| | Academy | Abilities / Description / Tavern Rumour |
 | Gremlin | Shooter. |
| 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. |
 | Master Gremlin | Shooter. Repair (This creature can repair friendly mechanical creatures (Golems) and war machines (activated ability).). |
| 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). |
| | Take a look at that shorty in the corner, would you? It's a Master Gremlin! Hire it for your army and you'll never have to go without War Machine support. It can repair a machine smashed in combat single-handedly, right on the battlefield. Asks a lot of money? Well, you'll have all your machines repaired for free if you hire it. Beats buying new machines every time, doesn't it? |
 | Stone Gargoyle | Flyer. Elemental. Immunity to Lightning. Enraged. |
| 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. |
 | Obsidian Gargoyle | Flyer. Elemental. Immunity to Lightning. Immunity to Fire. Immunity to Cold. Enraged. |
| 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. |
| | Gargoyles are the best troops to use against enemy shooters and magic-users. First, they can fly, and quite far too, second, they are extremely tough, and third, they are highly resistant to all sorts of magic. Of course, with abilities like that they would be most efficient behind enemy lines, where the doomed troops try to take cover! |
 | Iron Golem | Mechanical. Immunity to Slow. Magic-proof (Attacking spells inflict 50% less damage to this creature.). |
| 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). |
 | Steel Golem | Mechanical. Immunity to Slow. Unlimited Retaliation. Magic-proof (Attacking spells inflict 75% less damage to this creature.). |
| 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. |
| | No Tavern Rumour |
 | Mage | Shooter. No Range Penalty. Magic Attack (Creature hits all creatures in the line of attack with its shot, including friendly ones.). Caster. |
| 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. |
 | Archmage | Shooter. No Range Penalty. Magic Attack. Caster. Energy Channel (If there's a creature with this ability in the hero's army, the hero will need 25% less mana to cast spells.). |
| 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. |
| | Wizards have won many a great victory spilling very little blood. The secret of their tactic is in careful selection of warriors, to make sure the commander has a lot of magical energy. What warriors are those? Why, Archmages, of course! Who else can establish an energy canal enabling the commander to attack the enemy with powerful spells without worrying about their costs? |
 | Djinn | Large creature. Flyer. Random Caster (Creature casts a random spell at the selected target. Spells can only be cast on enemy (negative effect spells) creatures (activated ability).). |
| 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. |
 | Djinn Sultan | Large creature. Flyer. Random Caster (Creature casts a random spell at the selected target. Spells can be cast at both friendly (positive effect spells) and enemy (negative effect spells) creatures (activated ability).). |
| 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. |
| | No Tavern Rumour |
 | Rakshasa Rani | Large creature. No Enemy Retaliation. |
| 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. |
 | Rakshasa Raja | Large creature. No Enemy Retaliation. Dash (After using this ability creature misses one turn but is able to make turns more often (activated ability).). |
| 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. |
| | Some fools think a Wizard's army is slow on the battlefield. Ridiculous! They never saw Rakshasas in action -- they can attack at double speed. I'd like to see those idiots meet a few Rakshasas on the battlefield! They wouldn't have time to open their mouths before the Rakshasas made mincemeat out of them! |
 | Colossus | Large creature. Immunity to Mind Control. |
| 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. |
 | Titan | Large creature. Immunity to Mind Control. Shooter. No Melee Penalty. Call Lightning (Creature fires a lightning bolt causing magical damage to selected target. Can be used for ranged attack when regular shooting attack is impossible or will only cause reduced damage (activated ability).). |
| 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. |
| | One of the sights in the Silver Cities is a mound under which hordes of Demons are buried - the ones crushed by the Wizards' army. A headstone rises on the mound, with just four words engraved on it: "They underestimated the Titans." Very simple and very true. |