The Fortress has received numerous buffs that focus on getting creatures engaged in combat sooner and inflicting multiple debuffs on enemy troops, with multiple creatures sharing similar abilities and giving tactical players the opportunity to be more considerate about their troop choice.
Gnoll Marauders have received a sizable buff to their Health as well as a slight stat shift to make them the more offensive of the two upgrades. Gnoll Shamans are a chance-based debuffing unit, allowing them to potentially cripple multiple stacks of creatures' offensive power if used wisely.
The Lizardman line has received a small set of buffs to prevent them from slowing the army down and under-performing in comparison to other Level 2 shooters. Lizard Warriors now have the standard chance to Poison an enemy in addition to dealing above average Damage, while Lizard Assassins always Poison their enemies but cannot shoot unless an enemy is within 10 hexes. This means that they will always deal full Damage, but they are ineffective at range; they are a tech-based unit that PvP players in particular may enjoy using due to their incredible kiting and Speed, perfect for taking creature banks and winning strategic fights.
Damsel Flies are a simple Harpy-like alternative to Dragon Flies, allowing the player to keep them in relative safety with the potential to be completely unharmed if a retaliatory strike is absorbed before they attack.
The Basilisk line has had its power shifted into its upgrades, with the Basilisk receiving a small Attack and Defense nerf with a Cost reduction to compensate, primarily due to them being present in some starting armies. Greater Basilisks now have an appropriately greater chance to inflict Stone Gaze as well as a larger Health pool, whereas Basilisk Flamespitters have a higher potential Damage output with their Breath attack.
Corrosive Gorgons are a great unit for dealing with larger stacks of smaller creatures compared to the Mighty Gorgon's fantastic capability to fell an Azure Dragon as easy as a Peasant. The Damage dealt from their Acid Breath is much lower than usual (6 compared to 25), but this is still half of their lower base Damage range and their growth is higher than that of a Rust Dragon.
The Wyvern line now regenerate half of their Health every round of combat. This makes them incredible in the early-game and allows for taking harder fights earlier on while keeping themselves safe. Wyvern Monarchs have received a sizable buff to their Damage and Health, the former of which is now on-par with their alternate upgrade. Paokais deal roughly the same Damage as Wyvern Monarchs, albeit spread across multiple units with their Lightning Breath. This ability strikes the target for [# of Paokais x 10] Damage and the 2 closest enemy stacks for [# of Paokais x 5] and [# of Paokais x 2.5] Damage, with the Damage decreasing along the chain, just like Chain Lightning.
The Hydra line now also regenerate for a quarter of their Health every round of combat. They have also received a plethora of buffs that allow them to function more efficiently in combat without being overly reliant on Haste, Teleport, or Prayer, with their Speed and Health increases being most poignant. The base Hydra's all-around attack has been downgraded to a 3-headed attack both to compensate for its buffs and to be better aligned with its 3-headed design. The Chaos and Ruinous Hydras retain their all-around attacks with their multiple heads, and both upgrades present the player with a clear-cut choice between a defensive tank and an offensive powerhouse. Chaos Hydras are bulky yet relatively fast, remaining a consistent threat with 2 retaliations per round instead of 1. Ruinous Hydras are speedy and strike twice, giving them fantastic offensive potential at the cost of a large amount of Health compared to their alternative upgrade.
Attack 3
Defense 5
Shots -
Damage 2–3
Health 6
Speed 4
Move Ground
Size 1
Growth 12 (+6)
AI Val. 56
Fight Val. 70
Cost 50
Attack 5
Defense 5
Shots -
Damage 2–3
Health 8
Speed 5
Move Ground
Size 1
Growth 12 (+6)
AI Val. 100
Fight Val. 100
Cost 70
Spellcaster: 2x Random Advanced spell (6 Power):
Weakness (50%)
Curse (50%)
Attack 3
Defense 7
Shots -
Damage 2–3
Health 6
Speed 5
Move Ground
Size 1
Growth 12 (+6)
AI Val. 100
Fight Val. 100
Cost 70
Gnoll Marauder:
Attack 4 → 5
Defense 6 → 5
Health 6 → 8
AI Value 90 → 100
Fight Value 90 → 100
Shoots.
Attack 5
Defense 6
Shots 12
Damage 2–3
Health 15
Speed 5
Move Ground
Size 1
Growth 9
AI Val. 165
Fight Val. 145
Cost 120
Shoots.
Poisonous (30%).
Attack 6
Defense 8
Shots 24
Damage 3–6
Health 15
Speed 6
Move Ground
Size 1
Growth 9
AI Val. 250
Fight Val. 210
Cost 170
Attack 8
Defense 6
Shots 24
Damage 3–5
Health 15
Speed 8
Move Teleporting
Size 1
Growth 9
AI Val. 250
Fight Val. 210
Cost 170
Lizardman:
Health 14 → 15
Speed 4 → 5
AI Value 151 → 165
Fight Value 137 → 145
Cost 110 → 120
Lizard Warrior:
Damage 2–5 → 3–6
Speed 5 → 6
AI Value 209 → 250
Fight Value 174 → 210
Cost 140 → 170
Attack 7
Defense 9
Shots -
Damage 2–5
Health 20
Speed 9
Move Flying
Size 1
Growth 8
AI Val. 268
Fight Val. 215
Cost 220
Attack 8
Defense 10
Shots -
Damage 2–5
Health 20
Speed 13
Move Flying
Size 1
Growth 8
AI Val. 312
Fight Val. 250
Cost 240
Attack 9
Defense 9
Shots -
Damage 2–5
Health 20
Speed 11
Move Flying
Size 1
Growth 8
AI Val. 312
Fight Val. 250
Cost 240
No balance changes were made.
Stone Gaze (20%).
Attack 10
Defense 10
Shots -
Damage 6–10
Health 35
Speed 5
Move Ground
Size 2
Growth 4
AI Val. 520
Fight Val. 490
Cost 300
Stone Gaze (40%).
Attack 12
Defense 12
Shots -
Damage 6–10
Health 45
Speed 7
Move Ground
Size 2
Growth 4
AI Val. 750
Fight Val. 580
Cost 400
Attack 14
Defense 10
Shots -
Damage 6–10
Health 40
Speed 7
Move Ground
Size 2
Growth 4
AI Val. 520
Fight Val. 490
Cost 400
Basilisk:
Attack 11 → 10
Defense 11 → 10
AI Value 552 → 520
Fight Value 506 → 490
Cost 325 → 300
Greater Basilisk:
Health 40 → 45
AI Value 714 → 750
Fight Value 561 → 580
Stone Gaze 20% → 40%
Attack 10
Defense 14
Shots -
Damage 12–16
Health 70
Speed 5
Move Ground
Size 2
Growth 3
AI Val. 890
Fight Val. 890
Cost 525
Attack 12
Defense 16
Shots -
Damage 12–16
Health 70
Speed 6
Move Ground
Size 2
Growth 3
AI Val. 1040
Fight Val. 1040
Cost 600
Acid Breath (30%, 6 Power).
Attack 14
Defense 14
Shots -
Damage 12–16
Health 70
Speed 7
Move Ground
Size 2
Growth 3
AI Val. 1040
Fight Val. 1040
Cost 600
Mighty Gorgon:
Attack 11 → 12
AI Value 1028 → 1040
Fight Value 1028 → 1040
Flies.
Regenerating (35 Health).
Attack 14
Defense 14
Shots -
Damage 14–18
Health 70
Speed 7
Move Flying
Size 2
Growth 2
AI Val. 1450
Fight Val. 1050
Cost 850
Attack 14
Defense 14
Shots -
Damage 20–24
Health 100
Speed 11
Move Flying
Size 2
Growth 2
AI Val. 1950
Fight Val. 1950
Cost 1300
Attack 14
Defense 14
Shots -
Damage 14–18
Health 80
Speed 10
Move Flying
Size 2
Growth 2
AI Val. 1950
Fight Val. 1950
Cost 1300
Wyvern:
AI Value 6168 → 6250
Fight Value 5397 → 5450
Cost 800 → 850
Wyvern Monarch:
Damage 18–22 → 20–24
Health 70 → 100
AI Value 1518 → 1950
Fight Value 1518 → 1950
Cost 1100 → 1300
Attack 17
Defense 17
Shots -
Damage 25–45
Health 180
Speed 6
Move Ground
Size 2
Growth 1
AI Val. 4400
Fight Val. 4400
Cost 2500 + 1S
Attack 22
Defense 20
Shots -
Damage 25–45
Health 300
Speed 8
Move Ground
Size 2
Growth 1
AI Val. 6800
Fight Val. 6600
Cost 4000 + 2S
Attack 18
Defense 24
Shots -
Damage 25–45
Health 220
Speed 10
Move Ground
Size 2
Growth 1
AI Val. 6800
Fight Val. 6600
Cost 4000 + 2S
Hydra:
Attack 16 → 17
Defense 18 → 17
Health 175 → 180
Speed 5 → 6
AI Value 4120 → 4400
Fight Value 4120 → 4400
Cost 2200 → 2500 + 1S
Chaos Hydra:
Attack 18 → 22
Health 250 → 300
Speed 7 → 8
AI Value 5931 → 6800
Fight Value 5272 → 6600
Cost 3500 + 1S → 4000 + 2S