| | Dungeon | Abilities / Description / Tavern Rumour |
 | Scout | Shooter. No Melee Penalty. Range Penalty (Shooter always inflicts only half the normal damage to the target but doesn't incur any penalty on melee attack.). |
| The main role for scouts on the battlefield is to make ranged attacks with their crossbows. They are also trained in close combat, however, and can defend themselves in melee. |
 | Assassin | Shooter. No Melee Penalty. Range Penalty. Poisonous Attack (In addition to normal damage the enemy attacked will also be poisoned. Poisoning will cause a certain amount of damage during the next three turns.). |
| The main role for the assassins on the battlefield is to make ranged attacks with their deadly crossbows. Using enchanted bolts they inflict grievous, poisoned wounds on their enemies. |
| | Assassins are born killers. The enemy will hardly ever get near them, their arrows are poisoned and keeps hurting long after the arrow hits. During combat they poison as many targets as possible -- some of them will die on their own, others will be helped by their allied units. |
 | Blood Maiden | Strike and Return (Creature attacks and returns to its previous position.). |
| Blood Maidens are lightning-fast female warriors who practice a deviant form of the Elven Battle Dance. They move quickly to reach their opponent, strike, and return to their starting place, all in one blur of motion. |
 | Blood Fury | Strike and Return. No Enemy Retaliation. |
| Blood Furies are the elite warriors of the Dark Elf armies. So well trained are they in their own form of Battle Dance that they can charge and evade in the same strike, preventing their foes from reacting and retaliating before they are gone. |
| | No Tavern Rumour |
 | Minotaur | Bravery (Creature always has positive morale (no less than +1).). |
| Along with the other Beastmen, the Minotaurs, half-man and half-bull, were created by the Wizards of the Seven Cities as replacement for the Orcs. They fled east, and underground, to earn their freedom, but they were later conquered by the Dark Elfs and once again bound in chains and muzzled. In the Dark Elf society, the Minotaurs are used as menial labour to perform the most degrading and tedious tasks. Despite this treatment, the Minotaurs are known for their bravery and dignity. They will perform any task to the utmost of their ability, including fighting for those who treat them as slaves. They hope some day to earn their freedom; the Dark Elves fear that some day, they will seize it instead. |
 | Minotaur Guard | Bravery. Double Attack (Creature strikes two blows at the target in a single attack.). |
| The greatest of the Minotaur fighters receive additional gladiator training, and are rewarded by being promoted to Guards. They are tattooed with their badges of office and use deadly double-bladed axes with great skill, dealing two heavy blows in sequence. |
| | No Tavern Rumour |
 | Dark Raider | Large creature. Rider Charge (For each game field tile covered by this creature during attack, the target's Defense is reduced by 20% (all the way down to zero).). |
| Dark Raiders are the backbone of the armies of Ygg-Chall. They are well-trained, armoured warriors, mounted on great lizards, who ride into battle with a heavy lance and shield. Speed is their main weapon, and the damage they wreak with their lances depends on the distance over which they accelerate. |
 | Grim Raider | Large creature. Rider Charge. Lizard Bite (Creature attacks the enemy who is attacking neighbouring creature (provided it's within range), and inflicts half the regular damage.). |
| Grim Raiders are similar to their less-powerful brethren. They are far more skilled, however, and their lizards are trained to bite their enemies. |
| | You ever see a frontal attack by Grim Raiders, when a few units attack the enemy side by side? A frightening sight. Much more so because it's not just the riders fighting but their Lizards too. They bite the enemy just when an allied unit next to them is hitting them with their swords. Not many can withstand that attack - if, of course, the Grim Raiders are commanded by hero with brains. |
 | Hydra | Large creature. Three-headed Attack (Creature attacks three adjacent tiles simultaneously, causing damage to all enemy creatures positioned there.). No Enemy Retaliation. Enraged. |
| Hydras are another race of underground creatures tamed and enslaved by the Dark Elves. Their origins are unknown, although they seem to be related to the Dragons in spite of their very limited intelligence and lack of magic power. However, Hydras are incredibly strong, and their multiple heads can strike simultaneously at different opponents. |
 | Deep Hydra | Large creature. Six-headed Attack (Creature attacks six adjacent tiles simultaneously, causing damage to all enemy creatures positioned there.). No Enemy Retaliation. Regeneration (Creature restores its health by 30 - 50 HPs each turn.). Enraged. |
| Deep Hydras are older than other Hydras and have six heads instead of three. This permits them to both deal more damage and strike more enemies. |
| | Hydras are an excellent choice when putting together an army. The main thing in combat is to avoid dire situations and try not to let a single Hydra die. Never mind if they're wounded, Hydras are capable of regeneration and in no time at all they'll be as good as new, straining on the leash. |
 | Shadow Witch | Shooter. Caster. |
| The Shadow Witches are priestesses of Malassa They use their whips in close combat, but are far deadlier with their spells of dark magic. |
 | Shadow Matriarch | Shooter. Caster. Whip Strike (There's a certain chance that during a melee attack this creature will use one of the following spells, in addition to inflicting regular damage: Slow, Weakness or Berserk.). |
| The Shadow Matriarchs are the ruling elite of the Dark Elf armies. If pressed into close combat they use whips as weapons, but prefer to rely on their much more potent magics. The Matriarchs have more spells at their disposal than the Witches. |
| | A while ago some fool offered a Matriarch's Whip for sale on the black market. The naive idiot was hoping to get a lot of money for it, as if nobody knew the whip can only cast one of the four damning spells when it's used by a Matriarch. |
 | Shadow Dragon | Large creature. Flyer. Fire Breath (During attack, creature damages not only the target but any other unit positioned directly behind it.). |
| Shadow dragons live deep in the massive caverns of the far underground. Worshipped by Dark Elf society as avatars of their Great Mother, they tolerate their worshippers and occasionally ally with them. Even a single dragon is a terrifying opponent, its breath a burst of negative energy that can lay waste to even the toughest enemies. |
 | Black Dragon | Large creature. Flyer. Immunity to Magic. Fire Breath. |
| Black Dragons are the older, more powerful siblings of the Shadow Dragons. In addition to the skills their lesser brethren possess, Black Dragons are stronger and completely immune to magic. |
| | Why do you think Black Dragons, who are among the most powerful creatures in our world, allow Warlocks to control them? Because Warlocks were the first who managed to get the better of Black Dragons using magic. Black Dragons are immune to any magical impact but an experienced and wise Warlock can cancel that advantage. That's how fear found its way into Black Dragons' hearts for the first time ever. And it's not a long way from fear to submission. |