Dragons
Black Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 22
Vision: 6
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: -10 Fear to enemy stack; Carry; Flying
Carry: Unit may carry up to two potions
Blue Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 28
Vision: 6
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: +8 movement to stack; Carry; Flying
Carry: Unit may carry up to two potions
Bronze Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 6
Attack: 40
Defend: 40
Hitpoints: 3
Movement: 14
Vision: 6
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Flying; Inviolable to stack
Carry: Unit may carry up to two potions
Inviolable: Unit has equanimity, focused, immunity, impervious, mindful, and resilient
Copper Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 20
Vision: 6
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Disguise self; Flying; Generate dragon illusion
Carry: Unit may carry up to two potions
Disguise self: Unit can disguise self as another any other non-hero unit; If unit enters combat, unit is revealed and fights at units combat value
Generate dragon illusion: Once every three turns, unit may create an illusion of any dragon type. Illusions have no combat value and are instantly destroyed if in combat. Illusions have a vision radius of 1. Illusions last until in combat or disbanded
Ethereal Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 22
Vision: 6
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Flying; Teleport
Carry: Unit may carry up to two potions
Teleport: Once per turn, unit may teleport to any visible location on the map
Green Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 18
Vision: 6
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: +1 hitpoint to stack; Carry; Flying
Carry: Unit may carry up to two potions
Messenger Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 48
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Detection; Equanimity; Evade 100%; Flying; Focused; Immunity; Item carry; Mindful; Vigilance 100%
Carry: Unit may carry up to two potions
Detection: Unit can see stealth units
Equanimity: Unit is immune to enemy non-targetable magic effects
Evade: May be toggled on / off; When attacked the unit has a % chance to evade. If the unit evades, it withdraws from combat to a random open adjacent hex (if no open adjacent hexes are available, no evade is possible)
Focused: Unit is immune to non-targetable psychic effects
Immunity: Unit is immune to enemy targetable magic effects
Item carry: Unit may carry up to four hero items (unit cannot use hero items)
Mindful: Unit is immune to targetable psychic effects
Vigilance: Reduces enemy ambush by X%
Plague Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 20
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Dragon plague; Flying
Carry: Unit may carry up to two potions
Dragon plague: When unit is destroyed in battle, all units in enemy stack have 40% chance to be destroyed via disease
Red Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 55
Defend: 55
Hitpoints: 3
Movement: 20
Vision: 6
Terrain Combat Bonus: +15 when attacking cities
Terrain Movement Bonus: N/A
Special: Carry; Flying
Carry: Unit may carry up to two potions
Silver Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 22
Vision: 6
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Flying; Negate up to 18 enemy courage buff; Negate up to -10 enemy fear debuff; Negate up to 10 enemy morale buff; Negate up to -18 enemy terror debuff
Carry: Unit may carry up to two potions
Storm Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 25
Defend: 25
Hitpoints: 2
Movement: 25
Vision: 7
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: +25 against flying units; +20 to stack against flying units; Carry; Flying
Carry: Unit may carry up to two potions
Blood Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 20
Defend: 20
Hitpoints: 2
Movement: 22
Vision: 6
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Dragon Feed; Feed; Flying
Carry: Unit may carry up to two potions
Dragon Feed: Anytime an enemy unit is killed by unit or friendly unit in stack with unit, unit with Dragon Feed permanently gains +1 attack, +1 defend, and +1 movement
Feed: If this unit deals a hitpoint damage, this unit heals one hitpoint; may not heal more hp than base unit max hp
Bone Dragon
Cost to Produce: 2,500
Upkeep: 0
Turns to Build: 5
Attack: 45
Defend: 45
Hitpoints: 2
Movement: 18
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Flying; Reanimate 90%
Carry: Unit may carry up to two potions
Reanimate: Unit has a X% chance to reanimate at the beginning of friendly player's next turn; If the unit reanimates on a hex with enemy units present, a battle takes place automatically at the beginning of the turn
Celestial Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 35
Defend: 35
Hitpoints: 2
Movement: 22
Vision: 12
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Bolster 8; Carry; Flying; Truesight
Bolster: Unit adds X to hero ruin lore combat value
Carry: Unit may carry up to two potions
Truesight: Unit can see stealth and invisible units
Dream Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 12
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Dragon Dream; Flying
Carry: Unit may carry up to two potions
Dragon Dream: Each turn, unit has a 25% chance to reveal the location, class, level, skills, items, and potions of a random enemy hero
Gold Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 22
Vision: 6
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: +10 morale to stack; Carry; Flying
Carry: Unit may carry up to two potions
Iron Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 5
Defend: 70
Hitpoints: 4
Movement: 8
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Earthbound; Flying; Purity; Trample -15; Vigilance 100%
Carry: Unit may carry up to two potions
Earthbound: Unit may not use portals or rifts to teleport; May not teleport (e.g., cannot be teleported by a spell or ability)
Purity: Unit is immune to disease
Trample: If a unit with trample combats an enemy unit, if the enemy unit has less combat value than unit with trample, enemy unit receives -X to combat value until the end of battle
Vigilance: Reduces enemy ambush by X%
Oracle Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 16
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Dragon oracle; Flying
Carry: Unit may carry up to two potions
Dragon Oracle: Each turn, unit reveals the location of three random, currently not visible enemy stacks (including stacks with stealth or invisibility)
Purple Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 2
Vision: 7
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Ambush 30%; Ambush to stack 20%; Carry; Flying; Invisibility to stack
Ambush: Unit has a % chance to destroy to the first enemy unit it fights in combat before the defending unit can roll combat. If friendly unit hits its ambush roll, the defending enemy unit does not get to roll combat die before the ambush hitpoints are dealt. Ambush is a pre-combat mechanic
Carry: Unit may carry up to two potions
Shadow Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 35
Defend: 35
Hitpoints: 2
Movement: 28
Vision: 6
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Flying; Shadow
Carry: Unit may carry up to two potions
Shadow: Unit cannot be seen unless an enemy unit is within 2 hexes of unit; If any enemy unit is within 2 hexes of unit (even units without detection or true sight), unit will be seen as long as an enemy unit remains within 2 hexes
Spirit Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 30
Defend: 30
Hitpoints: 3
Movement: 24
Vision: 6
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Ambush 25%; Carry; Detection; Evade 50%; Flying; Heal 20%; Resistance 50%; Respawn 50%; Stealth; Trample -5
Ambush: Unit has a % chance to destroy to the first enemy unit it fights in combat before the defending unit can roll combat. If friendly unit hits its ambush roll, the defending enemy unit does not get to roll combat die before the ambush hitpoints are dealt. Ambush is a pre-combat mechanic
Carry: Unit may carry up to two potions
Detection: Unit can see stealth units
Evade: May be toggled on / off; When attacked the unit has a % chance to evade. If the unit evades, it withdraws from combat to a random open adjacent hex (if no open adjacent hexes are available, no evade is possible)
Heal: Unit has a % chance to heal one hitpoint each time suffering hitpoint damage in combat
Resistance: Unit reduces enemy disease chance by X%
Respawn: Unit has a % chance to respawn at the beginning of friendly player's next turn; If the unit reanimates on a hex with enemy units present, a battle takes place automatically at the beginning of the turn
Trample: If a unit with trample combats an enemy unit, if the enemy unit has less combat value than unit with trample, enemy unit receives -X to combat value until the end of battle
White Dragon
Cost to Produce: 2,500
Upkeep: 20
Turns to Build: 5
Attack: 20
Defend: 20
Hitpoints: 2
Movement: 30
Vision: 6
Terrain Combat Bonus: +15 when attacking cities
Terrain Movement Bonus: N/A
Special: Blizzard; Carry; Flying; Freeze; Whiteout
Blizzard: Once per turn, unit can make up to four adjacent hexes per turn impassable until the beginning of friendly player's next turn (all hexes receiving blizzard effect must be adjacent to one another in addition to unit being adjacent to at least one of these hexes upon cast); This counts as a non-targetable physical effect
Carry: Unit may carry up to two potions
Freeze: Unit can "freeze" an adjacent enemy stack until friendly player's next turn. Units in a frozen enemy stack cannot move or use abilities. Freeze has a 1 turn cool down (e.g., freeze is cast on turn 1. freeze is on cooldown on turn 2. Freeze may be cast again on turn 3; This counts as a targetable physical effect
Whiteout: Once per turn, unit can cast "white out" on an adjacent enemy stack. Enemy stack is reduced to one vision radius until the beginning of friendly player's next turn. Enemy units with true sight are immune to whiteout's effects. This counts as a non-targetable physical effect