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«Hellmaster» [36]
Attack
99

Defense
99

Hit points
99

Shots
99

Range
99

Mana
99

Damage
70

Speed
99

Initiative
99

Morale
99

Luck
99


Tribal spirit
99
At the beginning of every combat this creature takes 50% less of any damage until it attacks, moves or uses an activated ability.
This creature is insusceptible to morale, poisoning, blinding or mind-affecting effects. Life cannot be drained from it.
This creature isn't living; its Morale is always neutral. It is insusceptible to poisoning, blinding or mind-affecting effects. It can be repaired by creatures with the 'Repair' ability. It cannot be stunned.
This creature can deal ranged damage. When the target is outside range (6 tiles by default), it only takes half the normal damage. This creature can't perform ranged attacks when there is an enemy stack adjacent to it. It does half the normal damage when attacking in melee. The amount of ranged attacks in every combat is limited to the 'Shots' parameter of every shooter. If shots go down to zero, the creature is unable to deal ranged damage until end of combat or until shots are restored.
This shooter can deal damage to all creatures within a 3x3 tiles area, no matter if allied or hostile. Each of those stacks takes 50% of the normal damage.
The creature can move around the battlefield ignoring obstacles (flying over them).
The creature occupies 2x2 tiles on the battlefield.
This creature isn't living; its Morale is always neutral. It is also insusceptible to poison, blinding, mind-affecting effects. It cannot be resurrected or healed.
The attack parameter of this creature increases every time any commanded stack perishes completely.
This creature only takes 50% of the normal ranged damage.
After every attack, this creature has a chance to stun the target so that it would not retaliate and would lose all its accumulated initiative. Stun doesn't affect mechanical creatures.
After every attack, this creature has a chance to knock the target by one tile at the direction of its attack. The target will not be able to retaliate after a successful knockback, as well as it will lose all of its accumulated initiative. Large creatures cannot be knocked.
Physical attacks against this creature are only 50% likely to be successful. After two consecutive misses, third physical attack will hit, and vice versa. Any chaos spell successfully cast on this creature resets the counter.
This creature retaliates at all melee attacks excluding those of creatures with the 'No retaliation' ability.
Enemies never retaliate against attacks of creatures with this ability.
This creature drains life with its attacks on living creatures, restoring its own health and even raising perished creatures. Amount of hit points restored equals half of dealt damage.
This shooter always deals normal ranged damage, even when shooting targets beyond the default range.
Ranged attacks of this creature deal damage to all stacks on the attack line, including allied ones.
This creature attacks all enemies in 3 adjacent tiles around itself at once.
This creature performs two strikes at the target per melee attack, being retaliated against only after the first.
This creature performs two shots per ranged attack, provided it has enough shots.
This shooter suffers no penalty when dealing melee damage.
Attack parameter of this creature increases every time any enemy stack perishes completely.
This creature is insusceptible to 'Delay' spell.
This creature is immune to 'Lightning' and 'Chain lightning' spells and effects causing lightning damage.
This creature takes less elemental damage.
The target attacked by a stack of creatures with this ability is attacked by all adjacent stacks of the same creature type before it can retaliate.
Ranged attacks of this creature deal normal damage to the target, then dealing 50% of that damage to each non-'Undead' creature adjacent to the main target within a 3x3 tiles area, including friendly ones.
This ability allows this creature to grab a commanded stack within its range and transport it to any other tile of the battlefield within that range. Large creatures cannot be transported. The maximal amount of creatures being transported cannot exceed twice the numbers of the transporting stack.
This creature can repair commanded mechanical creatures once per combat. 4 hit points are restored per unit in this creature's stack.
This creature and all allied ones adjacent to it obtain cumulative 30% magic proof.
Each successful attack of this creature reduces the Attack and Defense parameters of the target by 4 (neither can drop below zero).
This creature is immune to water elemental damage.
This creature is immune to fire elemental damage.
This creature is immune to earth elemental damage.
This creature's ranged attacks against targets within 3 tiles deal greater ranged damage (target's defense is ignored).
This creature simultaneously attacks all enemies adjacent to it (up to 8 stacks in total). The target takes full damage and retaliates to the attack. All other enemies take half of the normal damage and do not retaliate.
This creature performs three strikes at the target per attack, being retaliated against only after the first one.
This creature returns to its initial position after attack.
This shooter deals half the normal ranged damage, but does not have melee penalty.
Target's defense is ignored by 20% per each tile covered by this creature before its attack (up to ignoring 100% defense).
This creature attacks 3 adjacent tiles around itself depending on the direction of attack, dealing normal damage to all enemy creatures in them. If the creature with this ability is a 'Large creature', it attacks 6 tiles around itself depending on the direction of attack.
This creature always has positive Morale, never lower than 3.
After being attacked by this creature, the target will be poisoned for two full turns taking earth elemental damage each time it would gain its turn. The damage taken every time is as much as there were poisoners at the moment of their poisoning attack. If a more numerous stack of poisoners attacks the target already under effect, the effect is renewed.
This creature drains mana from its caster targets, and uses it to restore its health and even to raise perished units. 1 mana per attacking creature is drained, but no more than the caster stack possesses. Every 1 mana restores or raises 1 creature.
Allied stacks adjacent to this creature who do not have the 'Large shield' ability take 25% less ranged damage. This ability doesn't stack from multiple sources.
In addition to its regular ranged damage this creature gains a chance to stun their target and postpone its move, knocking the target back by 0.2 points on the initiative bar after every successful strike.
The target attacked by this creature may get terrified and flee towards the edge of the battlefield, losing all accumulated initiative. Fear attack does not affect creatures insusceptible to mind-affecting effects.
When this creature gains its first turn, it destroys a part of enemy lord's mana reserve. The amount of mana destroyed is 0.25 per unit, rounded to the nearest integer, but no more than 10.
This creature is able to set all tiles around itself on fire once per combat, dealing damage to all creatures in those tiles without itself taking damage.
When this creature gains its first turn, it steals a part of enemy lord's mana reserve and transfers it to its own lord. The amount of mana stolen is 0.25 per unit, rounded to the nearest integer, but no more than 10.
This creature can retaliate to ranged attacks except 'Through shot'. To do so, it shouldn't be blocked by adjacent enemy units and should have unused retaliation of the current turn, as well as at least one shot.
This creature can move around the battlefield ignoring obstacles (teleporting behind them).
This creature entangles the units it deals damage to with its roots. Multiple creatures can be tangled at the same time, the effect lasts until this creature moves from place. Tangled creatures cannot move, but can attack and use activated abilities.
This creature enmeshes the units it deals damage to in web. Multiple creatures can be webbed at the same time, the effect lasts until this creature moves from place. Webbed creatures cannot move, but can attack and use activated abilities.
The damage dealt by this creature increases in proportion to the distance it covered before the attack. Damage is increased by 5% per tile covered.
This creature deals damage to the target and the stack right behind it.
This creature deals damage to the target and the stack right behind it.
This creature is insusceptible to effects of any kind of magic, be it beneficial or harmful. It is immune to elemental damage.
This creature belongs to the Demon faction, it is able to gate support directly from hell when under command of a lord with `Gating` ability.
Whenever this creature deals ranged damage to an enemy, the projectile ricochets three times, each time to another non-'Demonic' non-allied creature nearest to the previous one. If the creature nearest to last target is allied, the chain breaks. The target takes full damage, each next target takes 50% less. Ranged penalty is applied to targets which are out of range (more than 6 tiles away).
This creature flies up into the air aiming to attack the battlefield tile of its lord's choice on its next turn. Until that, this creature isn't present on the battlefield. Any creature which will be in that tile at the moment of this creature's next turn, be allied or hostile, will take normal physical damage without retaliating. After the dive, this creature will land on a random nearby tile.
The lord in control of this creature spends 25% less mana to cast spells.
This creature can transfer its own mana to the lord in control of it (1 mana per creature in stack).
Whenever an enemy stack adjacent to this creature is attacked in melee by any commanded troops, this creature deals 50% of its normal damage to it.
This creature ignores part of the target's defense each time it deals physical damage.
This creature can cast a random level 1-3 Darkness magic school spell at enemy targets, up to three times per combat.
This creature can cast a random level 1-3 Holy or Darkness spell at chosen target, up to three times per combat. Beneficial effects are applied to allied targets, harmful ones to hostile targets.
Each time this creature gains its turn, it restores 3 to 50 hit points depending on stack numbers.
This creature attacks all 12 tiles around itself, dealing normal damage to each enemy in them.
All enemies adjacent to this creature have -3 Morale. Does not affect 'Undead', 'Elemental', 'Mechanical' creatures and creatures with 'Bravery'.
When this creature attacks an enemy, there is a chance of blinding it. Blinded creatures cannot attack or move, but will regain their sight after taking damage. This ability will not blind 'Undead', 'Elemental' and 'Mechanical' creatures. The effect duration is 1.6 combat turns.
This creature has a chance to deal additional damage on each attack by casting a 'Lightning' spell at Advanced magic talent level.
This creature is immune to air elemental damage.
This creature is immune to water elemental damage.
This creature is insusceptible to blinding effects.
Each time this creature is attacked in melee, this ability deals Fire elemental damage to the attacker equal to 20% of the damage taken by this creature. If this ability kills the attacking stack before this creature retaliates, it keeps retaliation.
Damage taken by this creature from enemy attack is reduced by 10% per tile the attacker covered to hit. Total reduction can’t exceed 90%.
This creature has a chance to decrease the target's speed by 50% and its initiative by 30% on any ranged or melee hit. The effect lasts for 2 turns.
This creature is insusceptible to all spells and effects that decrease Defense.
This creature has a chance to knock the target of its attack, attempting to displace it by one tile in the direction of its attack making it lose all accumulated initiative. Target creature can only retaliate if it has not been knocked. This ability attempts to trigger as many times as many tiles were covered before the attack; thus, if this creature attacks from place on any turn, the chance of this ability to trigger is 0.
This creature is insusceptible to any mind-affecting effects.
When this ability is used, the creature's 'Defense' temporarily drops to zero, its 'Attack' increases by the same amount until its next turn, and it attacks the enemy within least walking distance without taking retaliation strike. If there is no enemy in the movement range of this creature, it will attack the nearest allied unit instead.
This creature takes reduced fire elemental damage.
This creature's attacks have a chance to judge the target, making it take twice the normal fire elemental damage for the next 2 turns.
This creature has a plus-shaped attack area for ranged attacks. Only enemy units take damage from this ability.
After its normal attack, this creature deals retribution damage to its target, which then jumps in chain to an enemy creature adjacent to the target, if there is any. This chain can affect up to 4 creatures. Retribution damage to each affected enemy is normal physical damage of the creature.
Once per combat, this creature can attack any enemy creature with a 'Retribution strike' without moving.
Each time this creature is attacked in melee, this ability deals Fire elemental damage to the attacker equal to 40% of the damage taken by this creature. If this ability kills the attacking stack before this creature retaliates, it keeps retaliation.
This creature's attack or retaliation is guaranteed to slay at least one enemy creature.
This ability doubles the creature's initiative for its next three turns.
This ability heals any allied or friendly stack back to full HP (without resurrecting dead units) and removes any negative spells and effects from it. The target must be within reach; this creature will move to the nearest tile adjacent to the target in order to perform the ability. This ability cannot be used on 'Elemental', 'Mechanical' and 'Undead' creatures.
This creature has a chance to impose one of the following Darkness spells upon melee attack: 'Delay'; 'Weakness'; 'Berserker'. The spell is cast at Advanced Darkness magic level for three combat turns. 'Berserker' cannot be imposed on 'Elemental', 'Mechanical' and 'Undead' creatures.
This creature's attack or retaliation is guaranteed to slay at least one enemy creature with maximum health less than 400. Every single time its attack will slay an extra unit.
This ability kills exactly one creature in the enemy stack and dispels all positive spells and effects from it. The target must be within reach and his maximum health must be less than 400; this creature will move to the nearest tile adjacent to the target in order to perform the ability.
When this creature defends, it gets +50% defense instead of the normal 30%, as well as 'Unlimited retaliation' special ability, for its one turn. If the lord in command of it has the 'Stand your ground' talent, defense bonus is 100%.
This creature deals 10 times the normal damage to constructions.
This creature can wreck any 'Mechanical' creature for one turn, if the total HP of target stack is less than this creature stack's total HP. Wrecked creatures cannot move, attack or use activated abilities.
Any hostile stacks adjacent to this creature take 50% additional fire elemental damage.
Any hostile stacks adjacent to this creature take 50% additional water elemental damage.
Any hostile stacks adjacent to this creature take 50% additional air elemental damage.
This creature is completely immune to all types of magic except enemy spells that deal instant physical or magical damage. Any magical damage spell other than Decay instead restores this stack's hit points equal to half the damage it would normally inflict, unless the stack perishes from the spell.
Whenever this creature is in the area of a Chaos school area spell with other friendly units, it absorbs 1% of the effect that would have been dealt to those creatures in that area for every unit in this creature's stack. If more than one allied creature with this ability is in the area, they split up the effect equally. The damage it has previously absorbed heals the creature through the 'Lode-coated' ability. Magnetism is a type of Magic resistance; therefore its effect is partially ignored when the caster has proper 'Pierce' parameter in combat.
This creature has a chance to deal an extra strike after being (if due) retaliated at its first one. This chance is calculated prior to the target’s retaliation.
If this creature's attack kills at least one creature in target stack, it will deal an additional strike after being retaliated against.
Once per combat, this creature can heal (with resurrection) a friendly stack of treefolk and receive such healing in return. Target treefolk stack is healed for 4 HP per creature using the ability; the creature stack receives 20 HP per treefolk in target stack.
This creature gets [2*Speed] Defense at the beginning of the combat until its turn. After each turn, it receives [2*distance covered in tiles during that turn] Defense.
Ranged attacks of this creature ignore 20% of its target’s Defense and have a chance to knock the target one tile backwards and drop it to the end of the initiative bar.
This creature has a chance to apply 'Delay', 'Weakness', 'Curse' or 'Disruption ray' spells on Expert magic level to its attack.
All creatures get -4 Attack, -4 Defense and -2 Morale as long as they are adjacent to this one. Undead creatures are insusceptible to this ability.
This creature can reduce Shots of an enemy stack within its movement range once per combat. 1 shot is removed per 10 units in this creature's stack.
This creature applies 'Weakness' spell at advanced Darkness magic level to each of its melee attacks and retaliation strikes. The duration of that spell's effect is renewed to [number of units in stack] turns upon each attack.
This creature has a chance to deal double damage to its target.
Ranged attacks of this creature deal 100% normal physical damage to the target and 50% of that damage as fire elemental damage to all stacks surrounding the target, no matter if allied or hostile.
This creature deals 10 fire elemental damage per unit in its stack to any adjacent enemy creatures whenever they gain their turn.
This creature deals additional damage to its target (+2HP per unit in target stack). This damage is added after all other bonus-multipliers are applied.
This creature can teleport any hostile or allied creature within its moving range onto any battlefield tile adjacent to itself.
Once per combat this creature can replace the corpses of its fallen allies by Pit demons. Up to 2 Pit demons may be summoned per 1 unit in this creature's stack, provided the perished stack had enough HP (120 hp per Pit demon).
This creature can hypnotize any enemy stack once per battle provided it’s not insusceptible to mind-affecting effects.
This creature can attack any hostile creature within the interval [2; 2*Speed] tiles, ignoring obstacles. The creature's attack for this action increases by 10% per tile leapt this way. If the target retaliates against such attack, it will deal 200% retaliation damage.
This creature decreases all enemies' Morale by 1.
This creature can cast 'Lightning' spell at any enemy. This spell deals 50 air elemental damage per creature in this creature's stack.
This creature can resurrect an allied stack once per combat. 100 hit points are restored per unit in this creature's stack.
This creature belongs to a highly spiritual tribe. When led by its faction’s lord it accumulates Tribal spirit which may temporarily increase its parameters.
Whenever this creature takes melee damage it attempts to run aside and deal ranged damage as retaliation dealing 50% of the normal damage. If unable to move, standard rules for retaliation apply.
This creature is insusceptible to the 'Weakness' spell.
Whenever this creature moves to attack a target, it deals 25% of its normal damage to every enemy creature adjacent to its movement path without being retaliated against by those creatures.
This creature and adjacent commanded creatures have their morale parameter never lower than +3.
When taking melee damage this creature runs away as far as it can within movement range. It retaliates only if it’s unable to run.
When the numbers of this creature's stack drop below 30% of its initial numbers, it turns to the enemy side. This creature cannot switch sides more than once per combat.
If standing next to a commanded target of a melee attack, this creature has a chance to intercept the attack and become the target instead of the original one.
This creature deals double damage whenever it retaliates.
This creature can sacrifice commanded tribal goblins adjacent to itself to restore mana and increase combat parameters. It sacrifices 1 goblin (at full hp if possible) restoring 2 mana per hit point of the goblin, and increasing its attack, defense and morale by 1 (up to +5 total bonus).
This creature is not retaliated against by enemies under the effect of 'Delay' spell.
This creature envenoms its target for 3 turns upon dealing damage. The venom deals 5 earth elemental damage per unit in this creature's stack.
Whenever an enemy creature attacks a commanded creature adjacent to this one, this creature redirects half of the damage to itself, negating 25% of that half.
This creature takes 25% less ranged damage.
After a commanded creature is attacked in melee, this creature performs an attack at the original attacker if it is adjacent to that attacker.
This creature can heal any allied stack with resurrection twice per combat.
Ranged attacks of this creature ignore 50% defense of the target.
Ranged attacks of this creature deal damage to all stacks on the attack line including allied ones, skipping the one right in front of this creature.
This creature flies up into the air aiming to attack all enemy creatures standing in one battlefield row of its lord's choice dealing normal physical damage to each on its next turn. Until that, this creature isn't present on the battlefield. This ability can be used once every 3 turns.
The damage dealt by this creature increases in proportion to the distance it covered before the attack each turn. The damage is increased by 10% per tile covered.
If this creature moves before attacking on any turn, it will not be retaliated to that attack. The damage is increased by 10% per tile covered.
For its current turn, this creature turns into light, becoming able to pass through other creatures and obstacles and makes them insusceptible to any effects decreasing speed. This ability can be used once every 3 turns.
This creature can teleport, attack and return without receiving retaliation.
Each time this creature teleports in and out, it dispels one beneficial effect from adjacent enemies and one harmful effect from adjacent commanded creatures.
This creature can activate this ability to deal light damage and blind its target. This stack will then be reduced in percentage in proportion to numbers of creatures in target stack (up to 100%).
This creature takes 25% more damage from Darkness school spells.
This creature deals 20% more damage to all enemies that have dealt damage to commanded creatures.
This creature can activate this ability to resurrect any perished commanded creature stack within 2 tiles of itself and to deal air elemental damage to all 'Undead' and 'Demonic' creatures within that area.
This creature can activate this ability to resurrect any perished commanded creature stack within 2 tiles of itself and to deal air elemental damage to all 'Undead' and 'Demonic' creatures within that area. Resurrected creatures get +3 morale and +1 initiative for 2 turns.
This creature is insusceptible to Darkness magic school spell effects.
This creature cannot be moved from its initial placement until it moves itself.
This creature can activate this ability to make a ranged attack with its harpoon and pull the target 1 tile closer to itself besides dealing normal damage. The target stack must not have more creatures than the Harpooners stack.
This creature always deals maximal damage.
This creature has a chance to remove any one beneficial effect from the target of its attack, both ranged and melee.
This creature's spell power increases fourfold.
This creature can set a trap on any tile of the battlefield which is invisible to enemies. When an enemy stack walks into it there’s a chance its movement will be reduced by several tiles up to stopping its movement in place. In case if the trap fails the creature that has set it will lose all accumulated initiative.
Whenever this creature takes damage, its minimal damage parameter is increased by 1 (up to its maximal damage).
This creature takes reduced fire elemental damage.
This creature can set a trap on any tile of the battlefield which is invisible to enemies. When an enemy stack walks into it there’s a chance its movement will be reduced. The enemy will also take damage.
This creature deals 50% more damage to creatures and constructions whose speed is 0.
This creature can fully restore its hit points by devouring 1 goblin from an adjacent commanded Tribal goblins stack.
This creature can use 1 goblin from an adjacent commanded Tribal goblins stack as a projectile to shoot at enemies.
This creature always attacks a 2x2-tile area and has a chance to drop any attacked target to the end of the initiative bar. Its attack damages enemy, friendly and allied stacks alike.
When attacking in melee, this creature damages the target and the stack behind it in direction of attack, both for normal damage. Luck of both is decreased by 3 until the end of combat.
This creature will perform a ranged attack at the first enemy creature to enter its 5-tile range if able. This ability does not expend a shot.
This creature can combine movement and ranged attack during its turn in desired order.
Having once dealt damage, this creature becomes insusceptible to mind- and harmful morale-affecting effects.
This creature charges at its target to deal normal damage and receive no retaliation. Minimal distance at which this ability can be used is 3 tiles.
This creature charges at its target to deal normal damage to it and to all enemies adjacent to it, and receive no retaliation. Minimal distance at which this ability can be used is 3 tiles.
This creature deals increased damage to constructions.
This creature takes damage only after the beginning of its first turn.
This creature attacks its target without retaliation. Non-'Large creature' targets are knocked back by 1 tile.
This creature attacks its target and adjacent enemies without retaliation. Non-'Large creature' targets are knocked back by 1 tile.
This creature's ranged attacks set their enemies on fire, making them take fire elemental damage for 2 turns.
Besides taking normal damage, the target of this creature's melee attack has its speed reduced by 3 and takes 10% original damage on each turn for 2 turns.
This creature is insusceptible to effects reducing its speed. It can also move through ponds and rivers on the battlefield.
This creature deals 30% more damage to creatures under effect of 'Ferocious wound'.
This creature can activate this ability to heal its target with resurrection for 3 full turns by 3 hit points per unit in this creature's stack. It also removes one random Darkness magic spell from target stack.
Upon successful attack, this creature reduces its target's initiative by 10% for 2 turns.
This creature can attack any hostile creature within the interval [2; 2*Speed] tiles, dealing 10% extra damage per tile covered in pounce, without retaliation. There should be no obstacles or creatures on the straight line towards the target to use this ability.
This creature can attack any hostile creature within the interval [2; 2*Speed] tiles, dealing 10% extra damage per tile covered in pounce plus 4-6 water elemental damage per unit in stack to all enemies adjacent to the target, without retaliation. There should be no obstacles or creatures on the straight line towards the target to use this ability.
Whenever this creature takes melee damage, 10% of that damage is dealt to the attacker as well.
This creature can establish spirit ties with target allied creature. All beneficial spells and effects are shared between the two. The target also acquires 'Pain mirror' ability.
This creature can establish spirit ties with target allied creature. All beneficial spells and effects are shared between the two. The target also acquires 'Pain mirror' and 'Lifeguard membrane' abilities.
This creature takes 15% less damage from all sources.
Upon successful attack, this creature freezes the target for 1 turn, reducing its speed by 1 and increasing fire elemental damage taken by 20%.
Upon successful attack, this creature freezes the target and reduces its initiative by 10%, both for 1 turn. Freezing reduces its speed by 1 and increases fire elemental damage taken by 20%.
This creature can set a 3x3 tiles area trap anywhere on the battlefield. Enemy stacks that walk into it take 10 water elemental damage per unit in this creature’s stack and freeze for 1 turn, getting -1 speed and +20% fire elemental damage taken.
When this creature performs its first attack it challenges its target, making it deal 45% less damage to anyone except the challenger. After the original challenged stack perishes completely, this creature's next attack will challenge its target, and so on. Only one target may be challenged by any one stack of this creature at any one time.
If this creature attacks the same target as with its last attack, it deals an additional strike. This effect stacks up to 3 times. Each following strike deals half as much damage as previous one.
This creature is insusceptible to effects reducing its speed and initiative.
Whenever this creature moves, a trail emerges on its path. Should an enemy creature walk into the trail, its movement will stop, forcing it to lose its planned attack.
Whenever this creature moves, a trail emerges on its path. Should an enemy creature walk into the trail, its movement will stop, forcing it to lose its planned attack. Should an allied creature walk into the trail, it will gain an additional turn right after its current one.
This creature can activate this ability to deal extra 30 water elemental damage and freeze its target for 1 turn upon its next attack. That attack will not be retaliated to. Freeze reduces target’s speed by 1 and increases fire elemental damage taken by 20%.
This creature takes reduced water elemental damage.
This creature takes 25% more air elemental damage.
This creature increases the initiative of all adjacent allied troops by 1.
This creature can deal damage to an allied stack to hasten it. The targeted allied stack takes 1 damage per unit in this creature's stack; its position on the initiative bar will be moved up by 0.01 per unit in this creature's stack, but by no more than 0.6 in total.
This creature is insusceptible to all mind- and morale-affecting spells and effects.
This creature takes 20% more damage from Holy school spells.
Upon successful attack, this creature decreases its target's damage by 1 and increases its own damage by 1 for one full turn.
This creature deals 20% more damage to all enemies that have dealt damage to it.
This creature only takes 90% of the normal melee damage. The remaining 10% is redirected to the attacker.
Upon dealing damage, this creature steals 5% of the current mana pool of its target's lord and transfers it to its own lord.
This creature's stack increases its numbers by 20% at its first turn.
This creature attacks all enemies in 3 adjacent tiles around itself at once.
This creature only takes 80% of the normal melee damage. The remaining 20% is redirected to the attacker.
Whenever this creature's stack perishes completely, it is reborn. Rebirth can only occur once per combat.
This creature is insusceptible to 'Hypnosis' spell and 'Seduction' ability.
This creature can steal mana from an enemy lord and siphon it to allied casters. The stack steals 0.25 mana per creature in it, rounded to the nearest integer, but no more than 20 total. After that, mana is distributed among all allied 'Casters' equally.
Each time this creature retaliates, it deals 1.5 times more retaliation damage. This modifier resets when this creature gains its turn.
Once per combat, this creature can activate this ability to attack all hostile creatures on two adjacent selected battlefield rows. After activating, this creature disappears from the battlefield for its one turn. Then it comes gliding down, dealing 75% damage to all enemies on a horizontal section beginning with its position when using this ability, and ending with selected battlefield tile on the same two rows. This creature is not retaliated against when using this ability.
If this creature has traveled more than 2 tiles during its attack move, it will also deal 50% of the normal damage to the creature behind its target.
This creature has a chance to lethargize the target of its attack. Lethargized enemy cannot move or attack until the malady effect expires or until it gets attacked; creatures with this ability deal maximum damage to it; it does not retaliate to the attack that breaks the lethargy. This ability does not affect undead, mechanical and elemental targets. The malady effect is applied for 3 turns, it can be removed with 'Dispersion' and 'Panacea'.
This creature can deal damage to all hostile living troops within a range of 3 tiles from itself. Damage depends on morale of the target and distance to it. Base damage is (15 - morale of target) for every unit in this creature's stack. Enemy targets adjacent to this creature take full base damage; targets two tiles away take half the base damage; targets three tiles away take quarter of the base damage.
Attacks of this creature apply 'Affliction' spell effect to its target (-2 luck, -2 morale).
This creature deals additional 5 fire elemental damage per unit in stack.
Upon each successful melee attack, this creature applies randomly one of the following spells: Delay, Curse, Weakness. The spells are applied at Advanced Darkness magic level for up to 3 turns.
After every ranged attack, this creature has a chance to stun the target so that it would not return fire and would lose all its accumulated initiative. Stunning shot doesn't affect mechanical creatures.
This creature is insusceptible to 'Berserker' spell.
Whenever this creatures deals or takes damage, the damage of its next attack increases by 15%. This effect stacks up to 4 times.
This creature may simultaneously attack all enemies adjacent to it, dealing normal damage to each target. It does not take retaliation.
This creature may simultaneously attack all enemies adjacent to it, dealing 125% of its normal damage to each target. It does not take retaliation.
This creature may entice an enemy stack to prevent it from moving, attacking and using activated abilities from 1 up to 2 turns depending on total hit points of both stacks. Should the target take damage, the effect is removed.
Whenever this creature retaliates, it deals fire elemental damage to all creatures that have attacked it equal to its physical retaliation damage.
Attacks of this creature incur wrath on its target until its turn or until it is dealt damage. When the target filled with wrath gets its turn, it will attack a random adjacent creature, no matter if allied or hostile, or defend if there are none adjacent.
This creature is insusceptible to any mind-affecting effects and to effects reducing its speed.
This creature may activate this ability to deal 15 fire elemental damage per unit in stack to all enemy creatures within 7 tiles.
Allied troops adjacent to this creature do not take damage from the 'Through shot' ability.
Up to three times in a single combat, this creature may activate this ability to increase the luck of an allied stack or decrease that of a hostile stack. The luck parameter of that stack is modified by a random amount from 1 to 3. Repeated use of this ability on the same creature replaces the previous effect.
Upon attack, this creature deals damage to all enemy stacks situated in the front adjacent 6 tiles of the battlefield around itself.
This creature can activate this ability to summon a storm cloud above a 3x3 tile zone of the battlefield for 3 turns. All creatures under this effect take 20 air elemental damage per creature in this stack every turn. Shooters under this effect also get a 5% reduction to their ranged damage per creature in this stack up to 90% total.
This creature can lay a mine on any tile of the battlefield which is invisible to enemies. When an enemy stack steps into it, it takes 2 earth elemental damage per creature in this stack, and begins taking 1% more magical damage from all sources per creature in this stack up to 25% total.
This creature can increase the lord's Spell power (1 'Spell power' parameter per every 2 creatures in stack). The bonus is not greater than the lord's Knowledge. The effect lasts until end of combat or death of creature; the effect is not cumulative (activated ability).
Any Light magic school spell, except those dealing damage and resurrection, is also cast on this creature at Expert level.
This creature can increase its Attack parameter decreasing its Defence parameter, transferring half of Defence to Attack. The effect lasts until end of combat. Extra bonus is Initiative +5. The creature looses 'Entangling roots' special ability (activated ability).
This creature attacks all the targets within the limits of random radius in the preset direction. 'Prismatic breath' special ability deals damage within 1-5 tiles behind the target. The number of tiles is random and depends on the creature's Luck.
While dealing ranged damage, the creature leaves a Fire wall on the target's place.
While dealing ranged damage, the creature reduces enemy's speed to 0. The effect lasts until death of attacking creature.
While dealing ranged damage, the creature reduces enemy's speed to 0. The effect lasts until end of combat.
The creature obtains Defence +3 per every non-magical enemy attack against it.
This creature may only move in straight lines.
Upon dealing damage, this creature sets a Black spot on the target. Creatures affected with Black spots take 50% more damage from pirates.
This creature takes 15% less physical damage in naval combats.
This creature deals 100% more damage to large creatures.
Upon being destroyed, explodes and deals damage to all adjacent troops.
This creature does not retaliate against attacks.
This creature deals 50% more damage to undead creatures.
This creature can increase any stack`s luck by 3 three times per combat.
All enemy heroes spend 30% more mana to cast spells as long as this creature is present on the battlefield.
This creature can increase any friendly stack`s morale by 3 three times per combat.
Any spell cast by an enemy on this creature has a 40% probability to be reflected onto another random stack on the battlefield, allied or hostile. Mass and area spells cannot be reflected.
This creature retaliates against attacks on it before the attack itself, even if the attacker has "No retaliation" ability.
This creature is unable to attack or retaliate in melee.
Ranged damage taken is decreased by 50%.
Êîñòÿíûå ïóòû.
Physical damage dealt is desceased by 20%.
Íåíàâèñòü ê æèâûì.
Çàãðîáíûé âîïëü.
Physical damage dealt is desceased by 35%.
The creature can mimic a human being or a spider spending only a half of turn for trasformation.
Before attacking a troop the assailants get 40 damages of Darkness magic. The ability works once per battle.
Attacking or being attacked, the creature casts "Decay" spell, the effect lasts for 3 turns, it also deals 13 damages of earth magic.
Òàíåö òëåíèÿ.
Ïàóòèíà.
This creature receives only 10% of normal damage from ranged attacks.
As long as no enemies are adjacent, this creature can attack from any distance and return to its tile.
This creature attacks all 9 tiles around itself, dealing normal damage to each enemy in them.
Once per combat this creature can become invisible to the enemy for 3 rounds. It will be disclosed if it attacks an enemy or stops on a tile adjacent to one. If an invisible creature happens to stand in the way of a moving enemy, the enemy will stop and attack it. Enemies do not retaliate to the attack of an invisible creature. Enemy spells and abilities (unless area-based) cannot harm an invisible creature.
Deals 15% extra damage if the enemy target has less than full health or fewer units in the stack than at the start of the battle.
When attacking living enemies, restores hit points equal to the damage dealt.
When attacked, this creature splashes out acid, covering four tiles from the direction of the attack and dealing 25% of normal damage to any creatures in that path. The acid damage is physical, i.e. calculated like this creature’s normal attack against the target.
When an enemy is adjacent, this creature can fly up and perform a diving attack on it, dealing 150% of normal damage without taking retaliation.
This creature's melee attacks may freeze its target. Frozen units cannot move nor attack for one round, but take only half the usual physical and elemental damage while the effect lasts.
This creature`s attack may paralyse the target for a limited time. The paralysed stack cannot move or attack until the effect ends. A physical or magical attack removes the effect.
With its ranged attack, this creature immobilises the target for two rounds.
If three or more allied stacks have perished in the combat, the creature can get +1 Speed and +1 Morale for three rounds and simultaneously move within its range. This is an activated ability.
Makes creature immune to any harmful spells or effects that reduce physical or magical defences, and gives 80% resistance to Magic Fist.
Makes creature immune to any spells or effects that reduce the Attack parameter.
Reduces the magic resistance of the target and all adjacent enemies by 10%+2%*[Stack size].
Can establish a transfusion channel with a friendly undead stack. When that friendly stack attacks live enemies, it replenishes its health by 20% of damage dealt. (Creatures cannot use this ability to heal themselves.)
After taking a defensive stance, this creature ignores the first incoming attack.
When attacking a live creature, this creature replenishes its health by 15% of damage dealt.
When attacking a live creature, this creature replenishes its health by 20% of damage dealt.
When this creature is attacked, the enemy`s Attack parameter is reduced.
This creature deals damage to both the target and the stack right behind it. All affected targets also 'freeze' for 1 round (-1 Speed, +20% Fire vulnerability).
Defeating this creature in a hunt awards double Hunters' Guild points.
When this stack perishes, it is replaced by four stacks of Scarabs, each having the same size as the original stack.
When this stack perishes, it is replaced by four stacks of Sacred scarabs, each having the same size as the original stack.
With its every move, this creature increases its Speed by 1, up to the maximum of 8.
When the creature is dealt physical damage, its Defence momentarily becomes equal to the attacker`s Attack.
This creature`s attack reduces the target`s Defence for one round.
If a Sun Priestess and a Moon Priestess from the same team are both present on the battlefield, they both receive +5 Defence and +2 Initiative.
Deals 33% extra damage to any non-large creatures.
This creature cannot be moved or displaced from where it stands.
With its attack, this creature casts Confusion on the target at Advanced efficiency.
With its attack, this creature casts Delay on the target at Basic efficiency.
All adjacent enemies get -20% Initiative.
This creature’s ranged attack damages not only the target but also all its adjacent creatures in a 3õ3 area. The target receives normal damage while all others receive 50% of normal damage.
This creature’s attack may frighten the target and/or other enemies located within the nearest 6 tiles in front of this creature, subjecting them to a Fear Attack. If it does, this creature gets +1 Morale and +10% Health. Small creatures have double the chance of being frightened compared to large ones.
This creature gains a +4 bonus to its Attack and Defence parameters when fighting large creatures.
When this creature is dealt damage, its Initiative temporarily increases by +2 and its Attack by +5. These effects last for 2 standard rounds.
When this creature attacks an enemy, it may generate a fire wave that deals physical damage to all enemies within a random radius in the targeted direction. The wave is cone-shaped and up to 5 tiles long, starting from the target and reaching a maximum width of 9 tiles. Each affected secondary target receives less damage according to the formula B/R where B is the base damage and R is the row number from 2 to 5. (before factoring in Attack and Defence modifiers).
Once per combat, this creature can attack any enemy, dealing 120% of its normal damage and subjecting the target to Judgment. (Activated ability.)
When this creature attacks, it also deals damage to any stack directly behind the main target. Also, a firewall is created on each affected tile, lasting 2 standard rounds and dealing 10 damage per creature in the attacking stack.
This creature can repair commanded mechanical creatures once per combat. 20 hit points are restored per unit in this creature's stack.
Creature can destruct itself. All creatures around will recieve physical damage of summary destructed creature health.
Aimed shot.
This creature can resurrect an allied 'Demonic' stack twice per combat. 25 hit points are restored per unit in this creature's stack.
Excessive cruelty.
Immorality.
Run away.
Forbidden spell.
Pack power.
Pack raid.
Bind shot.
Call of beasts.
First shot.
Sudden attack.
Explosive shot.
Ghostly cold.
Reckless shot.
Powerful recoil.
Safe position.
Agile steed.
Burning footsteps.
Entrenchment.
Resistant to curses.
Trap master.
Trap expert.
Snake reflexes.
Unprotected target.
Strike without warning.
Eater of light.
Eater of darkness.
Oppression of weak.
Fear of strong.
Battle analyzer.
Arachnid jump.
Precise calibration.
Surface repair.
Disorienting screech.
Saw machine.
Creator instructions.
Protect creator.
Incineration.
Heavy step.
This creature can use its own set of spells and it possesses its reserve of mana. Its 'Spell power' parameter depends on the number of creatures in its stack.
Effects
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99
Attack
26

Defense
31

Damage
27 - 50

Spell power
0

Knowledge
1

Initiative
10

Mana
10/10

Morale
1

Luck
0
Effects
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«Hellmaster»
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