Darkwasp
Darkwasps are huge insects that inhabit the various swamps found around the world. They live in small packs but are fiercely territorial to any other of their own species. They are unable to mate within their own pack and during certain seasons the packs will scatter for months on end only to rejoin later on. During this time, the male and female Darkwasp never meet, instead the female lays the eggs and then abandons her temporary nest, allowing the smaller male to move into her territory and discover the nest. Hormones are used to warn the wasps when they are approaching the nest of one of their own pack, causing them to leave it alone.
Race: Monster/Beast (Flying)
Biome: Forest, Swamp
Rating: Medium
Special traits:
Endurance | +1 Hit Point per level |
Impulsive | Unit goes first in combat |
Spit Poison | Aiblity: Ranged attack that does the caster's Attack in poison damage |
Flying | This unit is capable of flight and counts as Flying |
Demonhound
Demonhounds are fiercely loyal beings that were set in ancient times to protect various artifacts of great value. They would stand guard long after their masters died, eternally bound by magical chains to serve until the world's end. Demonhounds do not require sustenance, although they will take more than a little pleasure in devouring anyone who comes to claim the treasures they were set to guard.
Race: Monster/Beast (Demon)
Biome: All
Rating: Strong to Deadly
Special traits:
Cold Resistance | +50 Cold resistance |
Fire Resistance | + 50 Fire resistance |
Overpower | Unit's attack damage is multiplied by the members of the defending group |
Counterattack | +1 Counterattack |
Demon | Unit counts as Demon |
Loyal | Unit cannot be Charmed (from abilities such as Tame and Silvertongue) |
Demonshrill
Demonshrill may be recruited from Demonshrill Lairs.
The Fire Shrill were the only amongst the shrill able to survive in the fiery depths of hell. Thus it should come as no surprise that the unholy union of Demon and Shrill exists only based on their form.
Race: Special/Monster (Twisted Demon Male)
Biome: All (prefers adjacent Crystal Crags)
Rating: Medium
Special traits:
Blood: Demonshrill | +50 Fire resistance, +1 Moves. Cannot be knocked Prone. Demonshrill count as: Twisted Demon Monster Male |
Shadowstrike | Attacks ignore 25% of the victim's Defense |
Tangled Web | Ability: Tangled Web. Target enemy is immobilized for 3 rounds unless they resist |
Acrobat | +1 Dodge per Level |
Equipment | This unit brings a variety of equipment, including armour and weapons, to battle. Demonshrill prefer weaponry that deal Poison damage. |
Deserthorn
Deserthorns are eyeless beasts that wander the deserts of the world. They will charge at any hostile movement. The Deserthorns bond for life with their mates and killing one of a pair will send the other into a crazed rage.
Race: Monster/Beast
Biome: Desert
Rating: Weak
Special traits:
Charge | +3 Moves and +3 Attack on the first turn of combat |
Rage | +8 Attack when under 50% Hit Points |
Vulnerable to Cold | -50 Cold resistance |
Electroalg
Electroalg wandered in from the oceans after the Cataclysm. Capable of limited movement, they are unlike anything else seen on Elemental. They are able to electrify themselves for defensive purposes, and are even able to hurl lightning at enemies. Although they are generally peaceful and won't threaten those who just pass by, if challenged for control of their nesting grounds they will fight with great strength.
Race: Special/Monster
Biome: Beach, River, Swamp
Rating: Medium
Special traits:
Endurance | +1 Hit Point per level |
Cannot Be Knocked Prone | Cannot be knocked Prone |
Vulnerable to Cold | -50 Cold resistance |
Lightning Defense | When struck in combat attacker suffers a +4 Lightning attack |
Classless | This unit counts as Monster but nothing else |
Algae Lightning | +4 Lightning attack +0.5 Lightning attack per level Ranged attacks |
Faerie
Faeries - or the Fae as some call them - are mischievous spirits of the woodland realms. They live short lives and don't have time to develop deeper emotional connections to the people around them. Instead, they spend all their days playing. Their most popular plaything is teasing others. Faeries have no concept of morality and don't know when to stop, even after putting their "marks" in danger.
A philosopher once tried to translate parts of the faerie language. A rough translation of one faerie talking to another faerie:
"Do you think that you and I will see each other again?
Do you think that you and I will have a future together?
Do you think that you and I will live a lot longer?
I don't think so.
Do you think that you and I will remember tonight?
Do you think that you and I will dream us back here?
Do you think that you and I will live happily ever after?
Even if we never meet again?
Hands up towards the skies - foreheads to the ground - We're going to Heaven - Angels are crying - City is Awake - All is Forgiven - Let's get drunk - Life is Meaningless - Who cares? - Night is beautiful - Like you and I.
Do you think that you and I will win this competition?
Do you think that we have a chance against all the others?
I wish I had more than this feeling; that all is already passed and gone."
Race: Monster/Beast
Biome: Forest
Rating: Weak
Special traits:
Endurance | +1 Hit Point per level |
Cannot Be Knocked Prone | Cannot be knocked Prone |
Spell Resist I | +10 Spell Resist |
Spell Resist II | + 20 Spell Resist |
Beguile | Ability: Victim has a 50% chance to swing at a random unit in melee instead of his target, unless they resist |
Faerie Magic | +6 Arcane attack +2 Arcane attack per level Ranged attacks |
Firebee
Firebees are easily distinguished by their bright blue and orange colours. Their three stingers contain a flammable liquid that is ignited by a burst of energy from the stinger. They are particularly active during spring.
Race: Monster/Beast (Flying)
Biome: Plains
Rating: Weak
Special traits:
Impulsive | Unit goes first in combat |
Flying | This unit is capable of flight and counts as Flying |
Fire attack | Unit deals a combination of Fire and Pierce attacks |
Gargantuan Crustacean
The Gargantuan Crustacean was commonly fished for its delicious meat, until one day when the beasts set a trap for the fishers. They allowed one of their own to be captured in the submerged cages used by the fishers, and when the fishers came to collect their capture, the crustaceans attacked and killed all but one fisherman. This story repeated (after all, none believed the first fisherman) until the beasts were considered too dangerous to fish. Its one claw has an incredible grip that can crush bones.
Race: Monster/Beast
Biome: All
Rating: Weak
Special traits:
Immune to Cold | +100 Cold resistance |
Frostborn | Units struck suffer -3 to Initiative |
Vulnerable to Fire | -50 Fire resistance |
Cannot be knocked prone | Cannot be knocked Prone |
Tough | +3 Hit Points per level |
Gibbai
Gibbais are dark spirits that first crawled out of their hiding places during the War of Magic. As is well known, this was the first time that the lands became truly affected by the Kingdom and Empire ideologies, causing the very environment around these nations to change. Possibly this gave the Gibbai their dark powers. Half-corporeal, their touch can pass through almost any armour and reach for the heart of whoever they have set their evil minds to haunt that day. They are disturbing to look at with the naked eye, parts of their body will grow transparent and then return to normal moments later. They are even capable of using this fading method to levitate for short amounts of time.
The Gibbai are responsible for much of the bad blood that has risen against the Shadows of late, even though the Shadows and the Gibbai are nothing alike.
Race: Monster/Elemental (Flying)
Biome: Swamp/Forest
Rating: Strong
Special traits:
Tough | +3 Hit Points per level |
Spirit Touch | Attacks ignore 100% of target's Defense |
Dodge I | +4 to Dodge |
Dodge II | +5 to Dodge |
Dodge III | +6 to Dodge |
Deflect Missiles | +20 Dodge vs Ranged attacks |
Nightmare Dimension | If attacked on the strategic map, Gibbai will pull the attacking army into an alternate dimension. While in this dimension the Gibbai deal +50% Pierce attack against all targets. If the Gibbai are the ones that initiate the battle, this effect does not occur. If the Gibbai are grouped with other units this effect may sometimes occur if attacked. |
Flying | This unit is capable of flight and counts as Flying |
Gorgon (Fiery)
Fiery Gorgons may be recruited from Fiery Gorgon Lairs.
A Gorgon is a half-snake half-man. Female Gorgons sometimes have snakes for hair.
Race: Special/Monster/Beast (Male)
Biome: All
Rating: Medium to Strong
Special traits:
Blood: Gorgon | Cannot Be knocked Prone. +2 Moves. Gorgons count as: Monster Beast Male |
Acrobat | +1 Dodge per Level |
Impulsive | Unit goes first in combat |
Equipment | This unit brings a variety of equipment, including armour and weapons, to battle. Fiery Gorgons prefer weaponry that deals Fire attack. |
Gorgon (Ophidian)
Ophidian Gorgons may be recruited from Ophidian Gorgon Lairs.
A Gorgon is a half-snake half-man. Female Gorgons sometimes have snakes for hair.
Race: Special/Monster/Beast (Male)
Biome: All
Rating: Medium to Strong
Special traits:
Blood: Gorgon | Cannot Be knocked Prone. +2 Moves. Gorgons count as: Monster Beast Male |
Impulsive | Unit goes first in combat |
Ironskin | +3 Defense |
Spell Resistance 1 | +10 Spell Resist |
Spell Resist 2 | + 20 Spell Resist |
Equipment | This unit brings a variety of equipment, including armour and weapons, to battle. Ophidian Gorgons prefer chainmail armour. |
Halfdrakes
Halfdrakes may be recruited from Halfdrake lairs.
Very little is known of the Halfdrakes. They are exceptionally dangerous in battle but despite their violent nature they do not have an explosive temper. As a race they are highly skilled and have maintained good relations with their predecessors, the drakes, often fighting alongside them in battle. Anyone who manages to recruit them to a cause should consider themselves extremely lucky as they are always determined to see things through to the bitter end. Without a doubt they are one of the strongest races currently inhabiting the world, but they are few in numbers just like the drakes before them. As for their morality… who can tell?
Race: Monster/Dragon (Male)
Biome: All
Rating: Strong
Special traits:
Blood: Halfdrake | Cannot be knocked Prone, +1 Moves, +1 Cutting Defense per level. Halfdrakes count as: Monster Dragon Immortal Male |
Rage | +8 Attack when under 25% Hit Points |
Endurance | +1 Hit Point per Level |
Equipment | This unit brings a variety of equipment, including armour and weapons, to battle. Halfdrakes prefer plate armour and two-handed swords. |
Kami
Kami are forest beasts that are half living and half tree. Some believe them to be the forest reincarnated in a mobile form, but this is just superstition. The Kami are ancient creatures that were roaming the forests long before the first Lizardmen (the first sentient race) built their civilizations. When the Lizardmen challenged the six Primordial Elements for their godhood, the Kami fought with the gods against the Lizardmen and were given immortality as a reward when their side was ultimately victorious.
Race: Monster/Elemental (Immortal)
Biome: Forest (wanders all the world)
Rating: Medium to Strong
Special traits:
Endurance | +1 Hit Point per level |
Cannot Be Knocked Prone | Cannot be knocked Prone |
Immortal | Unit cannot die from old age and counts as Immortal |
Vulnerable to Fire | -50 Fire resistance |
Regeneration II | Unit heals 6 Hit points per round |
Landshark
Landsharks have become increasingly common after the Cataclysm. Likely this is because their natural hunting grounds, the oceans, have largely died out. Landsharks were given their name due to their illogical ability to "swim" on land. This is a magical ability, which in itself is remarkable. It seems that these Landsharks exist partially in a different dimension, where a layer of water covers all the world. They are able to use this water to swim in, and even breathe in it. They still prefer the water we have in our reality, so being forced onto land to look for prey has caused them to become increasingly aggressive towards all species (normally they just hunt small fish).
Race: Monster/Beast (Flying)
Biome: Plains
Rating: Medium
Special traits:
Tough | +3 Hit Point per level |
Venomous | Melee attacks also do 2 Poison damage per round to the victim |
Immune to Cold | +100 Cold resistance |
Hobble | Unit can use Hobble, which does normal damage and reduces the target's Moves by 1 for the next 3 actions |
Flying | This unit is capable of flight and counts as Flying |
Vampignon
Vampignon are half-beasts and half-fungi that exist in a state of permanent symbiosis. Roughly half the weight of the creature consists of fungi spread throughout its body. The fungi provides a poisonous defense against hostiles, and the "beast" part provides a mobile platform for the fungi and it is also responsible for consuming food.
Race: Monster/Beast
Biome: All
Rating: Weak
Special traits:
Immune to Poison | +100 Poison resistance |
Vulnerable to Fire | -50 Fire resistance |
Cannot Be Knocked Prone | Cannot be knocked Prone |
Strategic Regeneration | Unit heals to 100% Hit Points every strategic turn |
Poison attack | Unit deals a combination of Poison and Pierce attacks |
Venusians
The "Venusian Empire" consists of a variety of insectoid members. They are desert scavengers, ill fitted for other terrains they roam the deserts preying on lost travelers and the odd animal. Their bodies and their minds are fundamentally different from that of a man. It is impossible to communicate with them.
Race: Monster (sometimes Flying depending on unit)
Biome: All
Rating: Weak to Strong
Special traits:
Vulnerable to Cold | -50 Cold resistance |
Immune to Lightning | +100 Lightning resistance |
Impulsive | Unit goes first in combat |
Equipment | Venusians bring a variety of weapons to battle, ranging from swords to bows and ranged staffs. |
Wolfmen
Wolfmen may be recruited from Wolfmen Lairs.
Wolfmen live in small settlements worshipping their ancestors and their traditions. They are violent by nature and wield their cold steel with prowess few can match. Their bodies can heal almost any wound suffered in a matter of minutes, sometimes even bringing them back from death itself. The Wolfmen are the only race to coexist with the Frost Giants before their continent sank beneath the ocean. They coexisted not because they were allies but because the Wolfmen would function as hired weapons to strike within the Frost Giant society where violence between tribes was abhorred other than as an absolute necessity to cut away weakness from the race. The Wolfmen, able to survive in the cold north, worked as assassins and brawlers against those Frost Giants where violence was not yet approved. When not under the employment of the Frost Giants, they would travel by sea to raid harbor settlements, their refuge in Frost Giant lands making tracking them nigh impossible. Striking at full moon, their howls chill those who have not seen a fleck of snow their entire lives. Their white leather armor is difficult to mistake for any other.
Race: Humanoid/Beast (Male)
Biome: All
Rating: Strong
Special traits:
Blood: Wolfman | Wolfmen gain +1 Moves. Wolfmen gain +20 Pierce resistance from their fur. Wolfmen fear fire and lose half of their Accuracy when trying to attack any target with a higher passive Fire attack. Wolfmen are Male and count as Beasts and Humanoids. |
Regeneration I | Unit heals 4 points per round |
Resurrection | Wolfmen have a 20% Chance to gain Death Ward at the start of every battle. If the unit gains Death Ward, it will resurrect at 100% hitpoints and continue fighting if it falls in combat |
Loyal | Unit cannot be Charmed (from abilities such as Tame and Silvertongue) |
Equipment | This unit brings a variety of equipment, including armour and weapons, to battle. Wolfmen prefer leather armour and axes. |
Wingless Dragon
When two dragons come to blows, it usually ends with the death of one of them. There are two exceptions to this. The first exception is when dragons are jousting for a mate. The second exception is when the victorious dragon decides to show "mercy" on the losing dragon. When this happens, the victorious dragon will rip the wings off of the loser. Thus these Wingless Dragons roam the Elemental world. They are slower than when they had wings, and their inability to fly usually cause them to withdraw from the world to their caves to wither away. Although capable of reproducing, the severe depression caused by losing their wings usually render them infertile. But like all dragons, if awoken from their slumber, they will fight with a fury that once conquered all the world.
Race: Monster/Dragon
Biome: All
Rating: Deadly
Special traits:
Monsterous | Cannot be knocked Prone, +8 Hit Points per Level |
Sweep | Ability: Sweep, allowing the unit to attack all surrounding enemies |
Fire Breath | Ability:Target units within a 1 tile radius are enveloped in fire, taking the caster's Attack in fire damage |
Overpower | Unit's attack damage is multiplied by the members of the defending group |
Contagion | Ability: All enemy units take 3 poison damage per turn for 10 turns, unless they resist |
Fear | Fear is triggered when combat begins |
Spell Resistance | +20 Spell resist |