Level 1
Peasant
Hit Points
10
Damage
2-3


Shots N/A Melee Attack
6

Melee Defense
7
Ranged Attack
N/A

Ranged Defense
7
Movement
18

Speed 2
Spell Points
N/A

Costs: Growth rate:
15  Gold 36

Associated with: Haven/ Life

The peasant is the backbone of society. Each peasant rises 1 gold per day in taxes for their lords.
Taxpayer

Pirate Hit Points 10
Damage 1-2


Shots N/A
Melee Attack 11/17

Melee Defense 9/13
Ranged Attack N/A

Ranged Defense 9/13
Movement 29

Speed 5
Spell Points N/A

Costs: Growth rate:
22 Gold 24

Associated with: Asylum/ Chaos

Pirates are at home on a swaying deck, so they move faster, do more damage and take less damage when fighting at sea.
  Bonuses at Sea

Troglodyte
Hit Points 14
Damage 2-3


Shots N/A
Melee Attack 11

Melee Defense 9
Ranged Attack N/A

Ranged Defense 9
Movement 29

Speed 5
Spell Points N/A

Costs: Growth rate:
28 Gold 19

Associated with: Asylum/ Chaos
Troglodytes are naturally blind, so they are unaffected by blinding spells and the stone gaze of medusas.
Immune to Visual Attacks

Leprechaun Hit Points 8
Damage 1-2


Shots N/A
Melee Attack 10

Melee Defense 10
Ranged Attack N/A

Ranged Defense 10
Movement 19

Speed 6
Spell Points 3

Costs: Growth rate:
24 Gold 22

Associated with: Preserve/ Nature

Leprechauns can boost the luck of frienly targets.
Fortune

Zombie
Hit Points 24
Damage 2-4


Shots N/A
Melee Attack 8

Melee Defense 10
Ranged Attack N/A

Ranged Defense 10
Movement 18

Speed 4
Spell Points N/A

Costs: Growth rate:
35 Gold 15

Associated with: Necropolis/ Death

Zombies are remarkably hard to destroy. Undead Toughness

Level 2
Evil Eye
Hit Points 26
Damage 3-7


Shots 15
Melee Attack 8

Melee Defense 15
Ranged Attack 15

Ranged Defense 15
Movement 29

Speed 6
Spell Points N/A

Costs: Growth rate:
220 Gold 6

Associated with: Asylum/ Chaos

When Evil eyes attack, they randomly cast a harmful spell on an enemy. The possible spells include Curse, Disrupting Ray, Slow, Sorrow, Weakness, Magic Leech, and Misfortune.
Ranged Flying Random Harmful Spells 

Troll
Hit Points 45
Damage 6-12


Shots N/A
Melee Attack 16

Melee Defense 15
Ranged Attack N/A

Ranged Defense 15
Movement 27

Speed 4
Spell Points N/A

Costs: Growth rate:
230 Gold 6

Associated with: Asylum/ Chaos
Trolls have an amazing constitution which allows them to regenerate all of their hit points at the start of each combat round.
Regeneration 

Mermaid
Hit Points 38
Damage 5-8


Shots N/A
Melee Attack 15

Melee Defense 13
Ranged Attack N/A

Ranged Defense 13
Movement 19

Speed 5
Spell Points N/A

Costs: Growth rate:
N/A Gold N/A

Associated with: Stronghold/ Might

Mermaids have a chance of hypnotizing their opponents, giving them control of their target for one turn. They are also immune to the Charm and Diplomacy skills.
Has 0% magic resistance, immune to skills.
Hypnotize

Gargoyle Hit Points 22
Damage 4-6


Shots N/A
Melee Attack 14

Melee Defense 16
Ranged Attack N/A

Ranged Defense 16
Movement 29

Speed 7
Spell Points N/A

Costs: Growth rate:
160 Gold 8

Associated with: Necropolis/ Death
Gargoyles have naturally stony skin, which improved their defense. They are also elemental creatures, so spells and abilities that affect living things do not affect them.
Elemental Flying Stone Skin

Mummy
Hit Points 30
Damage 5-8


Shots N/A
Melee Attack 15

Melee Defense 16
Ranged Attack N/A

Ranged Defense 16
Movement 19

Speed 4
Spell Points N/A

Costs: Growth rate:
170 Gold 8

Associated with: Necropolis/ Death
Mummies automatically Curse any enemy they attack.
Undead Curse

Satyr
Hit Points 36
Damage 5-8


Shots N/A
Melee Attack 14

Melee Defense 13
Ranged Attack N/A

Ranged Defense 13
Movement 20

Speed 6
Spell Points 6

Costs: Growth rate:
170 Gold 8

Associated with: Preserve/ Nature
The cheerful, optimistic satyr can cast the Mirth spell, raising the morale of friendly targets.
Can cast spell (Mirth).
Mirth

Level 3
Ice Demon
Hit Points 70
Damage 12-16


Shots N/A
Melee Attack 30

Melee Defense 30
Ranged Attack N/A

Ranged Defense 30
Movement 19

Speed 6
Spell Points N/A

Costs: Growth rate:
850 Gold 4

Associated with: Necropolis/ Death
An ice demon attack has a chance of freezing the enemy up to 2 turns. Ice demons are allso immune to cold-based spells, and take half damage from cold-based attacks (such as those of water elementals and other ice demons).
Has 0% magic resistance, immune to Cold.
Freezing Attck Cold Attack Cold Resistance
Air Elemental
Hit Points 40
Damage 6-10


Shots N/A
Melee Attack 16

Melee Defense 32
Ranged Attack N/A

Ranged Defense 32
Movement 29

Speed 7
Spell Points N/A

Costs: Growth rate:
350 Gold 6

Associated with: Preserve/ Nature
Air elementals are made up of nothing more than swirling air, so it is much more difficult to hit them with physical attacks.    Elemental Flying Insubstantial
Earth Elemental
Hit Points 50
Damage 9-14


Shots N/A
Melee Attack 18

Melee Defense 20
Ranged Attack N/A

Ranged Defense 20
Movement 18

Speed 1
Spell Points N/A

Costs: Growth rate:
375 Gold 6

Associated with: Preserve/ Nature
Earth elementals have a 50% chance of resisting any hostile spell, and take only half damage from spell attacks.
Has 50% magic resistance.
Elemental Magic Resistance

Fire Elemental
Hit Points 50
Damage 7-10

Fire Elemental
Shots 20
Melee Attack 10

Melee Defense 18
Ranged Attack 20

Ranged Defense 18
Movement 20

Speed 6
Spell Points N/A

Costs: Growth rate:
350 Gold 6

Associated with: Preserve/ Nature
Fire elementals are immune to fire-based spells and take half damage from fire-based attacks (such as those from efreeti and other fire elementals.)
Has 0% magic resistance (Immune to Fire).
Elemental Ranged
Fire Attack Fire Resistance

Waspwort
Hit Points 60
Damage 10-14


Shots 20
Melee Attack 11

Melee Defense 22
Ranged Attack 22

Ranged Defense 22
Movement 15

Speed 4
Spell Points N/A

Costs: Growth rate:
550 Gold 6

Associated with: Preserve/ Nature
Waspworts are semi-intelligent, carnivorous plants. They are capable of hurling toxic needles at their prey, causing Weakness in anyone they strike.
Casts Spell (Weakness).
Ranged Weakness

Water Elemental
Hit Points 38
Damage 6-9

Water Elemental
Shots N/A
Melee Attack 17

Melee Defense 17
Ranged Attack N/A

Ranged Defense 17
Movement 19

Speed 5
Spell Points 24

Costs: Growth rate:
350 Gold 6

Associated with: Preserve/ Nature
Water elementals are immune to cold-based spells, and take half damage from cold-based attacks (such as those of ice demons and other water elementals). They can also cast the following spells: Ice Bolt (11.6/WE), Fatigue, Weakness, and Quicksand.
Elemental Spellcaster
Cold Attack Cold Resistance

Level 4
Mantis Hit Points 150
Damage 24-36


Shots N/A
Melee Attack 25

Melee Defense 25
Ranged Attack N/A

Ranged Defense 25
Movement 25

Speed 6
Spell Points N/A

Costs: Growth rate:
4000 Gold
Gems
2

Associated with: Preserve/ Nature
The mantis is extremely fast for a creature of its size, giving the ability to attack an enemy before they can retaliate. It can also binf an enemy by grabbing them with a foreleg.
Flying First Strike Binding

Sea Monster
Hit Points 275
Damage 45-65


Shots N/A
Melee Attack 35

Melee Defense 34
Ranged Attack N/A

Ranged Defense 34
Movement 24

Speed 5
Spell Points N/A

Costs: Growth rate:
N/A
N/A

Associated with: Stronghold/ Might
Beware these legendary creatures of the deep! Sea monsters have a chance of devouring any opponent they attack. They are also immune to the Charm and Diplomacy skills.
Has 0% magic resistance (Immune to Skills).
    Devouring