The Academy has returned to its grassroots with a more middle-eastern themed town set in the deserts, and thus it reflects the art style and clothing of its creatures. The Academy line-up remains largely familiar, the only change being the many-armed snake woman for the many-armed lion-man. The Rakshasa is a new creature to the series that reflects the middle-eastern mythology associated with the town. The Academy, traditionally a strong spellcasting town, have continued the trend with the Genie and the Mage occupying levels 4 and 5 for two strong, mid-level spellcasters. Their ranged capability is also powerful, as in Heroes IV with both Gremlins, Mages and Titans able to fire shots at long range. A predominantly unchanged line-up ensures a fairly familiar town for Academy players.
How to read this page
Most of the elements describing the creature should be quite familiar. However, if they're not, here's what you should know:
The Attributes panel presents the creature's attack, defense and such. Position your mouse over an element to display the tooltip if you're not familiar with the icon.
The Economics panel shows the cost of the unit, and its weekly growth rate.
Move your mouse over the abilities to show the description popup.
Casters have a spellbook: it opens as a popup to show the creature's spells. The little icon next to the spell name represents the creature's mastery of that spell, ranked from None to Expert. Click on a spell to go to the corresponding spell page.
The Experience value is the amount of experience your hero will gain when killing one creature of that type.
The Power Rating is a global indicator of the creature power. It allows you to roughly compare different creatures, even if, of course, there's no such thing as a unique strategy and power ladder in Heroes 5!!
Academy - Level 1
Gremlin
Creatures born as result of magical experiments on captured goblins, Gremlins are more clever and tractable than their progenitors. The most common creature in the Wizards' army, they prefer to fight from a distance using primitive projectile weapons fuelled by explosive spells. Their clumsy hand-held mortars are sturdy, and during melee Gremlins use them as metal clubs.
The hopeful element in the Gremlin's despondent-looking statistics is the fact that it is a ranged attacker - invaluable for clearing the map early of neutrals. 5 shots are perhaps just enough for early fights, while its initiative is acceptable for a level 1 creature - though its attack and defense ratings could use a boost.
Shooter
2
2
1 - 2
7
3
5
0
5
Academy - Level 1 Upgrade
Master Gremlin
Gremlins that have distinguished themselves on the battlefield may be awarded the rank of Master Gremlin. They are taught how to repair various mechanisms (ballista, golems, etc).
The Master Gremlin answers the call of the Gremlin's attacking woes - an extra attack point and a whopping added 4 initiative, allow it to deal considerably more damage in combat. It also improves number of shots, speed and Hit Points considerably. This is definitely a must-upgrade creature. It also repairs War Machines and Golems. All this for just 35 gold.
Shooter
3
2
1 - 2
11
5
6
0
7
Academy - Level 2
Stone Gargoyle
Gargoyles are statues of flying creatures animated by magic. Wizards treat these creatures with care, due to their ability to fly and their power to smash their foes with massive stone slabs. Stone gargoyles are immune to lightning spells.
Chastised for its unorthodox appearance, the Stone Gargoyle wouldn't attract much better appraisals for its statistics. Aside from Hit Points, all other values are dismal, making it a fairly disposable unit - a defensive wall for valued ranger/spellcasters - its defense is particularly good.
Flyer
3
4
1 - 1
9
6
15
0
0
Academy - Level 2 Upgrade
Obsidian Gargoyle
The very substance of the more rare and expensive Obsidian Gargoyles is far more durable. It also makes them impervious to fire and cold effects as well as to lightning spells.
The Obsidian Gargoyle is quite a good upgrade - offering protection against 3/4 elements, 50% more damage, and even more defensive capabilities. A huge 20 hit points, more than even Dungeon's Assassin. It is a much more capable creature, but still lacks the attacking pre-requisites to be an offensive force, even if it's the only creature left. They are cheap, though.
Flyer
3
5
1 - 2
10
7
20
0
0
Academy - Level 3
Iron Golem
Golems are ancient magical constructs that are used as primary battle units by the Silver Cities. Golems are armed with two long curved swords, and their substance is their armour. Iron golems are impervious to slowing effects - they really can't get much slower - and are well protected against magic (all damage from such attacks is halved).
Even though they are immune to slow, the difference would be minimal anyway. Their attack and defense values are fairly good, their damage is average, and their Hit Points leave something to be desired. Luckily, they are not pricey, but you'd be advised to wait for the upgrade anyway.
Walker
5
5
3 - 5
7
4
18
0
0
Academy - Level 3 Upgrade
Steel Golem
Steel golems are carefully enchanted by their creators. They are almost impervious to magic (receiving only quarter of damage from magical attacks) and far more deadly than the lesser iron golems in combat, as they retaliate immediately any time they are attacked.
Most of the statistical upgrades would appear to be in vain if it weren't for the perhaps overlooked unlimited retaliation ability. All statistics in correlation with damage and Hit Points have been increased, making the Steel Golem more of a target for spells. But wait! They are 75% immune! Steel Golems are surprisingly difficult to dispose of without taking losses yourself - this is why they attract a lot of ranged fire. Unfortunately, you won't usually be able to use them proactively due to their speed and initiative.
Walker
6
6
5 - 7
7
4
24
0
0
Academy - Level 4
Mage
Some of the Wizards of the Silver Cities serve in the army. They are weak in close combat, being armed only with a dagger and unskilled at melee fighting. This weakness, however, is more than compensated for by the power of their spells. They can fire blasts of pure magical energy that damage any creature in their way - including friendly ones. They also carry scrolls with additional spells on them.
The Mage, despite its poor Hit Points and damage, is quite a dangerous creature. It is capable of dealing sizeable amounts of damage without getting hurt itself - being a shooter/spellcaster. Its line attack should be made use of, and is a neat method of disposing of war machines. When it is engaged, however, they are dealt with quickly and easily. Make sure to place them wisely so as not to damage your own creatures.
Caster/Shooter
10
10
7 - 7
10
4
18
15
3
Academy - Level 4 Upgrade
Archmage
The most powerful of the Battle Mages may be promoted to Archmages, giving them access to even more spells. Their mere presence on a battlefield increases the mana of the hero that leads them.
The Arch Mage essentially entails the same strategies as its less-learned brother, but its almost doubled Hit Points make the Arch Mage much more durable, and therefore able to dish out damage for a longer period. Even at low numbers, their direct damage spells are quite devastating, and should be used in favour of their ranged attack, which is quite weak for the fourth level (as there were no physical statistical upgrades from the Mage) - that is unless their line attack cannot be exploited. They are, however, quite an expensive upgrade.
Caster/Shooter
10
10
7 - 7
10
4
30
25
4
Academy - Level 5
Djinn
Djinns are ancient elemental spirits whom the Wizards can summon and magically bind to their person. Once a Djinn is thus bound, he cannot retreat, and will protect his master until all his vital energy is consumed. Djinns are very useful on the battlefield, but their magical essence makes them chaotic and unpredictable. It is impossible to predict which spell a Djinn will use against the enemy, but it is sure, at least, that they won't turn against their friends. Spellcasting is not Djinn's sole task on the battlefield, as they can also engage in melee with their heavy scimitars.
The Djinn is more a melee creature than a spellcaster due to the player's inability to create strict strategies with them. While they have below average attack and defense ratings and Hit Points, their high initiative, damage and speed are good compensation, meaning they are powerful attackers; though they might not be around long to keep dealing damage.
Flyer
13
12
12 - 16
12
7
33
0
0
Academy - Level 5 Upgrade
Djinn Sultan
Djinn Sultans not only use harmful spells against enemies, but also cast beneficial spells on their friends. However, as with the normal Djinns, the spells themselves are unpredictable.
A nice strategy to undertake is to weaken the enemy with a random Dark spell and attack them on the next action. This is more pertinent for slower creatures, but due to the Djinn Sultan's small Hit Point increase, it may be necessary to ensure their continued existence in combat. Their damage is the highest of any level 5, and while their initative remains the same, their speed has increased to a lightning 8. They are a financially draining enterprise, however, and should only be invested in if other upgrades like the Arch Mage and Master Gremlin have been explored.
Flyer
15
13
16 - 22
12
8
40
0
0
Academy - Level 6
Rakshasa Rani
Vengeful spirits from a forgotten age, the Rakshasas have lingered on the fringes of Ashan for millennia. Thirsty for revenge, these creatures have been rediscovered by Wizard travellers who - after many unsuccessful attempts - managed to summon and control them efficiently. The Rakshasa Rani are an imposing force on the battlefield, intimidating the enemy with their multi-armed, lion-headed bodies and wickedly sharpened blades. So fearful are their attacks that the enemy is unable to retaliate against them.
While bereft of any abilities aside from the respectable No Retaliation, the Rakshasa Rani is a good attacking power. Speed and Initiative are both on par with the level, as are Hit Points. They are quite sturdy due to the No Retaliation, though quite susceptible to ranged attacks due to their low defense - a pain they don't have to endure in a melee.
Walker
25
20
15 - 23
9
5
120
0
0
Academy - Level 6 Upgrade
Rakshasa Raja
The Rakshasa Raja is as daunting a foe as the Rakshasa Rani, but in addition has the ability to move with sudden speed when he must.
The Rakshasa Raja is a nice and moderately-priced upgrade. Again an expected number of Hit Points and Speed for its level, though its initiative has actually dropped. The Raja is an excellent offensive unit, however, dealing the second most average damage for a level 6 unit, having great attack, and the No Retaliation special to boot. Its sizeable amount of Hit Points compensate somewhat for its sub-par defence. It is a solid upgrade, but not spectacular - though cheap for a level 6.
Walker
25
20
23 - 30
8
6
140
0
0
Academy - Level 7
Colossus
Colossi are the most powerful creatures that can be built or summoned by the Wizards. They are created using the same basic method as golems, but on a much larger scale. Each Colossus also hosts a figment of the soul of his creator. This unwavering will makes them immune to mind-controlling magic, assuring the Wizards of their unquestionable loyalty. Not fond of weapons, Colossi deal heavy blows to their opponents using their massive hands and close combat feats.
The main liability of the Colossus is its inability to attack from range and moderately low Hit Points. It is the only level 7 creature that cannot shoot or fly; and while it deals good damage, it is only ever triggered in a melee, which means it has either been besieged or taken a turn to reach the enemy - not good for stack numbers.
Walker
27
27
40 - 70
10
6
175
0
0
Academy - Level 7 Upgrade
Titan
Titans are the greatest accomplishment a Wizard can dream to achieve. Like the Colossi, Titans are extremely lethal with their bare hands and immune to mind-controlling magic, but are also capable of hurling bolts of lightning over great distances.
The Titan solves the Colossus' problem, employing the use of a ranged attack, and the all-important no melee penalty - it also has the added luxury of being able to Call Lightning. Aside from this huge improvement, the Titan boasts great attack and defense, but poor Hit Points, and only 5 shots. Initiative and speed are acceptable, as speed isn't important for a ranger with no melee penalty unless it runs out of shots. It is relatively expensive, as is its structure.
Shooter
30
30
40 - 70
10
6
190
0
5
Academy Analysis (by ThE_HyDrA)
Walker: 5 Shooter: 5 Flyer: 4 Spellcaster/-: 4
Total Orientation:
Enjoying an almost perfect balance across all four offensive areas, the Academy creatures are particularly suited to a long range attack, possessing as many shooters as walkers. In addition to this, there are also 2 spellcasters to complement the shooters, as well as 2 flyers to shut down the opponent's ranged attack if need be. An excellent blend of powerful high-level creatures and damaging mid to low level creatures enable the Academy to initiate it's attacks quickly and allowing it almost infinite possibilities in attack (perhaps not so in defence).
This information comes from the Heroes V release version (v2.1).
Thanks to sfidanza for the work on this page. Thanks to Lord_Crusader for the pictures! Thanks to ThE_HyDrA for creating and looking after the Heroes 5 section of Age of Heroes!
Academy Intro
The Academy has returned to its grassroots with a more middle-eastern themed town set in the deserts, and thus it reflects the art style and clothing of its creatures. The Academy line-up remains largely familiar, the only change being the many-armed snake woman for the many-armed lion-man. The Rakshasa is a new creature to the series that reflects the middle-eastern mythology associated with the town. The Academy, traditionally a strong spellcasting town, have continued the trend with the Genie and the Mage occupying levels 4 and 5 for two strong, mid-level spellcasters. Their ranged capability is also powerful, as in Heroes IV with both Gremlins, Mages and Titans able to fire shots at long range. A predominantly unchanged line-up ensures a fairly familiar town for Academy players.