2 days
-
Calls a group of animals to aid you in this battle. If they survive, they join your army as Anima.
Afterlife
Ultimate
7 days
-
Imbues all friendly units with the power of nature, making them summon Anima to fight for you when they die. Permanent units summon permanent anima.
Conflagration
Ultimate
7 days
-
Sets all enemies on fire and makes a lot of them panic.
Conflux
Ultimate
7 days
-
Creates a bridge to the elemental realm, periodically summoning elementals to fight for you for the rest of the battle.
Magic Essence
Ultimate
7 days
-
Gives your hero +20 spellpower this battle.

8 Comments
Majber 15 Jan @ 11:40am 
please update to newest version
Mainen 9 Apr, 2024 @ 7:05pm 
I can't seem to find anything that explains what exactly making units into giants does 🤔
TrueWOPR 22 Aug, 2023 @ 1:12pm 
I want to like your guide because, for some reason, the game caps out my CPU when checking the in-game lexicon. But I own it on GOG instead. So have a comment.
triestar1 26 Apr, 2023 @ 5:15pm 
How to get the fastest way all spells for the 95% spells achievement?
Does the ai count, with the spells too?
Killian 21 Jun, 2022 @ 11:39am 
Hey, cool guide, but I´d like to ask if anybody knows how to get "Resurrection" spell..... I just can´t find it :(
Imaginary Llamas  [author] 18 May, 2022 @ 10:58am 
At the bottom of the hero select screen there's a <|> button which switches between the different avatars.
Clefable 17 May, 2022 @ 10:07pm 
how do you get the second set of hero avatars (like teddy)?
b621204 4 May, 2022 @ 10:40pm 
This is awesome thank you!