
These creatures cannot be hired inside a castle. Sometimes, while you are out exploring, you can hire these creatures from their appropriate dwellings on the map. With the exception of the last one, you can recruit these creatures to fight in your army if you have room for them.
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| Rogue |
| Hit Points: 4 |
Attack: 6 |
Defense: 1 |
Damage: 1-2 |
| Speed: fast |
Flying: no |
Shots: none |
Cost: 50 |
| Their woeful defense and damage rating means Rogues are nearly worthless. They are often found guarding treasure, so they're worth fighting - they're so easy to beat. Enemies can't retaliate to a Rogue's attacks. |
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| Nomad |
| Hit Points: 20 |
Attack: 7 |
Defense: 6 |
Damage: 2-5 |
| Speed: fast |
Flying: no |
Shots: none |
Cost: 200 |
| Nomads are just a bit better than Dwarves, with somewhat higher speed, attack, and defense. These are good troops to hire at the beginning of a scenario when you're a long way from getting better troops. |
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| Genie |
| Hit Points: 50 |
Attack: 10 |
Defense: 9 |
Damage: 20-30 |
| Speed: fast |
Flying: yes |
Shots: none |
Cost: 650 1 |
| Genies are good troops to have in your army; their stats are good all around, closely matching the Paladin. 10% of the time, they can eliminate half the troops in one stack with a single shot! |
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| Ghost |
| Hit Points: 20 |
Attack: 8 |
Defense: 7 |
Damage: 4-6 |
| Speed: Medium |
Flying: yes |
Shots: none |
Cost: N/A |
| Ghosts are the only creatures in the game that cannot be hired. They are typically found guarding shipwrecks and graveyards. Every troop a Ghost kills becomes a Ghost, so don't take Peasants with you! |
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