Leprechauns can boost the luck of frienly targets.
Comments: Quite possibly the most useless creature in the game. It is only able to cast fortune once, despite being a fair spell, cannot help the Leprechaun enough. Its low HP, average speed, and poor damage make it a all-around dismal creature in my eyes.
The cheerful, optimistic satyr can cast the Mirth spell, raising the morale of friendly targets. Can cast spell (Mirth).
Comments: The only positive elements of this creature are its good HP and good speed, but average movement. Every other part is lacking something or is poor by comparison to its comrades. Its special ability is fair, and can swing the morale of the army’s best creature.
Air elementals are made up of nothing more than swirling air, so it is much more difficult to hit them with physical attacks.
Comments: With statistics poor enough to be that of a level 2, its speed, movement, and special ability are what saves it from being a level 2. Insubstantial makes those meagre 40 Hit Points last much longer, and for 350 gold it is not too bad.
Earth elementals have a 50% chance of resisting any hostile spell, and take only half damage from spell attacks. Has 50% magic resistance.
Comments: The only elemental which deals a fair amount of damage, its speed lets the Earth Elemental down. It has 50% magic resistance, which is again useful, and also 50HP. However, overall, it is sluggish, slows the army down, and is solely a melee creature, which the poor speed and movement do not help at all.
Fire elementals are immune to fire-based spells and take half damage from fire-based attacks (such as those from efreeti and other fire elementals.) Has 0% magic resistance (Immune to Fire).
Comments: Another better elemental, but with poor damage, though it has 20 shots, and is relatively cheap. It has fairly good movement and speed, but needs Fire Shield to complete the special abilities.
An ice demon attack has a chance of freezing the enemy up to 2 turns. Ice demons are allso immune to cold-based spells, and take half damage from cold-based attacks (such as those of water elementals and other ice demons). Has 0% magic resistance, immune to Cold.
Comments: A solid :) creature that has excellent attack and defense ratings, like the Vampire. Its ‘Cold Specials’ are not that effective, but do aid its existence. A useful level 3 creature, made readily available through the Devil's spellcasting prowess.
Waspworts are semi-intelligent, carnivorous plants. They are capable of hurling toxic needles at their prey, causing Weakness in anyone they strike. Casts Spell (Weakness).
Comments: A fairly poor creature statistically, excluding attack and defense ratings, but it doesn’t deal enough damage or move far enough to justify a place in the main army. However its growth rate and cheapness may play a part in adding it to a garrison.
Water elementals are immune to cold-based spells, and take half damage from cold-based attacks (such as those of ice demons and other water elementals). They can also cast the following spells: Ice Bolt (11.6/WE), Fatigue, Weakness, and Quicksand.
Comments: The best elemental in succeeding in its goal – spellcasting. It has very poor HP, same with attack and defense, and average speed and movement. Its spells, especially quicksand, make it a worthwhile creature to have, even if it is weak statistically. Possibly the best elemental to have.
The mantis is extremely fast for a creature of its size, giving the ability to attack an enemy before they can retaliate. It can also binf an enemy by grabbing them with a foreleg.
Comments: A solid creature, with only its HP betraying it slightly. It has excellent attack and defense ratings, also complemented with excellent speed and movement. The bind ability is particularly useful if you want to keep a powerful adversary tied down.