| Forums-->Creative works--> 1|2|3|4|5|6|7|8|9|10
 
 
1|2|3|4|5|6|7|8|9|10Back to topics list| Author | 4 New Classes, Dozens of Items, And Over 100 New Monsters! | 
|---|
 | Any one who has spent much time in the creative works forum has probably run across my posts, but most of them were either too spread out, or confusing with all the posts in the middle of my work. So heres a nice and organized compendium of my works. I hope you enjoy! -Blade
 |  | TIER 1 2ND UPGRADE 
 Recruit-Militia
 Attack-4
 Defense-3
 HP-8
 Damage-2-3
 Speed-5
 Initiative-9
 Abilities-Stun. Hold Position. (when creature defends he gains his turn back as quickly as if he had waited.)
 
 Skeletal Bowmen-Skeletal Crossbowmen
 Attack-3
 Defense-3
 HP-6
 Damage-1-5
 Shots-12
 Speed-3
 Initiative-8
 Abilities-Undead. Shooter
 
 Gremlin Engineer-Gremlin Scientist
 Attack-3
 Defense-3
 HP-6
 Damage-2-3
 Shots-8
 Speed-5
 Initiative-12
 Abilities-Shooter. Invent. (can build golems on the spot. Number and type of golem depends on the number of gremlin scientists.)
 
 Sprites-Pixies
 Attack-5
 Defense-3
 HP-6
 Damage-2-4
 Mana-20
 Speed-8
 Initiative-15
 Abilities-Flyer. Caster. No retaliation. Broad Attack. Summon Forest Spirits. (summons Dryads to aid them.)
 
 Dryad
 Attack-10
 Defense-10
 HP-25
 Damage-4-8
 Shots-7
 Speed-4
 Initiative-8
 Abilities-Shooter. Tree Hugger. (increases attack and defense of treefolk by 10%)
 
 Hobgoblin-Kobold
 Attack-7
 Defense-5
 HP-6
 Damage-2-4
 Speed-5
 Initiative-11
 Abilities-Acidic Blood. ( deals damage to attackers equal to 2 times the number of kobolds slain.)
 
 Poisoners-Ruffians
 Attack-6
 Defense-5
 HP-16
 Damage-3-4
 Speed-5
 Initiative-12
 Abilities-No melee penalty.
 
 Spawns-Quasi
 Attack-5
 Defense-4
 HP-8
 Damage-3-4
 Speed-6
 Initiative-13
 Abilities-Demonic. Mana Stealer. Flyer. Fire Cone.( does fire damage equal to 10 plus 3per quasi. Damages target and tile behind it. Can only be used twice.)
 |  | 2ND TIER 2ND UPGRADE 
 Crossbowmen-Arbalists
 Attack-10
 Defense-6
 HP-12
 Damage-4-10
 Shots-12
 Speed-3
 Initiative-8
 Abilities-Shooter. True Shot (like aimed shot but the range for it is six rather than 3.)
 
 Infected Zombie-Ghoul
 Attack-5
 Defense-5
 HP-20
 Damage-2-4
 Speed-4
 Initiative-9
 Abilities-Undead. Ghoul Touch. (same as infecting strike, but reduces opponents morale to zero.)
 
 Enchanted Gargoyles-Crystal Gargoyles
 Attack-5
 Defense-8
 HP-20
 Damage-2-3
 Speed-7
 Initiative-11
 Abilities-Flyer. Elemental. Immune to Lightning. Immune to water. Immune to fire. Shatter. (when attacked in melee does damage to attacker, 3times the number of perished crystal gargoyles.)
 
 Elite Forest Keeper-Forest Guardian
 Attack-6
 Defense-5
 HP-16
 Damage-4-6
 Speed-7
 Initiative-15
 Abilities- Whirlwind. (like battledance, but does 100% damage to target, and 75% to adjacent enemies.)
 
 Wolf Raiders-Worg Riders
 Attack-10
 Defense-5
 HP-20
 Damage-3-4
 Speed-6
 Initiative-13
 Abilities-Large Creature. Triple Strike. Double Retaliation (when attacked retaliates twice. Does NOT retaliate against two monsters, as in if 1 imp attacked you and you killed it, you wouldn't retaliate against the 5 wolfhounds attacking next.)
 
 Shrews-Assassins
 Attack-8
 Defense-3
 HP-18
 Damage-6-8
 Speed-9
 Initiative-17
 Abilities-No retaliation. Strike and return. Sneak Attack. (does 10% extra damage to a unit if struck from behind.)
 
 Incendiaries-Fiends
 Attack-6
 Defense-7
 HP-18
 Damage-3-4
 Speed-5
 Initiative-10
 Abilities-Rage. Demonic. Corrupt. (can possess a hostile stack equal to or weaker than the fiends, at the cost of losing some fiends. The more powerful object possessed, the more fiends lost.)
 |  | 2ND UPGRADE FOR TIER 3 
 Swordsmen-Guardians-Juggernaut
 Attack-7
 Defense-15
 HP-35
 Damage-3-6
 Speed-4
 Initiative-8
 Abilities-Rage. Large Shield. Stun. Guardian. (can absorb all damage delt to a chosen stack.)
 
 Tamed Minotaur-Minotaur Soldier-Minogon
 Attack-8
 Defense-5
 HP-40
 Damage-6-8
 Speed-5
 Initiative-9
 Abilities-Mechanical. Double Strike. Charge. (Triggering Ability. Charges at the creature, and knocks them back as far as the minogon charged, also knocking them back on the ATB scale by .1)
 
 Elven Bowmen-Grandmaster Bowmen-Ranger of the High Woods
 Attack-7
 Defense-6
 HP-16
 Damage-7-7
 Speed-5
 Initiative-10
 Shots-20
 Abilities-Shooter. Double Shot. Knocking Shot. Nature Arrow (Triggering Ability. Shoots an arrow that does normal damage, but the next turn turns into a forest, dealing 10 damage per RotHW in shooting stack to any unit still standing on that tile.)
 
 Ghost-Apparitions-Wraith
 Attack-6
 Defense-6
 HP-25
 Damage-5-8
 Speed-6
 Initiative-10
 Abilities-Flyer. Drain Mana. Ethereal (All attacks only have 50% chance to hit, and the unit can go onto a stack already occupied by another unit, and if the wraith is attacked 50% of damage is delt to the unit wraith is on.)
 
 Wolfhounds-Cerberi-Hellhounds
 Attack-8
 Defense-3
 HP-20
 Damage-5-7
 Speed-8
 Initiative-15
 Abilities-Demonic. No retaliation. Immune to Fire. Fire Breath (just like Draconic Breath.)
 
 Orc-Orc Chief-Orc Shaman
 Attack-15
 Defense-4
 HP-20
 Damage-5-8
 Shots-10
 Mana-10
 Speed-5
 Initiative-12
 Abilities-Shooter. Caster. Bloodlust. No melee penalty. Knocking Shot. Scent of Flesh ( does additional 15% more damage if the target is living.)
 
 Golem-Modern Golem-Mithril Golem
 Attack-6
 Defense-10
 HP-30
 Damage-6-10
 Speed-5
 Initiative-9
 Abilities-Mechanical. Immune to Delay. Unlimited Retaliation. Magic Immunity 90%.
 |  | 2ND UPGRADE FOR TIER 4 
 Ogre-Ogre Magi-Troll
 Attack-15
 Defense-10
 HP-90
 Damage-6-15
 Speed-5
 Initiative-8
 Abilities-Rage. Knockback. Regenerate. Berserk (adds all defense into attack ex. 30 attack 30 defense would become 60att 0 def after berserk. Lasts for rest of combat.)
 
 Lizard Cavalry-Lizard Assailants-Lizard Enforcers
 Attack-12
 Defense-10
 HP-65
 Damage-8-16
 Speed-8
 Initiative-12
 Abilities-Large creature Lizard charge Assault Quick Retaliation (retaliates before attack. Doesn't retaliate no retaliation units.)
 
 Magi-Lorekeepers-Archmagi
 Attack-10
 Defense-15
 HP-40
 Damage-10-10
 Shots-8
 Mana-40
 Speed-5
 Initiative-11
 Abilities-Shooter. No ranged Penalty. Intellectual Vigour. Through Shot. Caster.
 Spells
 Fireball-expert each archmagi adds 1 spellpower (same for all spells)
 Ice Ring
 Dispersion
 Bless
 Magic Punch
 
 Griffins-Royal Griffins-wyvern
 Attack-14
 Defense-13
 HP-50
 Damage-10-15
 Speed-8
 Initiative-16
 Abilities-Flyer. Large Creature. Unlimited Retaliation. Draconic Breath
 
 Succubus-Mistress-Erinyes
 Attack-10
 Defense-10
 HP-40
 Damage-7-15
 Shots-10
 speed-4
 Initiative-11
 Abilities-Demonic. Shooter. Return Fire. Unlimited Retaliation (returns all fire.) Ricochet Shot. Burning Shot (same as poison, except fire damage.)
 
 Druid-Anchorite-Oracle
 Attack-15
 Defense-10
 HP-50
 Damage-10-18
 Shots-10
 Mana-20
 Speed-5
 Initiative-10
 Abilities-Shooter. Mana Convey. Caster. Premonition (reduces all incoming damage by 20%)
 Spells (cast on expert)
 Stoneskin
 Lightning
 Evasion
 Dispersion
 Bless
 
 Vampire-Vampire Count-Shade
 Attack-12
 Defense-12
 HP-40
 Damage-8-13
 Speed-7
 Initiative-13
 Mana-15
 Abilities-Undead. No retaliation. Teleport. Drain Life. Caster. Poison.
 Disruption Ray (cast on expert.)
 Curse
 Weaken
 Raise Dead
 |  | EPIC HUNTS 
 Namean Lion-Epic Monster. If killed you will get Namean Pelt. (See epic hunter armor index at end.)
 Attack-80
 Defense-80
 HP-15000
 Damage-115-200
 Speed-8
 Initiative-18
 Abilities-Large creature. Fear howl (same as fear attack, but in 2x2 area in front of it.) Brittle Fur (10% damage reduction.)
 
 Medusa-Epic Monster. When killed drops Aegis. Part of epic hunter set.
 Attack-80
 Defense-80
 HP-25000
 Damage-100-200
 Speed-6
 Initiative-9
 Abilities-Petrify-Always knocks opponent back on atb scale by 1. Retribution (turns all your units to stone for two turns, if she doesn't get an attack in every 5 turns.)
 
 Cambe-Epic Monster. Drops Cambe's scimitar. Epic Hunter set.
 Attack-130
 Defense-40
 HP-20000
 Damage-1-300
 Speed-7
 Initiative-11
 Abilities-Large Creature. Flyer. Deadly Acid. (20 poison damage a turn until stack is completely dead.)
 
 Hecatoncheires-Epic Monster. Drops Hecatoncheires Hand. Part of Epic Hunter Set.
 Attack-80
 Defense-80
 HP-15000
 Damage-1-2
 Shots-4000
 Speed-3
 Initiative-12
 Abilities-Shooter. No melee penalty. One hundred handed attack (no melee penalty, same as ladon's attack, hits 100 times.)
 
 Demilich-Epic Monster. Drops Lich Skull, Part of epic set.
 Attack-50
 Defense-150
 HP-15000
 Damage-200-200
 Mana-5000
 Shots-10
 Speed-1
 Initiative-13
 Abilities-Shooter. Caster. Through Shot, Richochet Shot
 Casts fireball and Disruption Ray on expert. with 15sp
 
 Leviathan-Epic Monster. Drops Leviathan's Scale-mail, part of Epic Hunter set.
 Attack-90
 Defense-90
 HP-20000
 Damage-100-200
 Speed-0
 Initiative-13
 Abilities-Collosous (takes up the whole troop set up area) Perceptive Retaliation (can retaliate no retaliation units.) Retribution (Hits all your units for 150% damage if you don't attack him within 4 turns.)
 
 Talus-Epic Monster. Drops Ichor Amulet. Part of epic hunter set.
 Attack-100
 Defense-80
 HP-15000
 Damage-150-150
 Speed-7
 Initiative-16
 Abilities-Large Creature. Mechanical. Achilles Heel (most attacks will only do 50% damage, but every once in a while an attack will hit 1000%. Its at about 1:30 ratio.)
 
 Hermes-Godly Monster. drops Hermes' Sandals. Part of Epic Hunter Set. (note: Hermes can't die, he just teleports away when health hits 1, and leaves his shoes behind.)
 Attack-500
 Defense-500
 HP-1000
 Damage-400-700
 Speed-8
 Initiative-12
 Abilities-Flyer. Immortal (can't die.) Godly Aura (not affected by magic attacks.)
 
 Valkyrie - Drop Destiny Ring. Part of Epic Hunter Set.
 Attack-150
 Defense-50
 HP-22000
 Damage-100-200
 Speed-10
 Initiative-15
 Mana-80
 Abilities- Caster , Flyer , Knockback , Destiny Summoner
 Spells
 Magic Arrow 200 Damage
 Delay 40%
 
 Destiny Summoner - [Trigger Ability] Have a chances to summon a phantom of Valkyrie for 1 turn every time get attacked by 1000 Damage and above.
 |  | EPIC HUNT REWARDS 
 Destiny Ring-+2 luck +2 morale. Morale boosts last for 2 turns rather than one. (you know how morale boosts your initiative by 50%, when wearing this you would have +50% initiative for 2 turns after getting morale.
 
 Namean Pelt (cloak)-+8 def. 15% resistance to range attacks.
 
 Aegis (shield)-+10 defense. All creatures now possess fear attack.
 
 Cambe's Scimitar (sword)-+10 Attack. +5% initiative All units have poison.
 
 Hecatoncheires Gloves-+5 defense. Rangers now have double strike with both equipped. If ranger already has double strike, its increased to triple.
 
 Lich Skull-+5def +2luck. Doubles strength of raise dead.
 
 Leviathan Scale-mail-+15 Defense. 10% ranged resistance (stackable)
 
 Ichor Amulet-+3 morale +1 luck +10% initiative. Creatures now possess all the traits of mechanical creatures (immunities etc.) without loss of morale.
 
 Hermes' Sandals-+5 defense. +1 speed of all creatures. All creatures are now fliers.
 
 All items have 1000 durability.
 
 Full set- double damage to neutrals. +10% initiative. +2 min/max damage. +1 speed of troops. (5-8 items 60-90% damage increase.)
 |  | LEVEL REQUIREMENTS 
 2nd tier 1 upgrade: requires level 7
 
 2nd tier 2 upgrade: requires level 10
 
 2nd tier 3 upgrade: requires level 12
 
 2nd tier 4 upgrade: requires level 14
 
 Epic Hunts: level 14 and 9 hunter.
 |  | NOMAD FACTION 
 Background: From the searing deserts of the north, the nomads are a tough rugged people. They've learned to survive in harsh conditions for hundreds of years, and every day life is lived like a combat drill. Now, after developing enough strength and accumulating enough food and water for a campaign, they begin marching south...
 Start with +1 defense, have access to chaos spells.
 
 Racial Ability-Resilience
 After decades of living in the harsh environment of the desert, the Nomads have grown the natural ability of being able to shrug off a bit of damage, due to the everyday lifestyle they live in
 Absorb damage 6%+1%/lvl (at level 9 Nomads can absorb 15% damage. For example, an attack that would deal 100 would now deal 85 damage.)
 
 Tier 1-Jackal
 Attack-3
 Defense-1
 HP-6
 Damage-2-2
 Speed-5
 Initiative-10
 Abilities-none
 
 Tier 1 upgrade-Coyote
 Attack-4
 Defense-3
 HP-10
 Damage-2-3
 Speed-6
 Initiative-10
 Abilities-scavenger (can eat dead units on the ground, restoring health equal to 1/10 of the dead units hp.)
 
 Tier 2-Camel
 Attack-1
 Defense-5
 HP-20
 Damage-1-1
 Speed-4
 Initiative-7
 Abilities-Large Creature. Transport (like roc)
 
 Tier 2 Upgrade-Ox
 Attack-2
 Defense-6
 HP-30
 Damage-1-2
 Speed-4
 Initiative-8
 Abilities-Large Creature. Haul (transport, but can drag another stack of units behind it. Can move two stack at once.)
 
 Tier 3-Vulture
 Attack-5
 Defense-4
 HP-15
 Damage-3-3
 Speed-7
 Initiative-8
 Abilities-Flyer. Scavenger.
 
 Tier 3 Upgrade-Galah
 Attack-6
 Defense-6
 HP-20
 Damage-4-5
 Speed-8
 Initiative-9
 Abilities-Flyer. Scavenger. Strike and Return.
 
 Tier 4-Dart Thrower
 Attack-10
 Defense-5
 HP-25
 Damage-6-13
 Shots-15
 Speed-3
 Initiative-13
 Abilities-Shooter.
 
 Tier 4 upgrade-Knife Thrower
 Attack-12
 Defense-8
 HP-35
 Damage-7-15
 Speed-3
 Initiative-13
 Abilities-Shooter. No range penalty.
 
 Tier-5-Mummy
 Attack-13
 Defense-13
 HP-75
 Damage-10-20
 Speed-5
 Initiative-8
 Abilities-Undead. Infecting Strike.
 
 Tier 5 Upgrade-Pharaoh
 Attack-20
 Defense-20
 HP-105
 Damage-12-25
 Speed-6
 Initiative-9
 Abilities-Undead.Infestation of Maggots (same as infecting strike, except it deals the affect of infecting strike every turn for the rest of combat. Stats cannot drop below 0.)
 
 Tier 6-Sphinx
 Attack-22
 Defense-22
 HP-100
 Damage-15-25
 Shots-10
 Mana-30
 Speed-2
 Initiative-12
 Abilities-Large Creature. Shooter. Caster. Through Shot.
 Spells (all on expert cast)
 Fireball
 Lightning
 Mind Control-possesses a stack of units equal to or less than sphinx. for example, one sphinx could possess 10 elite forest keepers. While a unit is under mind control, sphinx cannot attack or move.Lasts 0.25 turns per sphinx costs 20 mana.
 
 Tier 7-Dust Devil
 Attack-25
 Defense-20
 HP-80
 Damage-40-50
 Speed-6
 Initiative-11
 Abilities-Large Creature. Flyer. Obscuring Storm (no range attacks can enter within the sand storm, which is a 2x2 area.)
 |  | RANGER CLASS 
 Background-Rangers. Rangers are so greatly feared because so little is know of them. They spend their lives wondering through the woods, and acting as a crude server of justice in the animal world. With their control over animals its no wonder they make up virtually all of their forces.
 Rangers start with
 +1 attack
 Rangers have a favored enemy, just like elves. Here are the troops
 
 Tier 1-Chicken
 Attack-1
 Defense-1
 HP-2
 Damage-1-1
 Speed-4
 Initiative-9
 Abilities-food (can be devoured by carnivorous allies to restore 1hp per chicken)
 
 Tier 1 upgrade-Rooster
 Attack-2
 Defense-2
 HP-4
 Damage-1-2
 Speed-4
 Initiative-10
 Abilities-food (can be devoured by carnivorous allies to restore 2hp per rooster.)
 
 Tier 2Domestic-Dog
 Attack-3
 Defense-1
 HP-10
 Damage-2-2
 Speed-6
 Initiative-10
 Abilities-Carnivorous (can eat food)
 
 Tier 2 upgrade-Forest wolf
 attack-4
 Defense-3
 HP-12
 Damage-2-2
 Speed-6
 Initiative-11
 Abilities-Carnivorous, pack attack
 
 Tier 3-Boar
 attack-8
 Defense-1
 HP-20
 Damage-3-4
 Speed-6
 Initiative-11
 Abilities-Rage. Charge (same as lizard charge)
 
 Tier 3 upgrade-Dire Boar
 Attack-10
 Defense-2
 HP-25
 Damage-5-5
 Speed-7
 Initiative-11
 Abilities-Rage. Charge.
 
 Tier 4-Brown Bear
 Attack-8
 Defense-8
 HP-40
 Damage-6-12
 Speed-7
 Initiative-7
 Abilities-Carnivorous. Large Creature. Bloody Claws (after damaging one stack, the bear gets that units blood on its paws. Then, if it attacks a different type of unit, it damages them as if they were poisoned.)
 
 Tier 4 upgrade-Black Bear
 Attack-10
 Defense-12
 HP-50
 Damage-7-15
 Speed-7
 Initiative-8
 Abilities-Carnivorous. Large Creature. Bloody Claws. Devour (when it kills enemy stacks, eats the dead units, restoring health equal to 1/3 of damage delt. Doesn't work against undead or mechanical. They taste bad.)
 
 Tier 5-Giant Spider
 Attack-10
 Defense-15
 Damage-10-15
 HP-55
 Speed-5
 Initiative-12
 Abilities-Large Creature. Poison. Exoskeleton (reduces all melee damage by 15%)
 
 Tier 5 Upgrade-Queen Spider
 Attack-15
 Defense-21
 Damage-15-18
 HP-70
 Speed-6
 Initiative-14
 Abilities-Large Creature. Poison. Exoskeleton. Web (just like treefolk root ability.)
 
 Tier 6-Phormean
 Attack-30
 Defense-15
 HP-120
 Shots-20
 Speed-4
 Initiative-10
 Abilities-Large Creature. Shooter. Exploding shot (like volley, except 2x2, and does 100% damage. Always used a.k.a. not an activated ability)
 
 Tier 7-Forest Spirit
 Attack-30
 Defense-27
 HP-150
 Damage-40-60
 Speed-5
 Initiative-11
 Abilities-Flyer. Incorporeal.
 |  | 2nd Upgrades: 
 
 Wizard: http://www.heroesofmightandmagic.com/heroes5/toe_academy_creatures.shtml
 
 DE:
 http://www.heroesofmightandmagic.com/heroes5/toe_dungeon_creatures.shtml
 
 Knight:
 http://www.heroesofmightandmagic.com/heroes5/toe_haven_creatures.shtml
 
 Demon:
 http://www.heroesofmightandmagic.com/heroes5/toe_inferno_creatures.shtml
 
 Necro:
 http://www.heroesofmightandmagic.com/heroes5/toe_necropolis_creatures.shtml
 
 Elf:
 http://www.heroesofmightandmagic.com/heroes5/toe_sylvan_creatures.shtml
 
 No barb
 |  | BLACKGUARD CLASS 
 Leader of all that is unholy, the Blackguard is the optimism of pure evil. While still living, it is believed these "anti-paladins" possess no soul. Blackguards may call upon their dark gods, gaining the ability to cast holy and darkness spells. Though Blackguards may be powerful, not many creatures hearts are evil enough to fight for his (her) sinister causes.
 Class ability: Evil Aura- All blackguard units give off an aura, decreasing attack and defense of enemy units adjacent to them by 1*class level.
 
 Starting Hero Skills
 Attack-1
 Defense-0
 Spell Power-0
 Knowledge-1
 Initiative- -1
 
 Tier 1 Unit
 Shadow Mastiff
 Attack-3
 Defense-1
 Damage-1-3
 HP-8
 Speed-6
 Initiative-10
 Abilities-Rage.
 
 Tier 1 upgrade
 Worg
 Attack-5
 Defense-2
 Damage-2-3
 HP-10
 Speed-6
 Initiative-11
 Abilities-Rage. clamp.
 
 Tier 2 Unit
 Harpy
 Attack-3
 Defense-2
 Damage-2-3
 HP-12
 Speed-7
 Initiative-8
 Abilities-Flyer.
 
 Tier 2 Upgrade
 Siren
 Attack-5
 Defense-5
 Damage-3-3
 HP-15
 Speed-7
 Initiative-9
 Abilities-Flyer. Enticing Song.
 
 Tier 3 Unit
 Drider
 Attack-5
 Defense-3
 Damage-3-7
 HP-16
 Speed-4
 Initiative-12
 Shots-8
 Abilities- Shooter. Large Creature.
 
 Tier 3 Upgrade
 Drider Alpha
 Attack-7
 Defense-3
 Damage-4-7
 HP-18
 Speed-4
 Initiative-12
 Shots-10
 Abilities- Shooter. Large Creature. Weighted Arrows.
 
 Tier 4 Creature
 Umber Hulk
 Attack-10
 Defense-5
 Damage-7-15
 HP-45
 Speed-4
 Initiative-7
 Abilities-Rage. Throw.
 
 Tier 4 Upgrade
 Ravenous Umber Hulk
 Attack-15
 Defense-4
 Damage-10-15
 HP-50
 Speed-5
 Initiative-8
 Abilities-Rage. Devour.
 
 Tier 5 Unit
 Eyeball
 Attack-12
 Defense-12
 Damage-11-13
 HP-40
 Speed-4
 Initiative-12
 Mana-15
 Shots-10
 Abilities-Shooter. Caster. Flyer.
 
 Tier 5 Upgrade
 Beholder
 Attack-15
 Defense-15
 Damage-10-20
 HP-55
 Speed-5
 Initiative-12
 Mana-15
 Shots-10
 Abilities-Shooter. Caster. Flyer. Petrifying Gaze.
 
 Tier 6 Unit
 Vrock
 Attack-25
 Defense-20
 Damage-20-25
 HP-115
 Speed-6
 Initiative-11
 Abilities-Displacement.
 
 Tier 7 Unit
 Shadow Fiend
 Attack-35
 Defense-20
 Damage-40-50
 HP-175
 Speed-6
 Initiative-10
 Abilities- Incorporeal.
 
 
 Ability Description
 Clamp- When a unit with this ability attacks, it latches onto that unit and travels with it when it moves, also slowing its speed by 30%. (advantage-Can prevent enemies from running. Disadvantage-Enemy can drag you into range of shooters and tanks.)
 
 Enticing Song- Activated Ability. When this ability is used, it lures the creature on which it was cast to the caster.
 
 Weighted Arrows- Range is decreased by 1, but creatures in range receive an extra 20% damage.
 
 Throw- Triggering Ability. The unit grabs the enemy and throws him backwards three squares, destroying all accumulated initiative. This attack does 50% normal damage, and 25% damage to any units hit by the throw, including allies.
 
 Devour- The unit with this ability eats the units it kills, and regains 33% of that units health. Devoured units cannot be resurrected.
 
 Petrifying Gaze- Triggering Ability. The Unit struck by this is turned into stone until he is either attacked, or misses three of his turns. Attacks from heroes do count.
 
 Displacement- The unit with this ability can move onto other units, pushing them out of the way in the process. If they have nowhere to move, this ability doesn't work. Doesn't work on large creatures.
 |  | NEW CLASS-MARSHMEN 
 Background:
 From the boggy lands of the west, lurks a civilization lost to time. They were once a mighty nation, but their power diminished by an unknown cause. Soon, their very existence became legend. Then it became myth. Of late though, commoners who venture into the marsh seldom come out. Those who do, speak of strange noises, and horrible creatures just beyond their view, or obscured by the putrid mist released by the bogs. The exact detail of what lurks within the marsh is unknown, but their are few who deny the fact; the Marshmen are on the move.
 Racial Ability-Bogged Down-All units secrete a thick boggy substance, and when it adds up can be very difficult to pass. at each class level, the amount secreted is increased by 1, up to a maximum of 9 (inches) of bog secreted over all the tiles that unit passess over. For a bog to have any effect it must have 5 inches in it, if you are below level 5 class level move repeatedly over the same area to "bog it down" Here are stats for how much it slows enemy units.
 5=10% of speed
 6=12% of speed
 7=14% of speed
 8=18% of speed
 9=20% of speed
 Also, Marsh men absorb 25+8% of water spell damage per class level.
 Starts off with +1 Attack, and can cast nature and darkness spells.
 
 Flyers and Amphibious units are not affected (amphibious creatures are a possible inclusion in the future.)
 
 Tier 1-Hinkypunk
 Attack-1
 Defense-1
 Damage-1-1
 HP-5
 Speed-5
 Initiative-11
 Abilities-Magical Light (not affected by darkness spells.)
 
 Hinkypunk-Will O' Wisp
 Attack-3
 Defense-1
 Damage-1-3
 HP-8
 Speed-6
 Initiative-11
 Abilities-Magical Light. Flyer.
 
 Will O' Wisp-Corpse Fire
 Attack-4
 Defense-2
 Damage-3-3
 HP-10
 Speed-7
 Initiative-11
 Abilities-Magical Light. Flyer. Immune to Fire. Corpse Burn (burns the corpses on the tile it stands on, preventing their resurrection as well as adding 3 to the big size on that tile. The decaying, as well as burnt bodies, become part of the bog.)
 
 Tier 2-Padfoot
 Attack-2
 Defense-3
 Damage-2-4
 HP-10
 Speed-6
 Initiative-12
 Abilities-Large Creature. Chosen Victim (at the beginning of combat, the creature chooses a chosen victim, and does 150% damage to that stack, but only 75% to others.)
 
 Padfoot-Barghest
 Attack-4
 Defense-4
 Damage-3-4
 HP-12
 Speed-7
 Initiative-14
 Abilities-Large Creature. Chosen Victim. Draw blood ( 1% of stacks health each turn until end of combat. ALWAYS does at least 1 damage.)
 
 Barghest-Gytrash
 Attack-6
 Defense-5
 Damage-4-5
 HP-14
 Speed-7
 Initiative-16
 Abilities-Large Creature. Chosen Victim. Draw Blood. Despair (any enemy in a 3x3 area around Gytrash lose their morale.)
 
 Tier 3-Leech
 Attack-5
 Defense-4
 Damage-3-5
 HP-18
 Speed-5
 Initiative-8
 Abilities-Drain Life.
 
 Leech-Annelid
 Attack-7
 Defense-5
 Damage-4-7
 HP-20
 Speed-5
 Initiative-9
 Abilities-Drain Life. Store Blood (can go above maximum health, which must be depleted first before a stack can be killed)
 
 Annelid-Bloodveld
 Attack-10
 Defense-6
 Damage-5-7
 HP-25
 Speed-5
 Initiative-10
 Abilities-Drain Life. Blood Craft (can form new bloodvelds when health goes above max.)
 
 Tier 4-Dracaenae
 Attack-8
 Defense-7
 Damage-6-12
 HP-35
 Speed-6
 Initiative-12
 Abilities-Amphibious. Large Creature. Rage. Stun
 
 Dracaenae-Naga
 Attack-10
 Defense-8
 Damage-7-14
 HP-45
 Speed-7
 Initiative-13
 Abilities-Amphibious. Large Creature. Rage. Stun. Poisonous.
 
 Naga-Lamia
 Attack-13
 Defense-10
 Damage-10-15
 HP-60
 Speed-8
 Initiative-15
 Abilities-Amphibious. Large Creature. Rage. Stun. Poisonous. Double Strike.
 
 Tier 5-Wolf-man
 Attack-15
 Defense-10
 Damage-10-20
 HP-60
 Speed-6
 Initiative-12
 Abilities-Rage. Bloody Claws.
 
 Wolf-man-Werewolf
 Attack-20
 Defense-15
 Damage-10-25
 HP-75
 Speed-7
 Initiative-14
 Abilities-Rage. Bloody Claws. Curse of Half-Life. (for every 5 werewolves, 1 werewolf from an attacked stack is turned into one.)
 |  | NEW CLASS-MARSHMEN (continued) 
 Tier 6-Hag
 Attack-20
 Defense-15
 Damage-20-30
 HP-80
 Shots-12
 Mana-20
 Speed-3
 Initiative-11
 Abilities-Shooter. Caster. (all spells are cast on expert unless stated otherwise.)
 Fireball
 Curse
 Bless
 Delay (advanced)
 
 Tier 7-Abomination
 Attack-50
 Defense-5
 Damage-50-100
 H{-175
 Speed-5
 Initiative-10
 Abilities-Large Creature. Immunity to poison. Immunity to delay. Regenerate.
 |  | TIER 1 2ND UPGRADE FOR BLACKGUARD, RANGER, AND NOMAD 
 Coyote-hyena
 Attack-5
 Defense-5
 Damage-3-3
 HP-12
 Speed-6
 Initiative-12
 Abilities-Scavenger. Rage
 
 Rooster-Cockatrice
 Attack-4
 Defense-3
 Damage-2-3
 HP-6
 Speed-6
 Initiative-11
 Abilities-Flyer. Food. (4hp each) Poisonous.
 
 Worg-Fenrir
 Attack-7
 Defense-3
 Damage-2-5
 HP-12
 Speed-6
 Initiative-12
 Abilities-Rage. Bloodlust.
 
 TIER 2 2ND UPGRADE FOR BLACKGUARD, RANGER, AND NOMAD
 
 Ox-Peryton
 Attack-5
 Defense-5
 Damage-2-2
 HP-30
 Speed-5
 Initiative-8
 Abilities- Flyer. Transporter.
 
 Wolf-Arctic Wolf
 Attack-5
 Defense-5
 Damage-2-3
 HP-14
 Speed-6
 Initiative-12
 Abilities-Carnivorous. Pack Attack. Immune to Water.
 
 Siren-djinn (a dark genie.)
 Attack-6
 Defense-6
 Damage-3-4
 HP-18
 Speed-8
 Initiative-10
 Abilities-Flyer. Random Caster Darkness (cast on beginner.)
 
 TIER 3 2ND UPGRADE FOR BLACKGUARD, RANGER, AND NOMAD.
 
 Galah-Eagle
 Attack-7
 Defense-7
 Damage-3-7
 HP-22
 Speed-9
 Initiative-9
 Abilities-Flyer. Scavenger. Strike and Return. Eagle Eye. (can retaliate no-retaliate units.)
 
 Dire Boar-Erymanthian Boar
 Attack-12
 Defense-5
 Damage-6-6
 HP-30
 Speed-8
 Initiative-11
 Abilities-Rage. Charge. Plow (can charge forward 4 spaces, dealing 75% damage to anyone in the way.)
 
 Drider Alpha-Bebilith
 Attack-10
 Defense-3
 Damage-5-7
 HP-25
 Shots-10
 Speed-6
 Initiative-11
 Abilities-Shooter. Large Creature. No Melee Penalty. Sticky Shot. (the bebilith's shots are strands of silk, a.k.a. its web that are shot at the enemy having the same effect as stunning blow.)
 
 TIER 4 2ND UPGRADE FOR BLACKGUARD, RANGER, AND NOMAD
 
 Knife Thrower-Blade Thrower
 Attack-13
 Defense-10
 Damage-10-15
 HP-40
 Speed-2
 Initiative-13
 Abilities-Shooter. No range penalty. No Melee Penalty.
 
 Black Bear-Grizzly Bear
 Attack-12
 Defense-12
 Damage-9-16
 HP-60
 Speed-7
 Initiative-10
 Abilities-Carnivorous. Large Creature. Bloody Claws. Devour.
 
 Ravenous Umber Hulk-Rotting Umber Hulk
 Attack-16
 Defense-6
 Damage-12-16
 HP-55
 Speed-5
 Initiative-8
 Abilities-Undead. Rage. Drain Life.
 |  | Sorry guys, i forgot damage for the Phormean. Here are its stats. 
 Tier 6-Phormean
 Attack-30
 Defense-15
 Damage-15-18
 HP-120
 Shots-20
 Speed-4
 Initiative-10
 Abilities-Large Creature. Shooter. Exploding shot (like volley, except 2x2, and does 100% damage. Always used a.k.a. not an activated ability)
 
 UPGRADE FOR TIER 6 FOR NEW CLASSES (level 15)
 
 Phormean-Phormean Queen
 Attack-35
 Defense-18
 Damage-20-25
 HP-150
 Shots-20
 Speed-4
 Initiative-12
 Abilities-Large Creature. Shooter. Exploding shot.Burning Shot. (5 damage per queen, for 5 turns.)
 
 Hag-Crone
 Attack-30
 Defense-15
 Damage-30-30
 HP-100
 Shots-15
 Mana-30
 Speed-3
 Initiative-12
 Abilities-Shooter. Caster. (all spells are cast on expert. Each crone adds 2sp.)
 Fireball
 Curse
 Bless
 Delay
 Shadow Cage
 Earthquake
 
 Sphinx-Androsphinx
 Attack-25
 Defense-25
 HP-115
 Damage-18-27
 Shots-12
 Mana-40
 Speed-2
 Initiative-13
 Abilities-Large Creature. Shooter. Caster. Through Shot.
 Spells (all on expert)
 Fireball
 Lightning
 Mind Control (can now possess 50% more units.)
 Vine Whip
 
 Vrock-Tanar'ri
 Attack-30
 Defense-20
 Damage-25-25
 HP-135
 Speed-7
 Initiative-11
 Abilities-Displacement. Double Strike.
 |  | TIER 7 UPGRADES 
 Tier 7 upgrades would require level 16, which would require 32,000,000 experience. To determine the cost, multiply the money and resource cost by six (If to get an angel you needed 100,000 and 100 sulfur, it would become 600,000 and 600 sulfur for upgrade.)
 
 Angel-Seraph
 Attack-35
 Defense-35
 Damage-60-60
 HP-240
 Mana-20
 Speed-7
 Initiative-12
 Abilities-Flyer. Large Creature. Caster. (all on expert.) Battledive (2x2 area)
 Haste
 Chastise
 Bless
 
 Behemoth-Colossus
 Attack-40
 Defense-25
 Damage-50-70
 HP-250
 Speed-6
 Initiative-10
 Abilities-Large Creature. Rage. Puncture Defense. (ignores defense undefined%, and then lowers the target's defense that much.) Broad Smash (when he attacks, hits his target and the tile behind it.)
 
 Devil-Azazel
 Attack-40
 Defense-30
 Damage-49-79
 HP-231
 Speed-7
 Initiative-13
 Abilities-Large Creature. Teleporter. Demonic. Spray. Dark Fire. (any units killed by Azazel come back as imps, or spawns etc. depending on what upgrades you have.)
 
 Skeletal Dragon-Dracolich
 Attack-35
 Defense-35
 Damage-50-70
 HP-200
 Speed-8
 Initiative-12
 Abilities-Undead. Flyer. Shadow Breath. (deals damage to a 2x2 area in front of him, does 125% damage to living creatures, as well as casts weakness on them on basic.)
 
 Twilight Dragon-Black Dragon
 Attack-30
 Defense-30
 Damage-45-70
 HP-240
 Speed-9
 Initiative-10
 Abilities-Large Creature. Draconic Breath. Immune to Magic.
 
 Green Dragon-Jade Dragon
 Attack-31
 Defense-27
 Damage-33-57
 HP-200
 Speed-9
 Initiative-14
 Abilities-Large Creature. Draconic Breath. Immune to Earth.
 
 Giant-Titan
 Attack-30
 Defense-30
 Damage-40-70
 HP-190
 Shots-5
 Speed-6
 Initiative-10
 Abilities-Large Creature. Shooter. No Melee Penalty.
 
 Shadow Fiend-Balrog
 Attack-40
 Defense-30
 Damage-50-60
 HP-225
 Speed-7
 Initiative-12
 Abilities-Wreath of Flame (reflects 25% damage.) Immune to Fire. Immune to Darkness. No retaliation. Demonic.
 
 Forest Spirit-Nature Spirit
 Attack-35
 Defense-35
 HP-175
 Damage-30-80
 Speed-6
 Initiative-11
 Abilities-Flyer. Incorporeal. Immune to Earth. Immune to Air. Forest Foundation. (any rile the nature spirit passes over, trees are planted. Ranger Class creatures can move normally through trees, considering its there home.)
 
 Dust Devil-Desert Devil
 Attack-30
 Defense-25
 HP-150
 Damage-50-50
 Shots-8
 Speed-6
 Initiative-11
 Abilities-Large Creature. Flyer. Obscuring Storm (3x3 now) Shooter. No Melee Penalty.
 |  | TIER 5 2ND UPGRADES 
 Requires level 16.
 
 Roc-Thunderbird-Phoenix
 Attack-25
 Defense-12
 Damage-13-16
 HP-75
 Speed-10
 Initiative-13
 Abilities-Large Creature. Flyer. Transporter. Immune to Fire. Fire Shield (25% damage) Tears of the Phoenix (heals one stack up to 500 hp, and prevents all the units in the stack from dying until its next turn. Somewhat like final breath, except it works when there is only one and works for multitudes of attacks.)
 
 Unicorn-Brilliant Unicorn-Pegasus
 Attack-22
 Defense-22
 Damage-12-22
 HP-85
 Speed-8
 Initiative-14
 Abilities-Large Creature. Flyer. Aura of Magic Proof. Aura of Avoidance (reduces ranged damage to nearby allies. Area and affect is the same as Aura of Magic Proof.) Blinding Brilliance.
 
 Lich-ArchLich-Morog
 Attack-21
 Defense-21
 Damage-22-23
 HP-60
 Shots-8
 Mana-25
 Speed-4
 Initiative-11
 Abilities-Undead. Large Creature. Shooter. caster. Pestilence Shot (like plague shot, but not only affects those adjacent to the target, but those who are adjacent to the adjacents.)
 
 Genies-Senior Genies-Efreeti
 Attack-17
 Defense-17
 Damage-19-24
 HP-55
 Speed-8
 Initiative-13
 Abilities-Flyer. Large Creature. Magic Shield 75%. Random Caster (all spells.)
 
 Monk-Cleric-High Priest
 Attack-20
 Defense-20
 Damage-12-15
 HP-106
 Shots-8
 Mana-25
 Speed-5
 Initiative-12
 Abilities-Shooter. Caster. No Melee Penalty. Holy Barrier. (creates a barrier on single spot on the battle field magical attacks cannot enter it, any allies on the spot gain +5 defense and +1hp to each creature, as well as all undead receiving 50 damage if they pass through it, attack someone in it, as well as they receive 50 damage each turn if they simply stand on it every turn. Can only be used once.)
 
 Hellhorse-Nightmare-Cauchemar
 Attack-22
 Defense-22
 Damage-10-19
 HP-81
 Speed-9
 Initiative-18
 Abilities-Large Creature. Demonic. Terror Attack. (like fear attack, but lasts for 2 turns.) Intimidating Aura. Burning Earth. (any tile where the Cauchemar stands upon bursts into flame until Cauchemar's next turn. Any unit crossing it will receive 1 damage per creature in the stack.)
 
 Hydra-Ladon-Balaur
 Attack-18
 Defense-16
 Damage-12-15
 HP-160
 Speed-5
 Initiative-9
 Abilities-Large Creature. Rage. No Retaliation. Greater regeneration (regenerates twice as much.) Twelve headed attack (attacks all surrounding units twice.)
 
 Wolfman-Werewolf-Werepyre
 Attack-22
 Defense-17
 Damage-15-25
 HP-90
 Speed-7
 Initiative-15
 Abilities-Rage. Bloody Claws. Curse of Half-Life. Drain Life.
 
 Mummy-Pharaoh-Devourer
 Attack-25+1 per dead stack
 Defense-25+1 per dead stack
 Damage-12-20+1 min/max per dead stack
 HP-140+10 per dead stack.
 Speed-6+1 per 5 dead stacks
 Initiative-9+1 per 3 dead stacks.
 Abilities-Undead. Infestation of Maggots. Soul Leech (skills go up based on how many units were killed by allies.)
 
 Eyeball-Beholder-Beholder Overseer
 Attack-18
 Defense-17
 Damage-12-25
 HP-70
 Shots-10
 Mana-30
 Speed-6
 Initiative-13
 Abilities-Shooter. Caster. Flyer. Petrifying Gaze. Arcane Puncture (target takes 25% more damage from magic for rest of combat.)
 
 
 Giant Spider-Queen Spider-Manticore
 Attack-20
 Defense-25
 Damage-20-21
 HP-80
 Shots-8
 Speed-4
 Initiative-14
 Abilities-Large Creature. Poison. Exoskeleton. Shooter. No Melee Penalty.
 |  | 1ST TIER 3RD UPGRADE (level 15) 
 Militia-Pikemen
 Attack-5
 Defense-5
 HP-10
 Damage-2-5
 Speed-6
 Initiative-10
 Abilities-Stun. Hold Position. Spear Wall (if the enemy moves 6 or more tiles to reach pikemen, the pikemen retaliate first, even if they already retaliated.)
 
 Skeletal Crossbowmen-Skeletal Arbalisits
 Attack-5
 Defense-5
 HP-7
 Damage-2-6
 Shots-15
 Speed-2
 Initiative-9
 Abilities-Shooter.
 
 Gremlin Scientist-Gremlin Mathematician
 Attack-4
 Defense-4
 Damage-2-5
 HP-7
 Shots-10
 Speed-5
 Initiative-13
 Abilities-Shooter. Formulate. (creates mithril golems, 100% more than what Gremlin Scientists would create.)
 
 Pixies-Grig
 Attack-6
 Defense-4
 Damage-3-4
 HP-8
 Mana-25
 Speed-8
 Initiative-17
 Abilities-Flyer. Caster. No retaliation. Broad Attack. Summon Forest Spirits.
 Spells (on advanced.)
 Wasp Swarm
 Stoneskin
 Chastise
 
 Kobold-Gnoll
 Attack-8
 Defense-6
 Damage-3-4
 HP-8
 Speed-6
 Initiative-12
 Abilities-Rage. Acidic Blood. Berserk. (same as Troll.)
 
 Ruffians-Outlaw
 Attack-7
 Defense-7
 Damage-4-5
 HP-20
 Shots-10
 Speed-5
 Initiative-14
 Abilities-No Melee Penalty. Return Fire.
 
 Quasi-Mephit
 Attack-6+1 per mana
 Defense-5+1 per mana
 Damage-4-4+ 1 min/max per 5 mana.
 HP-10 +1 per mana.
 Speed-6+ 1 per 10 mana
 Initiative-14+.1 per mana.
 Abilities-Demonic. Mana Devourer (for every mana Mephits steal, they become more powerful.). Flyer. Fire Cone.
 
 Hyena-Leucrota
 Attack-7
 Defense-7
 Damage-3-4
 HP-14
 Speed-7
 Initiative-13
 Abilities-Rage. Scavenger. Bloodlust
 
 Cockatrice-Pyrolisk
 Attack-4
 Defense-3
 Damage-3-3
 HP-7
 Speed-6
 Initiative-11
 Abilities-Flyer. Food (5hp each) Immune to Fire. Enflame (triggering ability. Has a chance to enflame the target, damaging them 110% of normal damage, and lowering their defense by .25 per pyrolisk for the rest of combat.)
 
 Fenrir-Gwyllgi
 Attack-8
 Defense-5
 Damage-3-5
 HP-15
 Speed-7
 Initiative-12
 Abilities-Rage. Bloodlust. Incorporeal. Despair.
 
 Corpse Fire-Golguthydra
 Attack-5
 Defense-2
 Damage-2-5
 HP-12
 Speed-7
 Initiative-12
 Abilities-Magical Light. Flyer. Immune to Magic. Corpse Burn.
 |  | NEW GUILD-EVENHANDED ORDER 
 OVERVIEW
 In the guild you would hun down bandit leaders and bring them to justice. By successfully completing a mission, you will be awarded 1-9 guild points (based on guild level) that can be used to purchase, gold, resources, and even a few new Paladin armor/ weapons (The post earlier by Brasingr had a sword called Holy Avenger, you could get that from the guild, I'll go into more details later.) You will also get a gold reward, about 100-200 each time for a successful mission, as well s 1 point towards leveling up (skill point?) Level 10 is recommended.
 
 THE HUNT
 You would have to hunt down a bandit leader, but to get to him you will need to fight 2-4 waves of bandits, rogues, and a few other random "evil" monsters. The final boss wave ( it would be the 3-5 wave) would contain a leader, with a randomly generated name, as well as 2 honor guards. Once defeated, you may return back to the guild, located in Blooming Glade.
 
 THE REWARDS
 After completing the mission, you get 1-9 spendable points which can purchase Items. Heres the List. (note, when purchasing resources or gold, every 100 points gets you a bonus 10% goods. For example, if you spent 100 points on gold, instead of getting 15,000, you would get 16,500.)
 150 gold-1 point
 1 wood or ore-1 point
 1 mercury, sulfur, crystal, or gem-2 points
 Holy Avenger-+5 Attack +1 Defense +15% damage to undead 60 dur.-50 points
 Paladin Shield-+5 Defense +1 Morale 75 dur.-50 points
 Ring of Redemption-+2 attack +1 luck +1 morale 50 dur.-50 points
 Ring of Wrath-+5 attack +5% initiative 50 dur.-50 points
 Cloak of Courage- 15% range and magic resistance 60 dur.-50 points
 Justice Amulet-+2 Luck +2% initiative +15% damage to monsters on guild hunts 50 dur.-50 points
 Helmet of Honor-+2 attack +2 defense +1 morale 60 dur-50 points
 Boots of Righteousness-+4 defense +1 Morale 55 dur-50 points
 Cuirass of Courage-+6 defense +1 Morale 65 dur.-50 points
 All require level 10 to wear, and cannot be sold in the market. The full set grants you a 50% damage bonus vs. demonic, undead, and DE units.
 
 Thief's Guild Invitation-150 points (you can purchase this here because since you have 150 points, the Evenhanded Order trusts you enough with a TGI.)
 Elements used in enchanting can be purchased with 15-35 points, depending on value.
 
 Each level in the order grants +1 defense, and at level 5 +1 morale (as well as +1 defense.)
 |  |