Might & Magic Heroes VII

Might & Magic Heroes VII

75 ratings
Creature Stat's
By zenbrak
For now simply stat's on the creatures of Might & Magic 7. Later will add heroes and building stat's and descriptions as well.
   
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Disclaimer:
None of the images in this will be or are of my work, all are from in game. Also this is a work in progress and will be updated regularly until finished.
Academy
Gargoyle
Core
HP: 17
Damage: 1-2
Attack: 3 Physical
Attack Range: (nill) melee fighter
Defence: 6
Movement: 4 flying
Morale:0
Luck: 5
Initiative: 11

Magic Immunity (cannot be targeted by negative spells. All magic damage from enemies is halved.)

Construct (Immune to poison, blind, mind effects, and morale. Cannot be healed or resurrected)

Obsidian Gargoyle
Core
HP: 19
Damage: 2-2
Attack: 3
Attack Range: (nil) melee fighter
Defence: 6
Movement: 5 flying
Morale: 0
Luck: 5
Initiative: 13
Magic Immunity (cannot be targeted by negative spells. All magic damage from enemies is halved.)

Construct (Immune to poison, blind, mind effects, and morale. Cannot be healed or resurrected)
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Cabir
Core
HP:12
Damage: 2-3
Attack: 2
Attack Range: Half
Defence: 2
Movement: 4 walk
Morale: 0
Luck: 5
Initiative:14
Immune to Fire (cannot be targeted by negative fire spells or effects.)

Vulnerable to Water (+25% water damage.)

Cabir Master
Core
HP: 14
Damage: 3-4
Attack: 2
Attack Range: Half
Defence: 4
Movement: 4 walk
Morale: 0
Luck: 5
Initiative:16
Immune to Fire (cannot be targeted by negative fire spells or effects.)

Soldering Hands 9repair friendly construct 5 health.)

Vulnerable to Water (+25% water damage.)
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Golem
Core
HP: 30
Damage: 5-7
Attack: 3
Attack Range: (nill) melee fighter
Defence: 6
Movement: 4 walk
Morale: 0
Luck: 5
Initiative:12
Unfettered (Immune to movement reduction)

Construct (Immune to poison, blind, mind effects, and morale. Cannot be healed or resurrected)

Sandstone Golem
Core
HP: 37
Damage: 6-8
Attack: 3
Attack Range: (nill) melee fighter
Defence: 9
Movement: 5 walk
Morale:0
Luck: 5
Initiative: 14
Unfettered (Immune to movement reduction)

Construct (Immune to poison, blind, mind effects, and morale. Cannot be healed or resurrected)
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Djinn
Elite
HP: 60
Damage: 10-14
Attack: 5
Attack Range:(nill) melee fighter
Defence: 7
Movement: 5 flying
Morale: 0
Luck: 15
Initiative: 31
Mana Drain (each creature killed restures 1 Mana for the hero)

Immune to prime (cannot be targeted by negative prime spells)

Djinn Channeler
Elite
HP: 75
Damage: 10-14
Attack: 5
Attack Range:( nill) melee fighter
Defence: 7
Movement: 6 flying
Morale: 0
Luck: 15
Initiative: 35
Magic Touch (hit's cause random negative magic effect)

Mana Drain (each creature killed restures 1 Mana for the hero)

Immune to prime (cannot be targeted by negative prime spells)
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Apprentice
Elite
HP: 43
Damage:9-12
Attack: 10
Attack Range: Half
Defence: 8
Movement: 3 walk
Morale: 5
Luck: 0
Initiative: 13
Piercing Shot (shoots all units in a line)

Disciple
Elite
HP: 50
Damage: 9-13
Attack: 12
Attack Range: Full
Defence: 10
Movement: 3 walk
Morale: 5
Luck: 0
Initiative: 16
Nova (deals 9-13 prime damageto all units in target 3x3 area. unusable while in melee)

Piercing Shot (shoots all units in a line)
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Rakshasa
Elite
HP: 130
Damage: 21-27
Attack: 14
Attack Range: (nill) melee fighter
Defence: 14
Movement: 4 walk
Morale:5
Luck: 0
Initiative: 22
No Retaliation (enemies cannot retaliate)

Rakshasa Raja
Elite
HP: 150
Damage: 23-29
Attack: 14
Attack Range: (nill) melee fighter
Defence: 14
Movement: 5 walk
Morale: 5
Luck: 0
Initiative: 29
No Retaliation (enemies cannot retaliate)

Sweep (hits all neighboring enemy units in an angle round target unit.)
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Colossus
Champion
HP: 420
Damage: 69-92
Attack: 20
Attack Range:(nill) melee fighter
Defence: 25
Movement: 4 walk
Morale: 0
Luck: 5
Initiative:16
Construct (Immune to poison, blind, mind effects, and morale. Cannot be healed or resurrected)

Magic Absorption (all magic damage recieved from spells adds prime damage to the next hit.)

Titan
Champion
HP: 420
Damage: 69-92
Attack: 20
Attack Range:Full
Defence: 25
Movement: 4 walk
Morale: 0
Luck: 5
Initiative:17
Construct (Immune to poison, blind, mind effects, and morale. Cannot be healed or resurrected)

Magic Absorption (all magic damage recieved from spells adds prime damage to the next hit.)
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Arcane Eagle
Champion
HP: 400
Damage: 44-66
Attack: 19
Attack Range: (nill) melee fighter
Defence: 19
Movement: 7 fly
Morale: 0
Luck: 5
Initiative: 36
Arcane Wings (all neighbouring enemy creaturs suffer random magic effect at the end of turn)

Simurgh
Champion
HP: 440
Damage: 55-77
Attack: 22
Attack Range: (Nill) melee fighter
Defence: 22
Movement: 8 fly
Morale: 5
Luck: 5
Initiative: 39
Arcane Wings (all neighbouring enemy creaturs suffer random magic effect at the end of turn)

Magic Catalyst (Neighbouring enemy creatures recieve 50% more damags from spells)
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Healing Tent
Support
HP: 300
Damage:30-30
Attack: 0
Attack Range: Full (attacks any creature on the map without range penalty)
Defence: 5
Movement:0
Morale: 0
Luck: 0
Initiative: 8
Heal (heals friendly creatures for 30 health)
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Small Pyramid
Attack Warfare
HP: 500
Damage: 16-24
Attack: 5
Attack Range: Full (attacks any creature on the map without range penalty)
Defence: 5
Movement: 0
Morale: 0
Luck: 0
Initiative: 15
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Great Pyramid
Siege Warfare
HP: 3,000
Damage: 70-100
Attack: 0
Attack Range: Full (attack's walls)
Defence: 10
Movement: 0
Morale: 0
Luck: 0
Initiative:100
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Dungeon
Stalker
Core
HP: 12
Damage: 1-2
Attack: 4
Attack Range: Half
Defence: 0
Movement: 5 walk
Morale: 0
Luck: 5
Initiative:18

Tracker
Core
HP: 14
Damage: 1-2
Attack: 4
Attack Range: Half
Defence: 1
Movement: 5 walk
Morale: 0
Luck: 5
Initiative:20
Armour Piercing (ranged attacks ignore defence)
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Assassin
Core
HP: 10
Damage: 2-3
Attack: 3
Attack Range: (nill) melee fighter
Defence: 1
Movement: 5 walk
Morale: 0
Luck: 5
Initiative:24
Backstab (flank damage bonus increased 50%)

Shade
Core
HP: 11
Damage: 2-3
Attack: 3
Attack Range: (nill) melee fighter
Defence: 1
Movement: 5 walk
Morale: 0
Luck: 5
Initiative:28
Poisoned Blades (Hits cause additional 2 dark damage/shade at the start of enemy turn for 3 turns)

Backstab (flank damage bonus increased 50%)
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Troglodyte
Core
HP: 25
Damage: 3-5
Attack: 3
Attack Range: (nill) melee fighter
Defence: 4
Movement: 5 teleport
Morale: 0
Luck: 5
Initiative:17
Immune to earth (cannot be targeted by negative earth spells/effects)

Blind (naturaly blind and immune to blind effects)

Chthonian
Core
HP: 35
Damage: 4-5
Attack: 6
Attack Range: (nill) melee fighter
Defence: 4
Movement: 5 teleport
Morale: 0
Luck: 5
Initiative:25
Immune to earth (cannot be targeted by negative earth spells/effects)

Blind (naturaly blind and immune to blind effects)
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Medusa
Elite
HP: 34
Damage: 6-9
Attack: 4
Attack Range: Half
Defence: 2
Movement: 4 walk
Morale: 0
Luck: 10
Initiative: 28
Mesmerize (Crit hit creatures incapacitated until end of their next turn or damaged)

Medusa Sorceress
Elite
HP: 39
Damage: 7-10
Attack: 6
Attack Range: Half
Defence: 3
Movement: 5 walk
Morale: 0
Luck: 10
Initiative: 33
Mobile Shooter (can shoot & move in same turn)

Mesmerize (Crit hit creatures incapacitated until end of their next turn or damaged)
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Strider
Elite
HP: 50
Damage: 12-16
Attack: 9
Attack Range: (nill) melee fighter
Defence: 8
Movement: 5 walk
Morale: 0
Luck: 0
Initiative: 27
Construct (immune to poison, blind, mind and morale effects. Cannot be healed or resurrected)

Immune to Dark (cannot ne targeted by negative dark spells or effects)

Soulless
Elite
HP: 60
Damage: 12-16
Attack: 11
Attack Range: (nill) melee fighter
Defence: 8
Movement: 6 walk
Morale: 0
Luck: 0
Initiative: 32
Construct (immune to poison, blind, mind and morale effects. Cannot be healed or resurrected)

Heart of Darkness (Resistant to light and vulnerable to darkness, Neighbouring friendly creatures share this.)

Immune to Dark (cannot ne targeted by negative dark spells or effects)
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Minotaur
Elite
HP: 140
Damage: 20-29
Attack: 17
Attack Range: (nill) melee fighter
Defence: 10
Movement: 4 walk
Morale: 0
Luck: 0
Initiative: 21
Preemptive Strike (retaliates before its hit)

Minotaur Guard
Elite
HP: 160
Damage: 20-29
Attack: 17
Attack Range: (nill) melee fighter
Defence: 13
Movement: 5 walk
Morale: 0
Luck: 0
Initiative:24
No Retaliation (no retaliations when attacking)

Preemptive Strike (retaliates before its hit)
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Shadow Dragon
Champion
HP: 400
Damage: 42-53
Attack: 20
Attack Range: (nill) melee fighter
Defence: 20
Movement: 5 fly
Morale: 0
Luck: 0
Initiative: 28
Immune to Dark (cannot ne targeted by negative dark spells or effects)

Withering Breath (cone breath of dark magic. half damage inflicted next turn and 1/4 damage the next turn.)

Black Dragon
Champion
HP: 420
Damage: 46-61
Attack: 22
Attack Range: (nill) melee fighter
Defence: 22
Movement: 6 fly
Morale: 0
Luck: 0
Initiative: 29
Magic Immunity (cannot be the target of negative spells or efects)

Withering Breath (cone breath of dark magic. half damage inflicted next turn and 1/4 damage the next turn.)
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Cave Hydra
Champion
HP: 400
Damage: 58-73
Attack: 21
Attack Range: (nill) melee fighter
Defence: 21
Movement: 5 walk
Morale: 0
Luck: 0
Initiative: 25
Six-Headed (Hits all neighbouring enemy unitsin wide angle around target unit)

Dark Hydra
Champion
HP: 450
Damage: 58-79
Attack: 21
Attack Range: (nill) melee fighter
Defence: 21
Movement: 5 walk
Morale: 0
Luck: 0
Initiative:25
Life Drain (hits restore health equal to half dealt damage)

Six-Headed (Hits all neighbouring enemy unitsin wide angle around target unit)
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Cave Wyvern
Siege unit
HP: 3,000
Damage: 70-110
Attack: 0
Attack Range: Full
Defence: 10
Movement: 0
Morale: 0
Luck: 0
Initiative:100
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Shadow Lurker
Attack Unit
HP: 250
Damage: 14-22
Attack: 10
Attack Range: Full
Defence: 5
Movement: 0
Morale: 0
Luck: 0
Initiative:25
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Faceless
Support Unit
HP: 300
Damage: 0-0
Attack: 0
Attack Range: Full
Defence: 5
Movement: 0
Morale: 0
Luck: 0
Initiative:35
Death Cloak (Wraps friendly creature in a Death Cloak. Next melee atack against creature deals 30 dark to attacker. Perfect warfare: Death cloak explodes at the end of combat round)
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Haven
Sentinel
Core
HP: 14
Damage: 1-2
Attack: 2
Attack Range: (nill) melee fighter
Defence: 8
Movement: 5 walk
Morale: 15
Luck: 0
Initiative: 17

Legionnaire
Core
HP: 17
Damage: 1-2
Attack: 5
Attack Range: (nill) melee fighter
Defence: 8
Movement: 5 walk
Morale: 15
Luck: 0
Initiative: 19
Shielding (takes 25% damage from melee/ranged hits against friendly creatures)
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Crossbowman
Core
HP: 11
Damage: 1-2
Attack: 1
Attack Range: Half
Defence: 2
Movement: 3 Walk
Morale: 10
Luck: 0
Initiative: 11

Marksman
Core
HP: 12
Damage: 2-3
Attack: 1
Attack Range: Full
Defence: 2
Movement: 3 walk
Morale: 10
Luck: 0
Initiative: 12
Piercing Shot (hits all units in a line)
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Dire Wolf
Core
HP: 21
Damage: 3-6
Attack: 4
Attack Range: (nill) melee fighter
Defence: 2
Movement: 5 walk
Morale: 15
Luck: 0
Initiative: 27
Unlimited Retaliations (always retaliates if possible)

Silverback
Core
HP: 25
Damage: 4-6
Attack: 4
Attack Range: (nill) melee fighter
Defence: 2
Movement: 6 walk
Morale: 15
Luck: 0
Initiative: 32
Feral Charge (1/combat attack target without being limited in movement range or retaliation at +5 attack but defence is 0 until next turn)

Unlimited Retaliations (always retaliates if possible)
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Chaplain
Elite
HP: 28
Damage: 6-9
Attack: 6
Attack Range: Half
Defence: 9
Movement: 4 walk
Morale: 15
Luck: 0
Initiative: 15
Aura of cleansing (this and neighbouring creatures have +4 defence and lose random magic effec each turn)

Abbot
Elite
HP: 35
Damage: 7-11
Attack: 6
Attack Range: Half
Defence: 13
Movement: 4 walk
Morale: 15
Luck: 0
Initiative: 18
Aura of cleansing (this and neighbouring creatures have +4 defence and lose random magic effec each turn)

Ranged Retaliation (can retaliate ranfed attacks if not in melee)
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Guardian
Elite
HP: 44
Damage: 7-12
Attack: 9
Attack Range: (nill) melee fighter
Defence: 9
Movement: 4 walk
Morale: 10
Luck: 0
Initiative: 24
Opportunity Retaliation (free retaliation when neighbouring enemy attacks friendly creature)

Justicar
Elite
HP: 44
Damage: 7-12
Attack: 9
Attack Range: (nill) melee fighter
Defence: 9
Movement: 5 walk
Morale: 10
Luck: 0
Initiative: 28
Cleave (this creature always hits twice. enemys retaliate after first hit

Opportunity Retaliation (free retaliation when neighbouring enemy attacks friendly creature)
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Cavalier
Elite
HP: 105
Damage: 18-23
Attack: 10
Attack Range: (nill) melee fighter
Defence: 12
Movement: 6 walk
Morale: 10
Luck: 0
Initiative: 26
Charge (+2 attack per tile crossed before attack)

Cuirassier
Elite
HP: 115
Damage: 20-25
Attack: 10
Attack Range: (nill) melee fighter
Defence: 14
Movement: 7 walk
Morale: 10
Luck: 10
Initiative: 30
Bash (crit's cannot be retaliated and make enemy's incapacitated until the end of next turn)

Charge (+2 attack per tile crossed before attack)
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Landsknecht
Champion
HP: 390
Damage: 60-69
Attack: 25
Attack Range: (nill) melee fighter
Defence: 23
Movement: 5 walk
Morale: 20
Luck: 0
Initiative: 15
Indomitable (immune to negative mind effects, morale decrease, and mesmerize. Ignores face of fear wehn being attacked.)

Swordmaster
Champion
HP: 450
Damage: 69-81
Attack: 28
Attack Range: (nill) melee fighter
Defence: 26
Movement: 5 walk
Morale: 20
Luck: 0
Initiative: 19
Indomitable (immune to negative mind effects, morale decrease, and mesmerize. Ignores face of fear wehn being attacked.)

Sweep (hits all neighbouring enemy units in an angle around target)
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Seraph
Champion
HP: 450
Damage: 55-55
Attack: 20
Attack Range: (nill) melee
Defence: 24
Movement: 6 fly
Morale: 10
Luck: 0
Initiative: 21
Aura of Purity (this and neighbouring friendly's cannot recieve negative magic effects)

Celestial
Champion
HP: 480
Damage: 68-68
Attack: 20
Attack Range: (nill) melee fighter
Defence: 28
Movement: 7 fly
Morale: 20
Luck: 0
Initiative: 23
Resurrection (heals and resurrects friendly creature with 50 health)

Aura of Purity (this and neighbouring friendly's cannot recieve negative magic effects)
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Catapult
Siege
HP: 3,900
Damage: 75-115
Attack: 0
Attack Range: Full (walls)
Defence: 12
Movement: 0
Morale: 0
Luck: 0
Initiative: 100
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Haven Ballista
Attack
HP: 250
Damage: 16-24
Attack: 5
Attack Range: Full
Defence: 10
Movement: 0
Morale: 0
Luck: 0
Initiative: 19
_______________________________________________________________________________
Healing Sister
Support
HP: 300
Damage: 30-30
Attack: 0
Attack Range: Full
Defence: 5
Movement: 0
Morale: 0
Luck: 0
Initiative: 11
Heal (heals friendly for 30 health. Perfect Warfare: healing sister also resurrects fallen creatures)
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Necropolis
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Undead: ALL creatures in this listing are undead and are not alive. They have no morale, cannot be healed or resurrected. They are immune to poison, mind effects and fear. They suffer 25% more light damage and are immine to positive light spells and effects. Spitting Spider and Namtaru do not have this quality.
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Skeleton
Core
HP: 13
Damage: 2-2
Attack: 1
Attack Range: (nill) melee fighter
Defence: 0
Movement: 4 walk
Luck: 5
Initiative: 15

Skeleton Hoplite
Core
HP: 13
Damage: 2-4
Attack: 2
Attack Range: (nill) melee fighter
Defence: 4
Movement: 4 walk
Luck: 5
Initiative: 16
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Ghost
Core
HP: 15
Damage: 2-3
Attack: 3
Attack Range: (nill) melee fighter
Defence: 3
Movement: 4 fly
Luck: 5
Initiative: 22

Banshee
Core
HP: 15
Damage: 2-4
Attack: 3
Attack Range: (nill) melee fighter
Defence: 5
Movement: 6 fly
Luck: 5
Initiative: 28
Vigilance (cannot be flanked)
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Ebon Spider
Core
HP: 28
Damage: 3-5
Attack: 4
Attack Range: (nill) melee fighter
Defence: 4
Movement: 5 walk
Luck: 5
Initiative: 22

Death Spider
Core
HP: 28
Damage: 3-5
Attack: 4
Attack Range: (nill) melee fighter
Defence: 4
Movement: 5 walk
Luck: 5
Initiative: 28
Withering Venom (hits cause 4 dark/spider each turn for 3 turns increased per spider/turn)
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Lich
Elite
HP: 36
Damage: 8-11
Attack: 7
Attack Range: Half
Defence: 7
Movement: 3 walk
Luck: 5
Initiative: 14

Archlich
Elite
HP: 41
Damage: 9-12
Attack: 7
Attack Range: Full
Defence: 8
Movement: 3 walk
Luck: 5
Initiative: 16
Hex of Disruption (range attack reduces defence of target and surrounding enemys by 10 for 2 turns)
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Lamasu
Elite
HP: 48
Damage: 9-11
Attack: 8
Attack Range: (nill) melee fighter
Defence: 9
Movement: 5 fly
Luck: 5
Initiative: 14

Plague Lamasu
Elite
HP: 53
Damage: 9-11
Attack: 8
Attack Range: (nill) melee fighter
Defence: 9
Movement: 5 fly
Luck: 5
Initiative: 18
Aura of Pestilence (neighbouring living creatures get 10 earth poison damage at the start of their turn and -5 attack, -1 move for 2 turns)
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Vampire
Elite
HP: 95
Damage: 15-23
Attack: 11
Attack Range: (nill) melee fighter
Defence: 14
Movement: 5 teleport
Luck: 5
Initiative: 32
Life Drain (hits restore health equalt to half dealt damage. Revives fallen.)

Vampire Lord
Elite
HP: 110
Damage: 18-25
Attack: 12
Attack Range: (nill) melee fighter)
Defence: 15
Movement: 6 fly
Luck: 5
Initiative: 36
Vigilance (cannot be flanked)

Life Drain (hits restore health equalt to half dealt damage. Revives fallen.)
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Bone Dragon
Champion
HP: 430
Damage: 60-85
Attack: 20
Attack Range: (nill) melee fighter
Defence: 22
Movement: 5 fly
Luck: 5
Initiative: 19
Soul Reaver (attacks transder 1 mana from enemy her to friendly hero per creature killed)

Spectral Dragon
Champion
HP: 490
Damage: 70-95
Attack: 22
Attack Range: (nill) melee fighter
Defence: 25
Movement: 5 fly
Luck: 5
Initiative: 22
Soul Reaver (attacks transder 1 mana from enemy her to friendly hero per creature killed)

Soul Flaying Breath (blows a ray of dark magic at enemy units. decreased damage over distance)
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Grim Rider
Champion
HP: 410
Damage: 53-77
Attack: 24
Attack Range: (nill) melee fighter
Defence: 20
Movement: 6 walk
Luck: 0
Initiative: 26
Nightmarish Presence (neighbouring enemy's -30 moral)

Grim Reaper
Champion
HP: 460
Damage: 72-99
Attack: 29
Attack Range: (nill) melee fighter
Defence: 23
Movement: 6 walk
Luck: 0
Initiative: 29
Nightmarish Presence (neighbouring enemy's -30 moral)

Fatal Strike (always kills at least 1 enemy if deals at least 1 point of damage)
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Spitting Spider
Siege
HP: 2,100
Damage: 65-105
Attack: 0
Attack Range: Full (walls)
Defence: 8
Movement: 0
Morale: 0
Luck: 0
Initiative: 100
_______________________________________________________________________________
Namtaru
Attack & Support
HP: 600
Damage: 16-24
Attack: 5
Attack Range: Full
Defence: 5
Movement: 0
Morale: 0
Luck: 0
Initiative: 18
Dark Touch (dispells all negative light effects from target friendly. Every creature in the stack deals +1 dark damage for 3 turns.
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Stronghold
Gnoll
Core
HP: 10
Damage: 1-2
Attack: 4
Attack Range: Half
Defence: 0
Movement: 4 walk
Morale: 0
Luck: 0
Initiative: 22

Gnoll Hunter
Core
HP: 10
Damage: 2-2
Attack: 4
Attack Range: Half
Defence: 0
Movement: 4 walk
Morale: 0
Luck: 0
Initiative: 25
Opportunity Attack (if not in melee gets free shot at 1/2 damage at enemy that is attacked in melee.)
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Harpy
Core
HP: 12
Damage: 2-3
Attack: 1
Attack Range: (nill) melee fighter
Defence: 0
Movement: 6 fly
Morale: 0
Luck: 0
Initiative: 29
Strike and Return (returns to initial position after attacking)

Fury
Core
HP: 13
Damage: 2-3
Attack: 1
Attack Range: (nill) melee fighter
Defence: 0
Movement: 6 fly
Morale: 0
Luck: 0
Initiative: 35
No retaliation (Enemy creatures cannot retaliate)

Strike and Return (returns to initial position after attacking)
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Brute
Core
HP: 21
Damage: 2-6
Attack: 5
Attack Range: (nill) melee fighter
Defence: 1
Movement: 4 walk
Morale: 5
Luck: 0
Initiative: 23
Demonic Lineage (resistance to fire: damage from fire spells & effect -50%, fire damage from enemy attacks -25%. Vulnerable to light: +25% more light damage)

Crusher
Core
HP: 25
Damage: 3-7
Attack: 6
Attack Range: (nill) melee fighter
Defence: 2
Movement: 5 walk
Morale: 5
Luck: 0
Initiative: 24
Demonic Lineage (resistance to fire: damage from fire spells & effect -50%, fire damage from enemy attacks -25%. Vulnerable to light: +25% more light damage)

Unfettered (immune to all movement reduction)
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Centaur
Elite
HP: 28
Damage: 5-8
Attack: 9
Attack Range: Half
Defence: 3
Movement: 4 walk
Morale: 0
Luck: 0
Initiative: 26
Maneuver (moves away from attack then retaliates with ranged attack)

Centaur Marauder
Elite
HP: 34
Damage: 6-10
Attack: 9
Attack Range: Full
Defence: 6
Movement: 5 walk
Morale: 0
Luck: 0
Initiative: 33
Mobile Shooter (can move and shoot in the same round)

Maneuver (moves away from attack then retaliates with ranged attack)
_______________________________________________________________________________
Sand Wyvern
Elite
HP: 38
Damage: 6-10
Attack: 4
Attack Range: (nill) melee fighter
Defence: 3
Movement: 6 fly
Morale: 0
Luck: 0
Initiative: 36
Resistant to Earth (damage from earh spells and effects -50% and enemy attacks -25%)

Regeneration (regenerates 20 health/turn)

Venomous Wyvern
Elite
HP: 45
Damage: 7-12
Attack: 4
Attack Range: (nill) melee fighter
Defence: 4
Movement: 7 fly
Morale: 0
Luck: 0
Initiative: 39
Resistant to Earth (damage from earh spells and effects -50% and enemy attacks -25%)

Regeneration (regenerates 20 health/turn)

Acid Spit (creatures recieve 50% of first hits damage next turn and 25% the next)
_______________________________________________________________________________
Basilisk Rider
Elite
HP: 120
Damage: 18-23
Attack: 10
Attack Range: (nill) melee fighter
Defence: 10
Movement: 5 walk
Morale: 0
Luck: 10
Initiative: 22
Petrification (Crit hit incapacitates until end of next turn or damaged)

Basilisk Lancer
Elite
HP: 155
Damage: 25-27
Attack: 12
Attack Range: (nill) melee fighter
Defence: 10
Movement: 6 walk
Morale: 0
Luck: 10
Initiative: 25
Petrification (Crit hit incapacitates until end of next turn or damaged)

Long Range (small creatures cannot retaliate)
_______________________________________________________________________________
Cyclops
Champion
HP: 410
Damage: 70-79
Attack: 20
Attack Range: (nill) melee fighter
Defence: 18
Movement: 4 walk
Morale: 0
Luck: 10
Initiative: 25
Demonic Lineage (resistance to fire: damage from fire spells & effect -50%, fire damage from enemy attacks -25%. Vulnerable to light: +25% more light damage)

Sweeping Bash (hits all neighbouring enemy units in small angle around target. Crit incapacitates unitl next turn.)

Enraged Cyclops
Champion
HP: 460
Damage: 70-85
Attack: 28
Attack Range: (nill) melee fighter
Defence: 18
Movement: 4 walk
Morale: 0
Luck: 10
Initiative: 27
Fiery Eye (shot at full range dealing 40-47 fire)

Demonic Lineage (resistance to fire: damage from fire spells & effect -50%, fire damage from enemy attacks -25%. Vulnerable to light: +25% more light damage)

Sweeping Bash (hits all neighbouring enemy units in small angle around target. Crit incapacitates unitl next turn.)
_______________________________________________________________________________
Behemoth
Champion
HP: 420
Damage: 60-77
Attack: 25
Attack Range: (nill) melee fighter
Defence: 18
Movement: 5 walk
Morale: 0
Luck: 0
Initiative: 27
Piercing Claws (hits ignore half defence)

Ancient Behemoth
Champion
HP: 470
Damage: 60-77
Attack: 27
Attack Range: (nill) melee fighter
Defence: 20
Movement: 6
Morale: 0
Luck: 0
Initiative: 28
Piercing Claws (hits ignore half defence)

Mighty Pounce (1/combat can pounce at double normal move and attack all neighbouring units which cannot retaliate)
_______________________________________________________________________________
Tamed Cyclops
Siege
HP: 3,900
Damage: 75-115
Attack: 0
Attack Range: Full (walls)
Defence: 12
Movement: 0
Morale: 0
Luck: 0
Initiative: 100
_______________________________________________________________________________
Dreamwalker
Attack & Support
HP: 600
Damage: 20-28
Attack: 5
Attack Range: Full
Defence: 5
Movement: 0
Morale: 0
Luck: 0
Initiative: 21
Shaman Heal (heals living friendly for 20 health)
_______________________________________________________________________________
Sylvan
Pixie
Core
HP: 11
Damage: 2-2
Attack: 5
Attack Range: (nill) melee fighter
Defence: 1
Movement: 5 fly
Morale: 5
Luck: 5
Initiative: 35

Sprite
Core
HP: 12
Damage: 2-3
Attack: 5
Attack Range: (nill) melee fighter
Defence: 1
Movement: 6 fly
Morale: 5
Luck: 5
Initiative: 38
No Retaliation (enemys cannot retaliate)
_______________________________________________________________________________
Dryad
Core
HP: 11
Damage: 2-2
Attack: 2
Attack Range: (nill) melee fighter
Defence: 2
Movement: 5 fly
Morale: 5
Luck: 5
Initiative: 22
Treant Synergy (creature and neighbouring friendly have +5 defence. Creature heals neighbouring friendly treants for 1 health)

Oak Dryad
Core
HP: 16
Damage: 2-3
Attack: 2
Attack Range: (nill) melee fighter
Defence: 2
Movement: 5 fly
Morale: 5
Luck: 5
Initiative: 27
Treant Synergy (creature and neighbouring friendly have +5 defence. Creature heals neighbouring friendly treants for 1 health)

Gift of life (Renewal of the Mother Treant also revives dryads)
_______________________________________________________________________________
Hunter
Core
HP: 15
Damage: 2-4
Attack: 5
Attack Range: Half
Defence: 3
Movement: 4 walk
Morale: 5
Luck: 0
Initiative: 19

Master Hunter
Core
HP: 17
Damage: 2-4
Attack: 5
Attack Range: Half
Defence: 3
Movement: 4 walk
Morale: 5
Luck: 0
Initiative: 20
Double Shot (creature hits a second time if it killed at least 1 creature with first hit of ranged attack. Attacked creatures can retaliate after first hit)
_______________________________________________________________________________
Druid
Elite
HP: 27
Damage: 5-8
Attack: 6
Attack Range: Half
Defence: 6
Movement: 4 walk
Morale: 5
Luck: 0
Initiative: 23
Leaf daggers (1/combat can shoot with ful range at all enemys in a line. Shot ignores defence and cover.)

Druid Elder
Elite
HP: 32
Damage: 6-9
Attack: 7
Attack Range: Full
Defence: 7
Movement: 4 walk
Morale: 5
Luck: 0
Initiative: 25
Leaf daggers (1/combat can shoot with ful range at all enemys in a line. Shot ignores defence and cover.)

Thorns (2x2 area gains wooden throns for 3 rounds. Enemy starting their turn on thorn get -3 movement for their turn and 10 earth damage per druid elder if they move)
_______________________________________________________________________________
Blade Dancer
Elite
HP: 38
Damage: 9-13
Attack: 9
Attack Range: (nill) melee fighter
Defence: 6
Movement: 5 walk
Morale: 5
Luck: 0
Initiative: 29
Vigilance (cannot be flanked)

Blade Master
Elite
HP: 48
Damage: 9-13
Attack: 9
Attack Range: (nill) melee fighter
Defence: 6
Movement: 5 walk
Morale: 5
Luck: 0
Initiative: 34
Vigilance (cannot be flanked)

Whirling Death (attacks all neighbouring enemy units)
_______________________________________________________________________________
Moon Doe
Elite
HP: 120
Damage: 17-23
Attack: 13
Attack Range: (nill) melee fighter
Defence: 13
Movement: 6 walk
Morale: 5
Luck: 5
Initiative: 37
Unfettered (immune to all movement reduction)

Sun Deer
Elite
HP: 130
Damage: 19-25
Attack: 15
Attack Range: (nill) melee fighter
Defence: 13
Movement: 6 walk
Morale: 5
Luck: 5
Initiative: 42
Unfettered (immune to all movement reduction)

Inspiring Presence (this and neighbouring friendlys have +20 morale/luck)
_______________________________________________________________________________
Green Dragon
Champion
HP: 500
Damage: 75-77
Attack: 18
Attack Range: (nill) melee fighter
Defence: 26
Movement: 4 walk
Morale: 0
Luck: 0
Initiative: 11
Immune to Earth (cannot be targeted by negative earth spells or effects. Earth damage from atacks -50%)

Regeneration (regenerates 300 health at the end of turn)

Emerald Dragon
Champion
HP: 500
Damage: 75-77
Attack: 18
Attack Range: (nill) melee fighter
Defence: 26
Movement: 5 walk
Morale: 0
Luck: 0
Initiative: 12
Immune to Earth (cannot be targeted by negative earth spells or effects. Earth damage from atacks -50%)

Regeneration (regenerates 300 health at the end of turn)

Acid Breath (blows cone of acid at enemys. Hit creatures are inflicted 50% damage next turn and 25% the next)
_______________________________________________________________________________
Treant
Champion
HP: 430
Damage: 35-44
Attack: 18
Attack Range: Full
Defence: 25
Movement: 3 walk
Morale: 5
Luck: 0
Initiative: 12
Living Shelter (Get +10 defence and provides cover for friendlys, stops enemy creatures, and allows friendlys to pass through it. Living shelter is active until the creature moves or attacks)

Ancient Treant
Champion
HP: 460
Damage: 45-59
Attack: 20
Attack Range: Full
Defence: 31
Movement: 3 walk
Morale: 5
Luck: 0
Initiative: 15
Living Shelter (Get +10 defence and provides cover for friendlys, stops enemy creatures, and allows friendlys to pass through it. Living shelter is active until the creature moves or attacks)

Entangling Roots (Hit creatures become unable to move and use movement based abilities. Lasts until the treant moves.
_______________________________________________________________________________
Greater Earth Elemental
Siege
HP: 2,100
Damage: 65-105
Attack: 0
Attack Range: Full (walls)
Defence: 8
Movement: 0
Morale: 0
Luck: 0
Initiative: 100
_______________________________________________________________________________
Sylvan Ballista
Attack
HP: 200
Damage: 14-22
Attack: 5
Attack Range: Full
Defence: 5
Movement: 0
Morale: 0
Luck: 0
Initiative: 27
_______________________________________________________________________________
Mother Treant
Support
HP: 300
Damage: 0-0
Attack: 0
Attack Range: Full
Defence: 5
Movement: 0
Morale: 0
Luck: 0
Initiative: 12
Renewal (regenrates 20 health at start of friendly creatures next 3 turns)
_______________________________________________________________________________
11 Comments
Zerathustrae 19 Oct, 2022 @ 2:59am 
keep going
𝕄𝔸𝕂𝔼 26 Mar, 2020 @ 10:39am 
Кто знает как изменить характеристики юнитов? Help!
anton.burtyka 7 Jan, 2017 @ 3:52am 
Полезный обзор перед покупкой пака
Noob 30 Apr, 2016 @ 6:29am 
I just want to mention this is an old post and balance has changed since then (for exemple orcs units have a lot less initiative than they used to and gnoll skill can only be trigerred once each turn)
KyvatiStudios 22 Mar, 2016 @ 6:49pm 
I do like the heroes of might and magic series, but this one is waaaay too new for me, IMO. I prefer five and three, though three has a lot of problems...
MinPower 8 Feb, 2016 @ 6:06pm 
Thank you a lot! =)
NamelessOrder 14 Oct, 2015 @ 2:00pm 
does any1 know what is the exact damage formula to put those numbers into perspective.
Psilord 6 Oct, 2015 @ 12:17am 
всё это есть в игре
Dante 3 Oct, 2015 @ 10:29am 
Thx dude, it's quite useful. for the second monitor when playing!
zenbrak  [author] 3 Oct, 2015 @ 6:19am 
No problem. Happy to help :steamhappy: