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Dungeon Creatures

Fortress Units have some decent creatures, but overall isn't very strong creaturewise. The units are fairly expensive. They also suffer from having only one ranged unit, which really isn't all that hot.

Weiila sez: Not as crawly and slimy as the Dungeon fellows perhaps, but these are lizards and not snakes. Mostly. They have claws and teeth that will do some nasty damage... some insists on snorting peopple to death though...

Name
Cost
Attack
Defense
Speed
Shots
Image
Building
Damage
Health
Combat Speed
Movement Type
Special Abilities
Upg. Name
Upg. Cost
Upg. Attack
Upg. Defense
Upg. Speed
Upg. Shots
Upg. Image
Upg. Building
Upg. Damage
Upg. Health
Upg. Combat Speed
Upg. Movement Type
Upg. Special Abilities
Comments


Gnoll
50 Gold
3
5
Extra Slow
N/A
2-3
6
4
Ground
No special abilities.
Gnoll Marauder
70 Gold
4
6
Slow
N/As
2-3
6
5
Ground
No special abilities.
Gnolls and Gnoll Marauders make nice 1st level troops. Decent damage. Not the best, but hey, they work. And you can horde them.


Lizardman
110 Gold
5
6
Extra Slow
12
1-3
12
4
Ground
No special abilities.
Lizard Warrior
2-3
5
7
Slow
24
2-3
12
5
Ground
No special abilities.
Compared to Elves and Archers, Lizardmen make CRAPPY ranged troops. Use them if you must. But I don't bother. They have pretty nice defense though. But that lack of a second shot hampers them.


Serpent Fly
220 Gold
6
8
Ultra Swift
N/A
2-5
20
9
Flying
Attacks dispel benefical spells on target.
Dragon Fly
240 Gold
6
8
Very Quick
N/A
2-5
20
15
Flying
Attacks dispel benefical spells on target.
Alright I suppose. Pretty good for stopping a strong unit from having bless and such. They're also the fastest of the low level units. The upgraded Dragon Fly gets a massive increase in speed (and that's all), but it's great for being the first to get off spells and such.


Basilisk
325 Gold
11
11
Slow
N/A
6-10
35
5
Ground
20% chance to petrify with a melee attack.
Greater Basilisk
400 Gold
12
12
Upg. Extra Swift
N/A
6-10
30
7
Ground
20% chance to petrify with a melee attack.
Pretty cool. Essentially Medusas (again), only a lot more powerful, and without a ranged attack. I like these.


Gorgon
525 Gold
10
14
Slow
N/A
12-16
70
5
Ground
No special abilities.
Mighty Gorgon
600 Gold
11
16
Swift
N/A
12-16
70
6
Ground
10% chance to kill a number of units equal to 10% of the number of Mighty Gorgons in a unit (rounded down) on a melee attack.
Pretty strong, and not too shabby I suppose. The "Death Stare" of the Mighty Gorgons would be useful against creatures with massive health, but you need a LOT to kill a decent amount.

Weiila sez: Be VERY careful about these guys in large troops however, they’re a pain to fight. If they’re on your side, well that’s another thing of course.


Wyvern
800 Gold
14
14
Extra Swift
N/A
14-18
70
7
Flying
No special abilities.
Wyvern Monarch
1100 Gold
14
14
Quick
N/A
18-22
70
11
Ground
Can inflict "Poison" on a melee attack
I don't like Wyverns much really. Wyvern Monarch gain a nice damage and speed boost, but also gain the ability to poison a unit, which to me is just crap. Your call here.

Weiila: These guys look much worse than they really are. Sheez, they should be able to kill just with their ugliness. Brr!


Hydra
2200 Gold
16
18
Slow
N/A
25-45
175
5
Ground
No special abilities.
Chaos Hydra
3500 Gold + 1 Sulfur
18
20
Extra Swift
N/A
25-45
250
7
Ground
Melee area attack (All adjacent units), Cannot be counterattacked.
They're slower and weaker than most Level 7 units, but they can't be countered, and they have the rather dubious benefit of being able to attack all adjacent hexes at once. You REALLY have to be careful with these, since they can attack friendly units by mistake, and a smart opponent will likely take advantage of that. Used wisely, they can be devastating. But they're too hard to use for me.





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