All Sanctuary creatures are considered Ashan Nagas. They receive -50% Damage from Water Magic spells and +25% Damage from Air Magic spells.
Ashan Naga.
Ferocious Wound (target suffers -3 Speed for 2 turns and is dealt Damage equal to the number of attacking Shark Guards).
Attack 4
Defense 4
Shots -
Damage 1–3
Health 8
Speed 5
Move Ground
Size 1
Growth 14
AI Val. 80
Fight Val. 70
Cost 60
Ashan Naga.
Ferocious Wound (target suffers -3 Speed for 2 turns and is dealt Damage equal to the number of attacking Wanizame).
Blood Frenzy (+30% Damage to targets affected by Ferocious Wound).
Attack 6
Defense 4
Shots -
Damage 1–3
Health 10
Speed 6
Move Ground
Size 1
Growth 14
AI Val. 120
Fight Val. 100
Cost 80
Shark Guards and Wanizame are the Sanctuary's plentiful grunt units. They offer decent bulk at an average Speed for their level, but shine in their ability to cripple enemy movement.
Ferocious Wound inflicts a flat -3 Speed debuff on their target (unlike Slow or Wasp Swarm), which makes them especially effective against slow-to-medium speed targets. It also deals a flat amount of Damage based on how many Sharks Guards/Wanizame are in the stack (as a stand-in for their damage-over-time effect in Heroes VI).
Wanizame's lust for blood makes them even more effective at damaging targets that have been wounded by them or any other Shark Guards/Wanizame.
Ashan Naga.
Jousting bonus.
Leap: Can leap at an enemy once per combat (gains Flight and +3 Speed on the turn it is activated).
Attack 7
Defense 5
Shots -
Damage 2–4
Health 15
Speed 6
Move Ground
Size 1
Growth 10
AI Val. 140
Fight Val. 120
Cost 110
Ashan Naga.
Jousting bonus.
Crashing Leap: Can leap at an enemy twice per combat (gains Flight and +4 Speed on the turn it is activated).
Attack 8
Defense 6
Shots -
Damage 3–4
Health 15
Speed 8
Move Ground
Size 1
Growth 10
AI Val. 190
Fight Val. 145
Cost 140
Kappas and Kappa Shoyas can be used to great effect once/twice per battle with their Leap abilities. This allows them to catapult themselves into combat and maximise their Jousting bonus; they can even jump over walls in sieges!
Ashan Naga.
Shoots.
No barrier penalty.
No range penalty.
Spellcaster after attack: Basic Slow (100%, 3 Power).
Attack 8
Defense 5
Shots 12
Damage 4–7
Health 18
Speed 5
Move Ground
Size 2
Growth 7 (+3)
AI Val. 350
Fight Val. 260
Cost 225
Ashan Naga.
Shoots.
No barrier penalty.
No range penalty.
Spellcaster after attack: Advanced Slow (100%, 3 Power).
Spellcaster: 2x Advanced Resurrection (15% Power) on Sanctuary units.
Attack 10
Defense 7
Shots 24
Damage 4–7
Health 18
Speed 7
Move Ground
Size 2
Growth 7 (+3)
AI Val. 550
Fight Val. 400
Cost 275
Coral Priestesses and Pearl Priestesses are staple damage/support hybrid units. They suffer no range or barrier penalties due to their beam attack (and abilities in Heroes VI) but compensate with low survivability and a high unit cost.
They slow enemies after attacking at range, with Pearl Priestesses' Advanced Slow reducing enemy Speed at peak effectiveness.
Pearl Priestesses can also Resurrect Sanctuary units twice per battle, giving players a reliable method of retaining troops before Level 4 Mage Guilds are built.
Ashan Naga.
Pain Mirror (reflects 10% of melee Damage). [FIRE SHIELD STAND-IN]
Attack 10
Defense 8
Shots -
Damage 9–12
Health 30
Speed 8
Move Flying
Size 1
Growth 4
AI Val. 525
Fight Val. 400
Cost 325
Ashan Naga.
Pain Mirror (reflects 20% of melee Damage). [FIRE SHIELD STAND-IN]
Lifeguard Membrane (-15% incoming Damage from all sources).
Attack 12
Defense 8
Shots -
Damage 10–14
Health 40
Speed 11
Move Flying
Size 1
Growth 4
AI Val. 650
Fight Val. 550
Cost 400
Spring Spirits and Mizu-kamis are perfect scouting units and mid-game brawlers. They're simple, speedy, and reflect damage just like units with Fire Shield.
Mizu-kamis take -15% decreased damage from ALL sources; this stacks in an additive manner with their Ashan Naga heritage, thus they receive -65% Damage from Water Magic spells and +10% Damage from Air Magic spells.
Attack 12
Defense 10
Shots 12
Damage 12–15
Health 40
Speed 7
Move Flying
Size 1
Growth 3 (+2)
AI Val. 900
Fight Val. 775
Cost 575
Attack 14
Defense 12
Shots 24
Damage 12–15
Health 50
Speed 9
Move Flying
Size 1
Growth 3 (+2)
AI Val. 1150
Fight Val. 950
Cost 650
Snow Maidens and Yuki-onnas are strong ranged units that can freeze problematic enemy stacks for three turns at a time. They are also agile enough to reposition away from enemies in many mid-game fights while giving the hero only a minor movement penalty, making them another useful scouting/clearing unit on secondary heroes.
Attack 14
Defense 14
Shots -
Damage 18–22
Health 90
Speed 7
Move Ground
Size 2
Growth 2
AI Val. 1800
Fight Val. 1800
Cost 1000
Attack 16
Defense 16
Shots -
Damage 20–25
Health 120
Speed 9
Move Ground
Size 2
Growth 2
AI Val. 2750
Fight Val. 2750
Cost 1400
Kenshi and Kensei are trained warriors, far speedier and bulkier than their Bracadan cousins. They are most effective at fighting groups of enemies, though their ability to retaliate more than once per turn gives them an advantage facing any foe.
Ashan Naga.
Immune to slowing effects.
Attack 20
Defense 18
Shots -
Damage 30–60
Health 175
Speed 11
Move Ground
Size 2
Growth 1
AI Val. 4000
Fight Val. 3200
Cost 2200 + 1C
Ashan Naga.
Immune to slowing effects.
Trail of Clouds (Sacred Kirins and Enraged Kirins grant +2 Speed to Sanctuary Creatures).
Freezing Attack (50%).
Attack 24
Defense 24
Shots -
Damage 30–60
Health 275
Speed 13
Move Ground
Size 2
Growth 1
AI Val. 7450
Fight Val. 5750
Cost 4000 + 2C
Ashan Naga.
Immune to slowing effects.
Trail of Clouds (Sacred Kirins and Enraged Kirins grant +2 Speed to Sanctuary Creatures).
Lightning Breath (20→10→5 Damage per unit).
Attack 28
Defense 20
Shots -
Damage 30–60
Health 240
Speed 14
Move Ground
Size 2
Growth 1
AI Val. 7450
Fight Val. 5750
Cost 4000 + 2C