0. Empty
#No description#

1. Militiaman
#Low price is the main - and really the only - advantage of this unit type. Former peasants, militiamen are neither well-equipped nor combat-trained. However, they are a perfect human shield to protect more valuable units. Necromancers and demonologists eagerly accept militiamen into their ranks. Why? Well, ask them yourself.#

2. Slinger
#Slingers are by far the cheapest ranged units. Outfitting and feeding them doesn't cost much. Often slingers are recruited from among young peasants and hastily taught how to handle the sling. All they need is some natural agility and a steady eye. The rest comes with experience.
Although slingers can't claim outstanding shooting strength and range, they are especially valuable in a protracted battle, as they never run out of ammunition. A slinger can use any stone picked up from the ground as a missile, if it comes down to that.#

3. Spearman
#Spearmen are a typical example of light infantry. Vested in light yet sturdy leather armor, spearmen are able to move around the battlefield much faster then iron-clad warriors. The throwing javelins they typically use before engaging into the melee are another of their advantages over heavy infantrymen. The javelin is rather heavy, so, even if the enemy manages to stop its jagged head with a shield, the impact will weaken his defense.#

4. Bowman
#Professional bowmen are expensive warriors, but they are well worth their price. Bowmen strike the enemy at a great distance, weakening the hostile infantry before the melee. An even more important duty the bowmen are well-suited for is eliminating enemy spellcasters. It is essential not to let the enemy warriors approach your bowmen, as they are rather weak in melee combat.#

5. Swordsman
#These heavy infantrymen are perfectly fit for attack and defense alike. A large shield provides cover against enemy arrows and protection in melee combat. Long drills and constant training have taught them iron discipline. Each swordsman is an expert with his weapon, equally able to use his blade for attacking and for parrying enemy blows.#

6. Pikeman
#Pikemen are perfect for holding ground. Clad in sturdy chainmail armor and armed with a long pike, these heavy infantryman are definitely not an easy prey. Their long weapons allow the pikemen to strike before the enemy gets close.#

7. Crossbowman
#Crossbowmen are a deadly force in combat. Although the effective range of their weapon is less than that of a bow, its killing power is much greater. A crossbow shot is so deadly that no armor can fully protect against it.
Since crossbowmen shoot from a relatively short range, they are equipped with strong armor and taught to handle a sword. When needed, these ranged units can hold their own in melee combat. Their only disadvantage is that heavy armor makes crossbowmen less mobile than other ranged units.#

8. Healer
#Combat isn't just about winning. It's about winning with minimal casualties. For this reason, most armies need healers. Virtually useless in the melee, the healers can treat warriors' wounds with their magical potions and elixirs.#

9. Barbarian
#Barbarians can be found on virtually any inhabited shard. Some consider them barbarized descendants of an ancient civilization, others think they're mere savages who never knew any law other than the law of brute force.
The art of killing is by far the only art that these barbarians have mastered. Furious barbarian hordes inhabiting wide valleys and moors are a force to be reckoned with for any Master. If left unattended, barbarians will sow death and devastation among your people. If subdued, they will sow death and devastation among your enemies.
In combat, barbarians are able to fall into berserker rage, crushing enemies with extraordinary force and neglecting their own wounds.#

10. Thief
#They are often called the scum of the criminal world, for no normal thief would ever join the army. For the most part, the thieves joining military units have violated codes of the Thieves Guild and are trying to avoid being killed by their former colleagues. The unlucky ones who never learned their trade but mastered the skill of knife fighting often conscript as well.
Their low cost is one of the thieves' main advantages. No one would ever pay big wages to an unfortunate thief. However, the greedy looters aren't too upset about this. The rascals hope to snatch their share by stashing away a good part of the war trophies.
Thieves' morale is usually very low. They tend to flee at any sign of danger. However, their agility is commendable. Thieves try to sneak up on their enemies, to avoid being attacked in return. Not enthusiastic about melee combat, thieves carry a set of throwing knives so that they can attack an opponent from a relatively safe distance.#

11. Brigand
#When the choice is between the gallows and the military, many brigands eagerly join the army. Teaching former cutthroats some discipline is a virtually impossible task. On the other hand, the former gallows-birds don't ask for expensive wages.
Army service fails to alter the brigands' old habits. During their free time they sneakily resort to their former trade to make a living. When sharing trophies, the brigands try to snatch and stash away as much as possible. Officers tend to overlook these crimes, wisely thinking that a content brigand is better than constant squabbles among the troops.
Brigands' fighting abilities are rather good, especially when keeping in mind the fact that recruiting and feeding these units cost virtually nothing. Unfortunately, their morale leaves much to be desired. Having saved their necks from the gallows by joining the army, they aren't all too eager to be killed by enemy swords.#

12. Shaman
#Shamanism, also known as «lesser magic,» is what savages and people deprived of magical talent resort to. Shamans use a plenty of ingredients, amulets, and other «magical» paraphernalia for their rites, relying on the properties of various substances released by means of a special ritual rather than on their own magical power.
Shamans themselves attribute the effect of their spells to the will of the spirits or some higher beings, which might not be far from the truth. The shamans' magic hasn't been fully explained, and the effect of certain rituals can't be ascribed just to the properties of the mixed ingredients.
Shamans tend to avoid the melee, showering their enemies with «Spirits' Furies,» «Ancestral Curses» and other hard-to-pronounce «spells» from a distance. Nevertheless, the shaman's magic is rather powerful and capable of dealing great damage to the enemy.#

13. Goblin
#Goblin warriors aren't overblessed with strength or stamina, and countless stories have been told about their cowardice. However, these small green-skinned warriors are not to be underestimated. They can cause the enemy much trouble with their natural agility and nimbleness. Hitting a dapper goblin with an arrow or a crossbow bolt is no easy task. And, if the goblin is skilled enough, he knows how to dodge enemy counterattacks.
In addition, goblins feel at home in the marshes. They make a good use of this advantage whenever a battle takes place in a swamp.#

14. Orc
#Warrior is the most honored profession among orcs, best orcish blacksmiths craft them armor and weapons. However, items made by the best orcish blacksmiths are still considerably worse than those made by the worst human blacksmiths, let alone by dwarves. Thus, natural strength and stamina are the orcs' main advantages in combat.
Unable to grasp the finer points of melee, orcs rely solely on the brute force of their attacks. Finding the enemy's vulnerable points is too complicated a task for them. But the force of an orcish blow is so great that it can do serious damage even to a well-armored enemy.#

15. Elf
#The legendary elven archers enjoy a glorious reputation on all shards for a reason. Having such an archer among your troops is a great piece of luck. Elves are unrivaled marksmen. Besides, elven bows and arrows are a real treasure. No one has ever figured out the secret of their manufacturing, which is jealously guarded by elven craftsmen.
Elves feel at home in the woods. They effortlessly find convenient paths, and sometimes it even seems that the trees themselves protect elven archers.
Elves' main disadvantage is their vulnerability in melee. Graceful and slender, elves don't have too many hit points, so it's best not to let the enemy engage them in melee combat.#

16. Dwarf
#Forced to defend their treasures from anyone who might consider dwarven gold an easy way to get rich, dwarves are trained in fighting at a very early age. However, frequent squabbles with neighbors are more of an entertainment than a tragedy to them. It's well known that, beside gold and ale, dwarves love a good fight best of all.
Dwarven warriors are famous for their fortitude in battle. Their strength and stamina, and excellent armor and weapons, multiplied by dwarven courage and stubbornness, make dwarves excellent infantrymen. Dwarven warriors' combat qualities are best revealed when fighting in the hills. If a dwarf is holding a hill, taking him down is no easy task!#

17. Fairy
#Fairies, also known as wee folk of the woods, are magical creatures by their nature. They hardly ever leave their native forests, for their life is intertwined with that of all other living beings of the woods. Fairies are usually merry and carefree, but when their native forest is in danger, they will be the first to defend it.
Virtually helpless in melee, fairies possess natural magic that enables them to strike enemies from a distance. More skilled fairies can use their sorcery to heal the wounded. Often enemies mistake fairies for easy prey. That couldn't be further from the truth. Small and agile, the wee folk easily dodge swords and arrows, especially when fighting among the trees.#

18. Halfling
#The halflings are a peace-loving race, nevertheless, they are able to stand their ground. They aren't trained in martial arts, but practicing with a sling is one of this small folk's favorite pastimes. And a steady eye is a trait they all share. Besides, halflings are very agile, so they dodge enemy blows effortlessly.#

19. Skeleton
#Animated skeletons are a mysterious phenomenon. How in the world can the bones move without flesh? However, tomb raiders have often encountered wandering skeletons inside the abandoned graveyards and ancient burial chambers.
Only recently did necromancers discover the secret spell that breathes a kind of fake life into the dead bones. Since then animated skeletons have become a real plague. Many mages have set out to create whole skeletal armies, finding their future soldiers in underground catacombs and ancient battlefields.
A skeleton is a fragile unit that is, however, not easy to destroy. Weak blows deal no lasting damage to the bones, and their lack of flesh gives them great protection against arrows. As any other animated undead creature, skeletons know no pain or fatigue and have no morale. They are but a tool controlled by the mage who created them.#

20. Zombie
#Raising the dead using magic is the first trick learned by apprentice necromancers. Bodies raised from their graves have neither a mind nor a will of their own. All they can do is carrying out their master's simple orders.
The absence of mind and fighting skills are well compensated for by the deadmen's insensibility to pain and their enormous strength. Another zombie shortcoming is their low speed. As a rule, necromancers either use zombies as a living shield or try to raise them from the dead behind enemy lines. Laying zombies to rest, especially those raised by a strong necromancer, is no easy task - you'd have to chop the zombie to pieces for that.#

21. Imp
#Imps are the lesser Chaos spawn. Although small in size, even one imp is enough to cause serious trouble. As with the rest of the Chaos spawn, total destruction is the one and only goal for an imp. It is well-equipped for that, too - with sharp strong claws and the ability to hurl lightning bolts. Even though an imp's power is enough for no more than one lightning shot, that's a poor consolation for the one that's hit.
Demonologists use special spells to control the destructive power of these Chaos spawns, and the imps start destroying whatever their new master orders them to. However, it's hard to hold control over a Chaos spawn for a long time. So, after an imp has fulfilled its task, it is usually sent back to the underworld.#

22. Monk
#They are seen on the battlefields often enough, but no one has ever been able to explain why do they take part in combat and how do they choose a side. Monks from the Order of the White Eagle pursue their own goals, unknown to the mere mortals. Perhaps they must pass some sort of initiation in combat. Or, maybe, their god favors the warriors.
But regardless of their motives, no Master declines the help of the monks when they offer it. That has more to do with the unrivaled healing abilities of these servants of the secret cult than with their combat skills.#

23. Guardsman
#Few ordinary infantrymen survive their first battle. Even fewer manage to survive enough combats to earn a veteran's title. The units of the Guard are formed of such battle-hardened warriors. Each guardsman is an experienced warrior, skilled in melee combat. Guardsmen get the best armor and weapons. Having seen more than a few battles, these warriors are known for their high morale and their ability to restore their strength quickly before returning to combat after a short break.#

24. Pegasus
#Taming pegasi is not an easy job. These magical creatures are sentient beings who won't help just anyone. The ability to control winged horses is a rare gift. People possessing this gift are greatly appreciated by the commanders. Word has it that the secret of taming pegasi was once stolen from the elves, which led to a cruel and bloody war.
Pegasi's value in combat is obvious - in a swift attack they can completely decimate the plans of an enemy, effortlessly killing his ranged units and spellcasters. Pegasi are also known for their high resistance to enemy magic and their rare gift of self-healing.#

25. Horseman
#The light cavalry is perfect both for frontal attacks and for taking the enemy in the flank. A full speed cavalry charge is particularly deadly - the crushing force of blows is multiplied by the weight of a horse at full gallop. For that reason, it's best to use cavalry in battles in the plains, where horseman can make a good use of this advantage.#

26. Horse Archer
#Archers on horseback are an all-purpose battle unit. They are equally good at shooting at the enemy from a distance and fighting in melee combat.
Infantrymen are known to hate horse archers with a passion - this unit type can shower enemy footmen with arrows while ever staying out of their reach.#

27. Ballista
#The dwarves invented these siege machines during the «War of the Trees,» when the elven army nearly invaded the caves under the Urud-Dunn mountain, a sacred place for all of the dwarven race. Ballistae allowed dwarves to contain the elves after they had exhausted the dwarven heavy infantry with their constant maneuvering and a shower of arrows.
Since then the other races of Eador have learned to make ballistae, too. The heavy missiles shot from these weapons deal immense damage to an opponent, even when they strike armor or shields. The ballista's main disadvantages are low speed and vulnerability in melee combat.#

28. Thug
#These warriors are recruited from commoners. Their main requirements are a strong constitution and firm muscles. Most often thugs are former bouncers from cheap inns and goons who've given up robbing common people. An ordinary thug has no clue about military honor or valor. However, he's an expert in crushing enemy skulls or flattening helmets and heads with a hammer blow.
Light vestments give thugs an advantage in speed over heavy infantry, and their excellent health compensates for their lack of armor.#

29. Sorcerer
#Those who've devoted their lives to magic and sorcery are often forced to join the army to make a living. Battle sorcerers are highly valued by their commanders, although ordinary warriors dislike them for the dark deeds most of them usually engage in. The sorcerers can strike their enemies with magic and cast on them the curses of vulnerability. More experienced sorcerers often learn other kinds of spells, preferring the school of Necromancy.
Sorcerers are quite weak in melee combat. Whenever they are forced to fight in melee, they cast a special curse that decreases their opponent's combat attributes.#

30. Assassin
#It's widely known only true professionals are employed by the Assassins Guild. Guild leaders often send novices who wish to pass initiation to serve in the local ruler's army. War is an excellent test of a young assassin's abilities. He has to possess a great deal of talent to survive in combat with a heavily-armed infantryman, relying exclusively on his own agility and the ability to find vulnerable spots in the opponent's armor.
Besides agility and accuracy, every self-respecting assassin uses throwing knives and deadly poisons.#

31. Harpy
#Harpies are known throughout Eador for their intolerable temper and a passion for glittery things. This winged folk lives in nests built on the slopes of steep cliffs and mountains. As a rule, harpies live in flocks, which helps them to fight off enemies together and carry out bold raids on neighboring villages in search for food and glittering trophies.
Even during combat the harpies are unable to contain their passion for thieving. They are likely to steal arrows from a quiver of an archer who's left his guard down, or magical crystals from a sorcerer.#

32. Basilisk
#Basilisks dwell in moist and shady places, around swamps and underground lakes. These huge lizards have the ability to petrify enemies with their stare. The basilisk's curse wears off quickly, but it gives the slow lizard just enough time to approach the victim and even inflict some damage with its sharp, strong teeth.
Word has it that the goblins have managed to tame basilisks. Certain human monstrologists also possess the secret of taming the beasts. However, for the lizard to obey its master, it has to be trained from birth.#

33. Giant Spider
#Giant spiders usually dwell in thick forests and old crypts. These predators welcome any prey, be it a rabbit, a deer, or a human lost in the woods. The spiders wrap their victims inside a strong web cocoon, inject poison into their helpless bodies, then leave their prey to «season» for a while.
Even the bravest swashbucklers rarely attack spiders alone, as no armor can protect them from the beasts' poison and spiderweb. It's extremely hard to fight spiders in the woods. The eight-legged predators climb the trees effortlessly, hiding behind the branches and hurling their web at the unsuspecting victims from above.#

34. Centaur
#Centaur warriors are famous for their swiftness and fearlessness. Every centaur is an expert archer. In melee they use heavy hooves, their natural weapons. Unlike human cavalry, centaurs can pass through the woods without losing speed. In addition, their excellent knowledge of secret paths gives them additional protection in the forest.#

35. Dryad
#Dryads are sometimes called «forest maidens» and «spirits of the forest.» These magical creatures have long inhabited the woods of Eador. Dryads are peace-loving creatures, however, if an enemy threatens their beloved trees, dryads turn into furious, merciless warriors.
Each dryad is closely connected to the forest and its dwellers. The thicket is their natural home, an excellent protection against any danger. The flesh of the dryad resembles timber, so it's not easy to inflict a serious wound onto a «forest maiden.» In addition, dryads possess natural resistance against harmful spells.#

36. Ghoul
#Ghoul, corpse-eater, ghast, wight - these creatures have many names, all arousing horror and disgust in the minds of mortals. Ghouls usually live on graveyards, feeding on corpses they dig out from the graves. However, they do have a taste for fresh meat and never miss a chance if anyone enters their domain carelessly.
Unlike zombies, ghouls are sentient beings with some spark of life, which makes them all the more dangerous opponents. Ghouls are rather swift, and their long sharp claws used to digging graves and ripping apart corpses are a deadly weapon. Another danger is that a wound inflicted by a ghoul's dirty claws is very likely to get infected. Ghouls are able to heal their own wounds, but need food to do that.#

37. Fiend
#Fiends are a step above the imps in the Chaos spawn hierarchy. These creatures do all the dirty work, they are tasked to destroy temples of order and other sacred places that prevent the forces of Chaos from consuming a shard. The fiends kill all living creatures they can handle.
Legends and tales blame them for seducing the minds of mere mortals, for spreading vice and filth. That's not really true, perhaps the legends confuse fiends with the devils, who are indeed capable of such sophisticated tricks. The fiends are mere footsoldiers of Chaos, capable only of destroying and killing. Armed with tridents, they never hesitate to use their horns, teeth and hooves in battle as well. The fiends' rage and yearning for destruction sow fear among enemy troops.#

38. Hellhound
#The history of these creatures goes back to the Wars of the Gods. The legends of the period talk about «fire-breathing creatures who stalk the gods, sowing death.» Perhaps hellhounds were initially used to track down gods hiding from Chaos. By now these creatures have taken a strong position in the army of Chaos and are used in a great number of ways.
Hellhounds are perfect for destroying enemy ranged units and mages - it's virtually impossible to run away from them. Hellhounds also take part in the devastation of settlements - they track those who attempt to hide or flee.#

39. Gargoyle
#Word has it that the spell for creating gargoyles was invented by the wizard Aznarr, the famous battlemage who set a whole host of gargoyles upon his enemies in the battle at the Tower of Four Winds. A gargoyle is a flying creature made of stone and animated by magic.
Stone golems used in battles in ancient times were stronger than gargoyles but very slow and clumsy, posing little threat to a more maneuverable opponent. Gargoyles, being able to fly, sow chaos among the enemy, disrupting their ranks and preventing them from gaining an advantageous position.
It's hard to deal damage to gargoyles with either magic or ordinary weapons due to the fact they are crafted from particularly strong stone. Inflicting blows to their stone flesh damages not only the gargoyle itself, but the attacker's weapon as well.#

40. Warrior
#The warriors shine when it comes to trading blows. They have the strongest health among all heroes, and are able to wield heaviest armor and weapons.#

41. Scout
#The scouts are professional marksmen. They can use all kinds of ranged weapons. However, they can only use light armor and can't employ shields. Scouts have the greatest selection of various non-combat skills.#

42. Commander
#Commanders can lead large armies, and their skills are focused on improving the attributes of their soldiers. Commanders can use medium armor and shields.#

43. Wizard
#The wizards possess the greatest amount of spells. Their skills are focused on enhancing the power of their incantations. They can use wands, but no armor, shields, or melee weapons.#

44. Knight
#Not everyone can become a knight. As a rule, only those of noble blood are admitted to the knightly orders. Noblemen are trained in horseback riding and swordsmanship from childhood, and their mentors in the order hone their skills to perfection. The knights are clad in excellent armor, often made of iron alloyed with mithril.
The honor and valor of knights are well-known all over the shards, as they loyally follow their order's code of conduct, defending the weak and destroying the minions of evil. The morale of the knights is high, and their combat qualities are best revealed in the open, where the heavy horsemen can use their mounted charge.#

45. Cleric
#Priests of the Lord of Light, or the Eagle God as he is often called, pursue their own goals, which are incomprehensible to most mortals. When in battle, they tend to side with the forces of Light, although the clerics joining a party of druids are not unheard of. Those most obsessed with combating evil join the Inquisition, yearning to burn out the human vices with fire and sword.
In combat, the clerics call upon the power of their Lord to heal the wounded or destroy their enemies. Any cleric can dispel enemy magic. Most skilled followers of the Lord of Light are able to exorcise the creatures of evil.#

46. Catapult
#These powerful, self-propelled, unmanned siege engines directly controlled by the army commander are a rare and valuable weapon. Only the dwarven craftsmen know the secret of constructing the self-propelled catapults, that's what makes these war machines so expensive. However, they are well worth their price. Long-ranged, accurate, and strong, catapults have only one disadvantage - their low speed. Make sure to keep these war machines away from the enemy units in combat.#

47. Gryphon
#These fierce predators are called «lords of the skies» for a reason. A flock of gryphons can defeat even a dragon in the air. Naturally, any Master would love to have such a force among his troops. However, no one has ever been able to tame gryphons. The only way to control them is to use a complex subduing spell that allows the user to channel the gryphon's rage but does not suppress it fully. Thus enchanted, the winged creatures are hardly any different from their wild counterparts.
The downsides of this spell are the high consumption of gems to maintain it and the inability to mount a gryphon - in order to do that, the caster would have to suppress the creature's will completely.#

48. Magician
#The battlemages who have passed the initiation of the Mages Tower and mastered the powers of the elements are a force to be reckoned with. These magicians are ill-tempered and expensive, but heroes still eagerly accept them into their parties. Even a solitary magician can destroy many enemies in one battle. Apart from powerful attacking spells, every magician possesses a sizable arsenal of elemental enchantments, which he constantly expands as he gains combat experience.#

49. Executioner
#This caste was created in the age of the Dark Empire, when Emperor Argahad subdued several hundreds of shards by his iron will. These warriors were initially called «ragkhu,» which meant «vindicator» in the imperial language. Ragkhu troops maintained order in provinces, disposing quickly of the «enemies of the Empire.» People named them «executioners» for that, and the name remains to this day.
When the empire fell apart, the incredibly powerful ragkhu order didn't share its fate. The executioners became professional mercenaries, offering their service to anyone willing to pay for it.
Any executioner is well-equipped and extremely skilled with his deadly weapon, battle axe. Staying faithful to tradition, executioners are primarily trained to fight the outnumbering but poorly armed crowds.#

50. Ogre
#Ogres have long inhabited the hills and caves of Eador. These enormous humanoids arouse terror in the peaceful population. They are well known for their taste for fresh human meat. Ogres have no social structure, they live alone or in small clans at best. Orcish tribes often form a weird sort of an alliance with ogres, sharing their loot and feeding them an occasional orc who had fallen out of grace with a chieftain.
Ogres are quite stupid. In combat they rely exclusively on blunt force - which Nature has overblessed them with. Often they start devouring their dead enemies (or allies) right in the battlefield. Such a meal heals an ogre's wounds almost instantly.#

51. Minotaur
#Minotaurs are among the most mysterious creatures in Eador. Word has it they were created by Myrthum, the God of Mysteries. No one knows whether that's true or not, as Myrthum vanished in the age of the Wars of the Gods, leaving behind many mysteries and rumors. It's a common knowledge that some mystical ties connect minotaurs to their Labyrinths - the strange ancient structures found on many shards.
Minotaurs are warriors by nature. They know no other occupation. They have no families or social structure, no one has ever seen minotaur children or females. The sages say the minotaurs appeared in labyrinths because of some strange spell that no one has ever been able to unravel.
During combat the minotaurs fall into rage that is close to madness. They feel no pain in this state, fighting to the last drop of blood.#

52. Manticore
#These dangerous predators make nests in the caverns upon high cliffs or dig their holes in the slopes of steep hills. Manticores are reckless, they love hunting humans because humans are the most unpredictable and cunning prey. Apart from the ability to fly and the deadly venom, nature has blessed manticores with a well-developed intellect, which makes them extremely dangerous. Harpy flocks often worship manticores, bringing all sorts of offerings and sacrifices to their nests.
In combat, manticores attack their enemies with teeth, claws, and a poisonous tail sting. These creatures are especially dangerous for archers and mages. Flying effortlessly over the infantry, they can destroy ranged units right at the beginning of battle.#

53. Unicorn
#Unicorns are mystical creatures inhabiting Eador's ancient forests. Together with fairies and dryads, unicorns are forest guardians, ready to protect their woods from any outside threat. Elves consider unicorns sacred creatures, messengers of Larnallyole - the ancient God, patron of elves, killed in the war against Chaos. Other races never understood unicorns, thinking they were strange or even dangerous.
A magic horn that pierces any armor is the unicorns' main weapon in combat. Unicorns seldom leave their native forests, since forests give them power and protection.#

54. Troll
#Trolls have long inhabited the swamps and bogs of Eador. These dumb, malicious creatures enjoy killing and destroying just for the thrill of it. Besides, trolls have an inexplicable love of gold and treasures, which they store in their secret lairs. Legends have it that trolls are members of some ancient race transformed into dumb bloodthirsty creatures by a curse.
Goblins are the only beings able to coexist with trolls. These small green-skinned folks often hire trolls to guard their lands, paying them with gold and prisoners of war.
Trolls are dangerous enemies in combat. They are incredibly strong and enduring, able to crush a stone wall with their fist. Their thick skin provides excellent protection against plain weapons and magic, and their natural ability of regeneration makes trolls extremely hard to destroy. Their main shortcoming is their low speed.#

55. Ghost
#One of the secrets of higher necromancy is the ability to capture the souls of the mortals, turning them into the necromancer's slaves. Such souls trapped between life and death are called ghosts. They hate all living things and try to drag as many souls into the world of the dead as possible. Each killing restores the strength of the ghost and regenerates it.
Ghosts don't have a physical body and are therefore virtually invulnerable to ordinary weapons. One ghost can take down a whole army if there are no sorcerers to back it up.#

56. Demon
#The demon is a primary combat unit in the army of Chaos. They take the top rank among the ordinary creatures in the Chaos hierarchy. During the Wars of the Gods the demons were the force behind the destruction of many shards and the death of many gods and higher spirits.
Fortunately, nowadays the number of demons is much lower than in those ancient, turbulent times. However, even a single demon is a serious opponent. These winged creatures sow fear among their enemies by eerie shrieks that drive mortals insane. In melee combat their long claws rend iron armor as effortlessly as they rend flesh.#

57. Paladin
#The legendary fighters against evil, paladins are known throughout Eador as destroyers of the forces of Chaos and protectors of common people. They say the Lord of Light himself, the Protector God of humans, founded the order of paladins. Anyways, these dark times mean there is a lot of work for these holy knights. Often, when their goals are in line with some Master's intentions, paladins join the ranks of his army.
Paladins are a dangerous force in combat. Their morale is unwavering, and their swordsmanship skills are unrivaled. They are armed with holy swords that smite evil, and vested in blessed armor that provides protection even against the magical weapons. Any paladin possesses the gift of healing the wounded by laying his hands on them.#

58. War Elephant
#The art of taming elephants goes back to the age of the Great Empire. An army of war elephants allowed Emperor Daokon to conquer many small kingdoms and principalities, trampling their defenses into the ground - quite literally.
The Empire is long gone, but some of the most powerful monstrologist guilds still guard the secret of taming these enormous animals. They eagerly lend their services to any ruler who has enough gold to afford them. Breeding and keeping war elephants is a complex and expensive endeavor, but it's well worth it. An army of war elephants can crush virtually any opponent.#

59. Warlock
#Warlocks are the adepts of necromancy and dark sorcery. They had spent many years learning the secrets of the dark arts, day by day probing the depths of forbidden magic. The warlocks are feared by everyone, from mere mortals to the very rulers who hire the warlocks to serve them. So great is the warlocks' power over the forces of Death that the enemies they defeat are not laid to rest. Instead, they rise from the dead to continue fighting at their slayer's side.#

60. Dragon
#Few creatures in the world of the mortals are more powerful than dragons. These enormous ancient creatures lead a secluded life, rarely leaving their lairs. In the course of their unbelievably long lives, they collect hoards of valuable weapons and armor left from the knights daring to challenge them.
In combat, dragons know no equals. Their scales are incredibly firm, in addition, all dragons are immune to magic. This ancient creature is so strong that a single one can easily crush an entire army.#

61. Treant
#The researchers named these strange creatures resembling some walking trees «Treants.» However, they have a name of their own, «Ents.» Ents are an ancient race inhabiting Eador's oldest forests. They are the guardians of forests and keepers of ancient knowledge. Elves respect ents and often ask them for advice. Other races are wary of treants, mainly because these beings are hostile towards anyone who harms forests.
The bark-skin of treants is incredibly strong, and their arms possess immense power. In combat, ents entangle enemies with their roots, rendering them unable to move. Treants can put the roots down into the ground at any time, drinking its restorative sap to heal their wounds.#

62. Hydra
#A multiheaded poisonous creature lurking in the deep pools of Eador's swamps. The hydras are sometimes called «the swamp dragons,» for they are almost equal to the dragons in power. Hydras are too lazy to leave their lairs often, they feed on the creatures careless enough to wander into the bogs. However, hunger may drive a hydra out of its lair. A hungry hydra is most dangerous, leaving behind a trail of its victims' gnawed bones, feeding on any living creatures, from goblins to trolls.
In combat, a hydra can attack all enemies surrounding it at once. The hydra's bite is poisonous, in addition, they can regenerate their wounds.#

63. Cyclops
#These fierce one-eyed titans dwelling in the hills of Eador are by far the smartest among all the giants. Often, cyclopes manage to subdue giants and ogres. Sometimes they even enslave orcish tribes, forcing the orcs to provide them with food. Their ill temper and enormous strength make cyclopes extremely dangerous.
In combat, a cyclops relies on his incredible force, often stomping small or injured enemies to death.#

64. Vampire
#Vampires are rightfully considered the most dangerous among the undead. These winged creatures hide in their crypts during the day and fly out to search for flesh blood at night. They say that whoever is bitten by a vampire soon becomes a winged blood-drinker himself. Most likely, these rumors aren't true, otherwise the number of vampires in Eador would be much greater.
Holy water, garlic, holy symbols, and aspen stakes aren't as effective against the vampires as the legends claim. The surest way to lay a vampire to rest is by chopping it into pieces. However, that's easier said than done, since vampires are incredibly strong and fast. Besides, they restore their health in combat by feeding on their enemies' blood. Like the rest of the undead, they feel no pain and know no fatigue or fear.#

65. Devil
#Devils rightfully occupy the top rank in the hierarchy of Chaos spawn. Endowed with their own will, self-awareness, and intellect, the devils lead the armies of Chaos. Other spawns of Chaos obey them without question. Devils surpass their lesser counterparts not just in intellect, but in physical strength as well.
In combat, the devils are able to hurl lightning bolts and summon imps to their aid. Another aspect that makes the devils so dangerous is their ability to devour the souls of the defeated enemies, regenerating their own health.#

66. Giant
#The giants are by far the largest among the colossal clans of Eador. They are strong enough to attack other races, even cyclopes and ogres, and walk away unpunished. Hurboch, the strong and incredibly wise Lord of Giants, was the first among them. Using his strength and knowledge, Hurboch formed military alliances with cyclopes and ogres to fight back their common enemies and commit atrocities in the newly conquered lands.
In combat, the giants hurl huge rocks at their enemies from a safe distance. This ingenious tactic is said to be invented by Hurboch himself - making him the wisest of all giants, indeed.#

67. Medusa
#The medusas are among the most ancient creatures of Eador. No mortal in history was ever able to perceive what drives these snake-women. It is known they tend to live in the swamplands, creating their own «gardens of stone» by turning anyone who had the misfortune of wandering into their domain to stone.
Apart from their petrifying gaze, the medusas are dangerous because the snakes these creatures have for hair are poisonous. Even if an enemy manages to get up close and personal with a medusa without becoming rock-solid, he will most likely be killed by the deadly venom of her «hair.»#

68. Giant Slug
#The giant slugs prefer humid areas, such as swamps and town sewers. They feed on any organic substance, so any other living creature is but a supplement for their diet.
The slug's ability to spit poison poses a great threat to its enemies. When it comes to melee, slugs aren't that easily defeated, either. These creatures are so dangerous that a mere touch of their slimy flesh is enough to cause poisoning.#

69. Lizardman
#Lizardmen warriors are known for their great vitality, their natural regeneration allows them to heal the most terrible wounds very quickly. Although their bone spears, turtle carapace shields and seashell armor are a far cry from quality equipment, lizardmen's great strength and agility more than make up for the lack of good gear.
It's especially hard to defeat lizardmen in the swamps, for the boggy marsh is their natural habitat.#

70. Phoenix
#A mysterious bird that dwells in the world of pure flame but, unlike the ordinary elemental spirits, possesses self-awareness. The phoenixes are most famous for their ability to rise from ashes after they die. Very few mages can get hold of such a powerful ally, and even they are unable to secure a phoenix' help for long. Phoenixes can't live in the physical plane and are constantly yearning to return to their native fiery element.
The only exception are phoenixes born in the physical plane. However, such cases are rare. Not many people know how to acquire a phoenix egg from the fiery plane, and those who do aren't willing to share their knowledge with others.#

71. Stone Golem
#The magic of creating stone golems dates back to the ancient times. Most likely, the enchanters of the past had learned the secret of this spell from the Ancients themselves. Since then the spell was gradually improved and perfected. The golem's low speed is more than compensated for by its natural protection. The vulnerability to magic used to be considered a battle golem's primary shortcoming.
However, recently the mages from the Arcnia Academy succeeded in creating golems who are immune to magical spells. Unfortunately, virtually all magical energy is used to sustain the antimagic shield, leaving golems still vulnerable to the simpler magical attacks.#

