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Faction Creature Name Basic/Upg Ability Name School Active / Passive Effect Description (BH) Cooldown/
Charge
Haven Sentinel Basic & Upgrade Shielded Might Passive Reduces ranged damage dealt to the <creaturename> by <25%>%.
Haven Sentinel Basic & Upgrade Shieldguard Might Passive When an enemy attacks an adjacent friendly stack, <50>% of damage is dealt to the <creaturename> with <25>% reduced effect.
Haven Praetorian Upgrade Shield Bash Might Passive When a friendly stack is attacked, the <creaturename> gets a free attack on the attacker if it is in range.
Haven Crossbowman Basic & Upgrade Armor Piercing Might Passive The <creaturename> ignores <50>% of the target's Might Defense.
Haven Marksman Upgrade Piercing Bolt Might Passive The <creaturename>'s shots pierce through stacks hitting multiple aligned targets.
Haven Sister Basic Heal Light Active Target friendly creature gains <5> Health. 2 charge
Haven Vestal Upgrade Heal Light Active Target friendly creature gains <6> Health. 2 charge
Haven Vestal Upgrade Pacification Light Passive Target enemy creature cannot move, attack or use any abilities for <1> turn. Pacification is dispelled if damage is dealt to the target.
Haven Griffin Basic Diving Attack Might Active The <creaturename> flies off the combat map and dives on his target at the end of the turn dealing its normal attack damage. 3
Haven Imperial Griffin Upgrade Diving Assault Might Active The <creaturename> flies off the combat map and attacks all enemies in line at the end of the turn dealing its normal attack damage to each target. 3
Haven Griffin Basic & Upgrade Unlimited Retaliation Might Passive The <creaturename> may retaliate unlimited times.
Haven Radiant Glory Basic & Upgrade Speed of Light Light Passive The <creaturename> can move, attack and return, avoiding retaliation.
Haven Radiant Glory Basic & Upgrade Vulnerable to Shadow Magic Prime Passive Damage (Dark) dealt to the <creaturename> is increased by <25>%.
Haven Blazing Glory Upgrade Searing Light Light Active Target enemy is dealt <15-18> damage (Light) and is blinded for <1> turn. Consumes the creature's substance (takes <10>% self damage, which regenerates after the combat). 3
Haven Radiant Glory Basic & Upgrade Cleansing Light Light Passive Each time the <creaturename> teleports, she dispels all adjacent stacks for one random effect. Dispels negative effects from friendly stacks and positive effects from enemy stacks.
Haven Sun Rider Basic Charge Might Passive Increases the <creaturename>'s Damage by <10>% for each square crossed during its attack.
Haven Sun Crusader Upgrade Blinding Charge Might Passive The <creaturename>'s attack cannot be retaliated and increases its Damage by <10>% for each square crossed.
Haven Sun Crusader Upgrade Sun Steed Light Active The <creaturename> and his mount turns into light for <1> turn. Enables him to move through all stacks and objects and makes him immune to effects reducing Movement. This ability dose not consume the current action. 3
Haven Seraph Basic Blade of Mercy Light Active The <creaturename> can use his benedictory blade to resurrect friendly creatures within two squares. Heals for a total of <51-52> Health. 1 charge
Haven Celestial Upgrade Blade of Epiphany Light Active The <creaturename> can use his benedictory blade to resurrect friendly creatures within two squares. Heals for a total of <54> Health. Resurrected creatures gain +<30> Morale and +<10> Initiative for <2> turn. 2 charge
Haven Seraph Basic & Upgrade Blade of Judgment Light Passive The <creaturename>'s damage is increased by <20>% on targets who have previously destroyed friendly stacks.
Haven Celestial Upgrade Absolute Purity Light Passive The <creaturename> is immune to negative effects.
Inferno Maniac Basic & Upgrade Twisted Mind Might Passive The <creaturename> is immune to Mind Influence and effects decreasing its Morale.
Inferno Demented Upgrade Manic Laughter Might Passive Attacks of the <creaturename> drains damage of the attacked creature to benefit itself. Reduces Damage of each enemy creature in target stack by <1> and increases Damage of each creature in the <creaturename> stack by <1>. Lasts for <1> turn.
Inferno Cerberus Upgrade Voracious Might Passive The melee attacks of the <creaturename> deal damage to all enemies in a front arc.
Inferno Hell Hound Basic & Upgrade Unlimited Retaliation Might Passive The <creaturename> may retaliate unlimited times.
Inferno Hell Hound Basic & Upgrade Eye of Gluttony Might Passive Increases damage of the <creaturename> by <20>% on all targets that have previously damaged it.
Inferno Lilim Upgrade Enthrall Prime Active Target enemy creature cannot move, attack or use any abilities for <duration> turn. Enthrall is dispelled if damage is dealt to the target. 3
Inferno Succubus Basic Pleasure in Pain Prime Passive Melee attackers deal only <90>% of their normal damage to the <creaturename>. The remaining <10>% is dealt to themselves.
Inferno Lilim Upgrade Rapture in Agony Prime Passive Melee attackers deal only <80>% of their normal damage to the <creaturename>. The remaining <20>% is dealt to themselves.
Inferno Breeder Mother Upgrade Proliferation Prime Passive The <creaturename> grows by <20>% in the first turn of the combat. Creatures above the stack's original maximum will not remain in the hero's army after the combat.
Inferno Breeder Basic & Upgrade Mana Leech Prime Passive When damaging creatures, the <creaturename> drains <5>% of the enemy Hero's Mana (Current) and transfers it to your Hero.
Inferno Tormentor Basic Retractable Spikes Might Active The <creaturename> attacks all adjacent enemy stacks dealing its normal attack damage. This attack cannot be retaliated. 2
Inferno Lacerator Upgrade Exploding Spikes Might Active The <creaturename> attacks all adjacent enemy stacks dealing <125>% of its normal attack damage. This attack cannot be retaliated. 2
Inferno Tormentor Basic & Upgrade Taste of Pain Might Passive Every time the <creaturename> deals damage or is dealt damage, the Damage of its next attack is increased by <15>%. Stacks up to <4> times.
Inferno Juggernaut Basic & Upgrade Organic Armor Might Passive The <creaturename> is immune to effects decreasing Might Resistance, Magic Resistance, Might Defense and Magic Defense.
Inferno Juggernaut Basic & Upgrade Unstoppable Charge Might Active The <creaturename> moves towards target area hitting all stacks and objects on the way. Structural damage dealt during this attack is increased by <1>. 3
Inferno Ravager Upgrade Taunting Presence Might Passive Forces enemy stacks within two squares of the <creaturename> to focus attacks and abilities on him. Moving away will clear this effect.
Inferno Pit Fiend Basic Hateful Retaliation Fire Passive When retaliating, <creaturename> deals <49-56> damage (Fire) to all creatures that have previously attacked him.
Inferno Pit Lord Upgrade Hateful Retaliation Fire Passive When retaliating, <creaturename> deals <55-64> damage (Fire) to all creatures that have previously attacked him.
Inferno Pit Fiend Basic & Upgrade Blinded by Rage Might Passive The <creaturename> is immune to harmful Mind Influence and effects reducing Movement.
Inferno Pit Fiend Basic & Upgrade Blade of Hatred Fire Passive Attacked creatures are inflicted Hatred and will attack random adjacent creatures. Hatred lasts for <1> turn and it is dispelled if damage is dealt to its target.
Inferno Pit Lord Upgrade Boundless Hate Fire Active Deals <15> damage (Fire) to all enemy creatures. 3
Necropolis Skeleton Basic & Upgrade Hollow Bones Might Passive Reduces ranged damage (Might) dealt to the <creaturename> by <50>%.
Necropolis Skeletal Spearman Upgrade Webbing Spears Might Passive Reduces Movement of target and all adjacent enemy stacks by <1> for <2> turns.
Necropolis Ghoul Basic & Upgrade Dead Flesh Might Passive Reduces damage (Might) dealt to the <creaturename> by <20>%.
Necropolis Ravenous Ghoul Upgrade Rage Against the Living Might Passive Increases Damage by <30>% and Movement by <2> when attacking living targets.
Necropolis Ghost Basic Incorporeal Might Passive The <creaturename> can move through stacks, walls and obstacles. Damage (Might) dealt to her is reduced by <25>%.
Necropolis Spectre Upgrade Immaterial Might Passive The <creaturename> can move through stacks, walls and obstacles. Damage (Might) dealt to her is reduced by <35>%.
Necropolis Ghost Basic & Upgrade Wail of the Netherworld Darkness Active Heals target undead stack for <2> Health. All living creatures adjacent to the target are drained for <2> Health which adds to the amount healed. 2 charge
Necropolis Spectre Upgrade Death Seal Darkness Passive Reduces healing by <50>% on attacked target and all adjacent creatures for <3> turn. Only living creatures are affected.
Necropolis Archlich Upgrade Life Drain Darkness Active The <creaturename>'s attacks transfer the energy of attacked living enemies to target friendly undead stack healing it for <20>% of the damage dealt. Lasts for <1> turn. Cannot heal self. 1 charge
Necropolis Lich Basic & Upgrade Dark Embrace Darkness Passive Decreases Magic Resistance (Dark) by <10>% on attacked target and all adjacent stacks.
Necropolis Putrid Lamasu Upgrade Breath of Vermin Earth Active Swarms of vermin inflict a disease to the target and all stacks in a 3x3 area. The vermin reduce Might Power by <5> and Might Defense by <5> for <3> turns. Target will also be dealt <5> damage (Earth) each turn. 3
Necropolis Lamasu Basic & Upgrade Aura of Putrescence Earth Passive The <creaturename> radiates an aura of disease at the start of its turn. Decreases Maximum Health of all adjacent creatures by <5>% for <duration> turns. Stacks up to <5> times.
Necropolis Putrid Lamasu Upgrade Contagion Earth Passive The <creaturename>'s Aura of Putrescence becomes contagious. Affected creatures transmit the disease to adjacent creatures at the start of their turn.
Necropolis Vampire Basic Vampiric Embrace Darkness Passive <15>% of the damage dealt to living targets restores the <creaturename>'s Health.
Necropolis Vampire Basic & Upgrade Out of Time Prime Passive When the <creaturename> defends, the first attack targeting it will automatically fail.
Necropolis Vampire Lord Upgrade Vampiric Grasp Darkness Passive <20>% of the damage dealt to living targets restores the <creaturename>'s Health.
Necropolis Fate Spinner Basic & Upgrade Dual Forms Might Active The <creaturename> can assume humanoid or arachnidan shape. Changing shapes forces a "Wait" action. 1
Necropolis Fate Spinner Basic Venomous Touch Earth Passive Creatures attacking or being attacked by the <creaturename> in melee are affected by a potent venom. Deals <13> damage (Earth) for <3> turns.
Necropolis Fate Weaver Upgrade Venomous Touch Earth Passive Creatures attacking or being attacked by the <creaturename> in melee are affected by a potent venom. Deals <14> damage (Earth) for <3> turns.
Necropolis Fate Weaver Upgrade Freezing Web Prime Active Enemy stacks adjacent to the <creaturename> cannot act for <1> turn. 1 charge
Necropolis Fate Spinner Basic Baleful Gaze Darkness Passive Any creature attacking the <creaturename> first is dealt <40> damage (Dark).
Necropolis Fate Weaver Upgrade Baleful Gaze Darkness Passive Any creature attacking the <creaturename> first is dealt <44> damage (Dark).
Necropolis Fate Weaver Upgrade Dance of Decay Prime Active Deals damage (Prime) to all adjacent living creatures worth of <10>% of their initial Health and hastens all effects on all adjacent creatures by <1> turn producing all related consequences. This damage cannot be healed. 1 charge
Sanctuary Shark Guard Basic & Upgrade Ferocious Wound Might Passive The <creaturename>'s attack reduces target's Movement by <3> for <2> turns. Target will also be dealt <10>% of the <creaturename>'s damage each turn.
Sanctuary Wanizame Upgrade Blood Frenzy Might Passive The <creaturename> deals +<30>% damage on stacks suffering by Ferocious Wound.
Sanctuary Pearl Priestess Basic & Upgrade Waves of Renewal Water Active Target is healed for <3> Health and dispelled of one random negative effect. Lasts <3> turns. 2 charge
Sanctuary Coral Priestess Upgrade Eyes of the Medusa Might Passive The <creaturename>'s attacks decreases target's Initiative by <10> for <2> turn.
Sanctuary Kappa Basic Leap Might Active A leaping attack, dealing normal attack damage to target increased by <5>% for each square jumped. Target has to be in a direct line to the <creaturename>. This attack cannot be retaliated. Minimum range: 2. Maximum range: twice the <creaturename>'s Movement (Current). 2
Sanctuary Kappa Shoya Upgrade Mighty Leap Might Active A leaping attack, dealing normal attack damage to target increased <5>% for each square jumped and <hpdamage> damage (Water) all enemy stacks in a 3x3 area. Target has to be in a direct line to the <creaturename>. This attack cannot be retaliated. Minimum range: 2. Maximum range: twice the <creaturename>'s Movement (Current). 2
Sanctuary Spring Spirit Basic Spirit Link Prime Active Creates a "Spirit Link" between target friendly stack and the <creaturename>. Positive effects gained by one of the stacks will also affect the other. Target stack also benefits from Pain Mirror. Cannot link to Spring Spirits, Mizu-Kamis and stacks already affected by "Spirit Link". 1
Sanctuary Mizu-Kami Upgrade Spirit Bond Prime Active Creates a "Spirit Link" between target friendly stack and the <creaturename>. Positive effects gained by one of the stacks will also affect the other. Target stack also benefits from Pain Mirror and Lifeguard Membrane. Cannot link to Spring Spirits, Mizu-Kamis and stacks already affected by "Spirit Link". 1
Sanctuary Mizu-Kami Upgrade Lifeguard Membrane Water Passive Increases resistance to damage by <15>%.
Sanctuary Spring Spirit Basic & Upgrade Pain Mirror Prime Passive <10>% of the damage dealt to the <creaturename> is returned to its attackers. Only melee attacks are valid.
Sanctuary Snow Maiden Basic Frozen Touch Water Passive The <creaturename> inflicts the "Chilled" effect with her attacks.
Sanctuary Yuki-Onna Upgrade Frozen Caress Water Passive The <creaturename>'s attacks decreases target's Initiative by <10> for <1> turn and also inflict the "Chilled" effect.
Sanctuary Yuki-Onna Upgrade Ice Shards Water Active Creates a 3x3 trap on the combat map. Enemies moving across it are dealt <10> damage (Water) for each square crossed and inflicted by the "Chilled" effect. 1 charge
Sanctuary Kenshi Basic & Upgrade Challenge Might Passive Challenges the first attacked enemy stack. Reduces its damage by <45>%, except on the challenger. Once the challenged target is destroyed a new stack can be challenged.
Sanctuary Kenshi Basic & Upgrade Unlimited Retaliation Might Passive The <creaturename> may retaliate unlimited times.
Sanctuary Kensei Upgrade Four Waves Might Passive Each time the <creaturename> attacks an enemy he has damaged on his last attack, he gains an extra attack against this enemy. Stacks up to <4> times. Damage is halved by each attack.
Sanctuary Sacred Kirin Upgrade Hailstorm Aura Water Active The <creaturename> attacks target enemy stack dealing <hpdamage> damage (Water) in addition to its normal attack damage. Victims are also inflicted the "Frozen" effect. 3
Sanctuary Kirin Basic & Upgrade Water Flows Freely Water Passive The <creaturename> is immune to effects reducing Movement and Initiative.
Sanctuary Kirin Basic Trail of Mist Water Passive Mist is created on the squares crossed by the <creaturename>. Each mist square reduces Movement of crossing enemy creatures by <1>.
Sanctuary Sacred Kirin Upgrade Trail of Clouds Water Passive Clouds are created on the squares crossed by the <creaturename>. Each clouded square reduces Movement of crossing enemy creatures by <1>. Friendly creatures moving into the clouds are granted an extra action. Creatures can only gain a single extra action in each turn.
Stronghold Crusher Upgrade Assault Might Passive

The <creaturename> may attack a second time.

Stronghold Mauler Basic & Upgrade Taste of Blood Might Passive Attacks hitting the <creaturename> increase the Damage (Minimum) of each creature in the stack by <1>. Stacks up to <4> times. Lasts until the end of the combat.
Stronghold Mauler Basic & Upgrade Shielded Might Passive Reduces ranged damage dealt to the <creaturename> by <25>%.
Stronghold Goblin Basic & Upgrade Crippling Traps Might Active Creates a trap on the combat map which activates on the first enemy creature moving across it. Deals <2> damage (Might) and reduces Movement by <4>. 3
Stronghold Goblin Hunter Upgrade Vicious Strike Might Passive Increases the <creaturename>'s damage by <50>% against immobile opponents.
Stronghold Harpy Basic & Upgrade Strike and Return Might Passive The <creaturename> returns to its previous position after its attack.
Stronghold Fury Upgrade No Retaliation Might Passive The <creaturename>'s attacks cannot be retaliated.
Stronghold Centaur Marauder Upgrade Mobile Shooter Might Passive The <creaturename> can either move and shoot or shoot and move.
Stronghold Centaur Basic & Upgrade Vigilance Might Passive The <creaturename> gets a free shot on the first enemy stack entering in the half range of her.
Stronghold Centaur Basic & Upgrade Manoeuvre Might Passive The <creaturename> moves away from melee attackers and retaliates with her ranged attack.
Stronghold Dreamwalker Basic Sky and Earth Prime Active Increases target friendly stack's Initiative by <5> and Movement by <2> or deals <8> damage (Earth) / turn to target non-flyer enemy stack and reduces its Movement by <2>. Lasts <2> turns. 2
Stronghold Dreamreaver Upgrade Sky and Earth, Mass Prime Active Increases Initiative by <1> and Movement by <1> for all friendly stacks, or deals <3> damage (Earth) / turn to all enemy non-flyer stacks and reduces their Movement by <1>. Lasts <2> turns. 2
Stronghold Jaguar Warrior Basic Feral Charge Might Active The <creaturename> charges target enemy and dealing his normal attack damage. This attack cannot be retaliated. Minimum range: 3. 2
Stronghold Jaguar Warrior Basic & Upgrade War Fury Might Passive The <creaturename> becomes immune to harmful Mind Influence and effects decreasing its Morale once it has dealt damage.
Stronghold Panther Warrior Upgrade Feral Charge Might Active The <creaturename> charges target enemy dealing his normal attack damage to the target and all stacks adjacent to the <creaturename>. This attack cannot be retaliated. Minimum range: 3. 2
Stronghold Cyclops Basic Slam Might Active The <creaturename> attacks target enemy stack dealing its normal attack damage. Small targets are pushed back one square. This attack cannot be retaliated. 3
Stronghold Cyclops Basic & Upgrade Sunder Might Passive Increases structural damage dealt by the <creaturename> by <1>.
Stronghold Enraged Cyclops Upgrade Mighty Slam Might Active The <creaturename> attacks target enemy stack and all lateral adjacent stacks dealing <100>% of its normal attack damage. Small targets are pushed back one square. This attack cannot be retaliated. 3
Stronghold Enraged Cyclops Upgrade Impervious to Pain Might Passive The <creaturename> only suffers casualties at the start of its next turn.
Stronghold Enraged Cyclops Upgrade Burning Rage Fire Passive The <creaturename> gains a ranged attack which sets its target on fire. Deals <57-65> damage (Fire) to target and further <20>% of the damage dealt the next <2> turns.
Generic Demons - Fireproof Skin Might Passive Having adapted to the volcanic environment of their prison-world Sheogh, demons are <20>% more resistant to damage (Fire).
Generic Demons and Undead - Vulnerability to Light Prime Passive Light spells which damage the living are empowered against undead and demons by <20>%. Light spells which heal the living damage undead and demons.
Generic Undead - Emotionless Might Passive Having no emotions, undead are immune to Morale effects.
Generic Undead - Undead Might Passive This creature is not alive. Its Morale is always neutral and it has +<20>% resistance to damage (Water). It is also immune to Poison, Disease, Blind and Mind Influence effects.
Generic Sanctuary Creatures - Amphibian Might Passive Amphibian creatures are immune to negative effects from the water magic school which reduce Movement. Sanctuary Heroes can travel on the seas if all their army is amphibian.
Generic Sanctuary Creatures - Resistance to Water Prime Passive Nagas (and their allied water spirits) are <50>% resistant to damage (Water).
Generic Sanctuary Creatures - Vulnerability to Lightning Prime Passive All damage (Air) is increased on the nagas (and their allied water spirits) by <25>%.
Generic Orcs - Demonic Lineage Might Passive Orcs have some demonic heritage which partially gives them the same resistances and vulnerabilities demons have. +<10>% resistance to damage (Fire), +<10>% vulnerability to damage (Light), healing spells from the light school can heal friendly orcs or damage enemy orcs.
Generic Spirits - Spirit Form Prime Passive Spirits benefit from +<50>% resistance to all damage at the start of each combat. Lasts until an action was taken by the creature.
Generic Elementals - (Element) Affinity VARIOUS Passive Elementals are dealt <50>% reduced damage from their affinity element and <50>% increased damage for their counter-element. Elementals are also immune to negative effects from their affinity element.
Generic Living Creatures - Living Might Passive Living creatures can be healed and resurrected with Light spells. They are also immune to necromancy and certain other abilities.
Generic Boss - Boss Might Passive Movement and Initiative of Boss creatures cannot be reduced. Also grants immunity to Blind effects, Mind Influence and effects causing loss of action.
Generic Summoned - Summoned Might Passive Initiative of summoned stacks is decreased by <15> for the turn they enter the combat map. They cannot be resurrected and also leave the Hero's army after the combat.
Neutral Air Elemental Basic Wind Shield Air Passive The <creaturename>'s attacks cannot be retaliated.
Neutral Air Elemental Basic Lightning Strikes Air Passive The <creaturename>'s ranged attacks deals damage (Air) to the target stack and up to three extra enemy stacks. Damage is halved by each jump.
Neutral Air Elemental Basic Cyclone Air Passive Reduces ranged damage dealt to the <creaturename> by <20>%.
Neutral Earth Elemental Basic Petrification Earth Active Target creature turns to stone and becomes invulnerable for <1> turns. Target enemies cannot act. Target friendly creatures may act but doing so will dispel this effect. 1 charge
Neutral Earth Elemental Basic Regeneration Earth Passive The <creaturename> stack is healed for <5> Health / creature each turn.
Neutral Fire Elemental Basic Cremation Fire Passive The <creaturename> turns into a gigantic fire-storm when destroyed dealing <8> damage (Fire) to all adjacent stacks.
Neutral Fire Elemental Basic Fire Ball Fire Passive The <creaturename> deals <10> damage (Fire) back to melee attackers.
Neutral Light Elemental Basic Salvation Halo Light Passive The <creaturename> can move, attack and return, avoiding retaliation.
Neutral Light Elemental Basic Searing Light Light Active Target enemy is dealt <14-17> damage (Light) and is blinded for <1> turn. Consumes the creature's substance (takes <10>% self damage, which regenerates after the combat). 3
Neutral Light Elemental Basic Epiphany Light Passive The <creaturename> retaliates with rays of light radiating to eight directions. Enemy stacks caught in the rays are dealt <15> damage (Light). Friendly creatures within the rays are healed for <15> Health.
Neutral Shadow Elemental Basic Shadow Form Darkness Passive The <creaturename>'s attacks dispels one random positive effect from its targets.
Neutral Shadow Elemental Basic Weakening Grasp Darkness Passive The <creaturename>'s attacks reduce the target's Damage (Might) by <10>% for <3> turns.
Neutral Shadow Elemental Basic Shadow Strike Darkness Active The <creaturename> attacks using the shadows as gates to the Spirit World to come back to its previous position, avoiding retaliation.
Neutral Water Elemental Basic Liquid Body Water Passive Increases resistance to damage by <20>%.
Neutral Water Elemental Basic Ice Bolt Water Active Deals <17> damage (Water) to target enemy stack. Victim is also inflicted the "Frozen" effect. 2
Neutral Water Elemental Basic Water Strike Water Passive The <creaturename>'s attacks inflict the "Soaked" effect on their targets.
Neutral Mermaid Basic Siren Song Water Passive Enemy creatures adjacent to the <creaturename> are charmed and cannot attack her.
Neutral Mermaid Basic Tidal Wave Water Active The <creaturename> calls a Tidal Wave to the combat map. All enemy stacks are "Soaked". All enemy small sized creatures are pushed back by two squares. 1 charge
Neutral Mermaid Basic Daughters of the Sea Water Passive Resistance to damage (Might) is increased by <20>%.
Neutral Phoenix Basic Death Ward Prime Passive The <creaturename> is immune to all forms of magic from the Path of Blood and reduces damage (Magic) dealt to her by <10>%.
Neutral Phoenix Basic Moonfire Aura Prime Passive Enemy creatures attacking or being attacked by the <creaturename> are dealt <29> damage (Prime). This damage cannot be healed.
Neutral Phoenix Basic Rebirth Prime Active The <creaturename> has the supreme ability to rebirth. Heals the <creaturename> for <50%> Health and deals <15> damage (Prime) to all adjacent enemy stacks. Destroyed <creaturename> stacks are automatically returned to life. This damage cannot be healed. 1 charge
Neutral Timber Wolf Basic & Upgrade Hunger Might Passive Increases Movement by <2> in the first turn of the combat.
Neutral Dire Wolf Upgrade Ferocity Might Passive The <creaturename> may attack a second time.