
|  | |
Non-Aligned Troops
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Halfling 40 Gold 4 2 4 1 - 3 24 Ground Slow (5 hexes/turn) Halflings Receive +1 Luck.
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Peasant 10 Gold 1 1 1 1 0 Ground Very Slow (3 hexes/turn)
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Boar 150 Gold 6 5 15 2 - 3 0 Ground Swift (6 hexes/turn)
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Rogue 100 Gold 8 3 10 2 - 4 0 Ground Swift (6 hexes/turn) If any Rogues are in your army, it has the same effect as the Visions spell at basic level.
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Mummy 300 Gold 7 7 30 3 - 5 0 Ground Slow (5 hexes/turn) Mummies are undead (immune to mind spells, and curse, and are always at neutral morale). When it becomes the Mummy's turn, the top unit of the stack regains full health.
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Nomad 200 Gold 9 8 30 2 - 6 0 Ground Extra Swift (7 hexes/turn) If your hero has any Nomads in its army, then movement speed over sand is greatly increased.
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Diamond Golem 750 Gold 13 12 60 10 - 14 0 Ground Slow (5 hexes/turn) Immune to mind affecting spells. Diamond Golems receive only 5% damage from spells.
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Gold Golem 500 Gold 11 12 50 8 - 10 0 Ground Slow (5 hexes/turn) Immune to mind affecting spells. Gold Golems receive only 15% damage from spells.
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Sharpshooter 400 Gold 12 10 15 8 - 10 32 Ground Ultra Swift (9 hexes/turn) the Sharpshooter's ranged attack can deal full damage to targets behind a castle wall. Does not receive the half damage range penalty.
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Troll 500 Gold 14 7 40 10 - 15 0 Ground Extra Swift (7 hexes/turn) When it becomes the Troll's turn, the top unit of the stack regains full health.
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Enchanter 750 Gold 17 12 30 14 32 Ground Ultra Swift (9 hexes/turn) At the beginning of each combat round, Enchanters may cast a spell on all allied or all enemy troops.
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Azure Dragon 30000 Gold 50 50 1000 70 - 80 0 Flying Ultra Fast (19 hexes/turn) Fear Attack.
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Crystal Dragon 20000 Gold 40 40 800 60 - 75 0 Ground Fast (16 hexes/turn)
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Faerie Dragon 10000 Gold 20 20 500 20 - 30 0 Flying Super Quick (15 hexes/turn) Once per turn, Faerie Dragons may cast a random spell. The spell power is equal to 2 * the number of Faerie Dragons. Faerie Dragons have a permanent magic mirror cast on them.
|
Name Cost Attack Defense Health Damage Shots Movement Speed Special
| Rust Dragon 15000 Gold 30 30 750 50 0 Flying Extra Fast (17 hexes/turn) Acid Spit.
|
|
|