Back to the game
Sun against moon

SOL ULTIMUS

The Eclipse War — the compendium: sun and moon, their heroes, armies, monsters and the powers between them

Sun and Moon They play with exactly the same values - what differs is what they believe, how they build, and which beast fights beside them.

HUMANS ☼ under the SUN

A realm of sun, steel and order. They build heavy in stone - a squat keep, a rough fieldstone wall with a wooden palisade, a single watchtower - they march in line and trust what they forge themselves. Their banner is crimson with a golden sun disc, and that disc rides on every breastplate, every wall and every tower. The sun is not only their sign but their strength: under the sun they strike harder, and their relic is a stone full of caged fire.

  • Hero: the paladin - golden armor, sun disc on the breast, a long red cape, and always a war mace. He carries no sword and no shield.
  • Companion: a dragon, from gold-sheened hatchling to full-grown amber colossus.
  • Mount: the sabertooth battle cat, a golden lion with a mane.
  • War beast: the armored war rhino.
  • Relic: the Sunstone - see Relics below.
  • Their men-at-arms carry no shield: only the sword and the cloak.

MOON ELVES ☾ under the MOON

A kindred of moon, silence and old magic. They build not in stone but in living wood: a hall grown into the foot of an ancient tree, dark curved beams, a roof of bark, a palisade of bound stakes, and a lookout platform high in the branches. No ivory towers - moss, ferns and blue runes burned shallow into the wood. Their banner is violet with a silver crescent. The moon gives them their strength as the sun gives the Humans theirs - at night they strike harder - and their relic is not a stone but a living tree.

  • They are all women: jet-black skin, white hair, and in battle a fully closed moth-mask helm with feathered antennae. No warrior among them ever bears wings.
  • Hero: the moon paladin - violet-and-silver armor, dark cape, a spear crowned with cold moonfire.
  • Companion: no dragon but a moon moth - plush fur, ice-blue wings, blue fire.
  • Mount: the black panther. War beast: the giant boar of the deep wood.
  • Relic: the Moon Tree - see Relics below.

The story Twenty chapters, played twice - once from each side of the same war.

SOLUNOR is not two names side by side but a single word: sun and moon, once one crown that broke apart. The old sigil still carries it - a sun disc that darkens quietly into eclipse as evening falls and comes back out as a crescent moon. By day, whoever fights under the sun strikes harder; by night it is the moon. That turning has held in balance since living memory, until Ser Aldric the Bold and Malakar the Dread both decide to pull the balance to their own side. The campaign is the war that follows, and it begins with a boat: three men run up on the sand of a foreign coast because WARLORD TIBERON and an old sun wizard sent word that they were standing under the eclipse almost alone. From that beach it runs to a stolen egg, to a duel between two paladins, to a sun that finally comes back out - and to one last mountain road under it. Every player walks the same twenty chapters; only the enemy changes.

Ser Aldric the Boldthe human paladin, your hero when you fight under the sun - and the face of the enemy when you do not.
Malakar the Dreadthe moon paladin, Aldric's mirror: your hero among the Moon Elves, their terror to the Humans.
The Old Wizardthe Humans' own master - he teaches you Healing Light in chapter 6, is held captive by three dragons in chapter 13, and fights at your side in the finale.
The Moon Seerhis counterpart among the Moon Elves - the same role, the same captivity, the same return.
Map of the crusade: the twenty chapters in order, from the mire in the south-west to the spiral mount in the north
  1. 1Rescue the Dragon Egg
  2. 2Defend the Dragon Egg
  3. 3Protect the Sun Temple
  4. 4Hold the Fort
  5. 5March on the Moon Elves
  6. 6Slay the Great Bear
  7. 7The Valley of Mist
  8. 8Tame the Battle Cat & Raze the Elf Camp
  9. 9Knight vs Knight
  10. 10Slay the Giant Cyclops
  11. 11Survive the Siege
  12. 12The Temple on the Moor
  13. 13Free the Wizard
  14. 14Save the Sunstone
  15. 15The Long Dark Night
  16. 16Tame a Dragon, Hold the Fort
  17. 17Storm the Citadel
  18. 18The Valley of Walls
  19. 19The Return of the Sun
  20. 20The Spiral Mount

The numbered stops are the twenty chapters below, in the order you march them: out of the mire where the egg lies in its ring of stones, north to the sun temple on the coast, back east across the heath to your fort and your village, up into the moonwood and over the pass, on to their moon tree and their war-camp, and further east to the cyclops' cave. Then south again — the siege of your own fort, the temple on the moor, the caged wizard in his tower and the sunstone on the plain — before the road turns north-east once more: the last camp, the dragon's roost, the burning peaks, the valley of walls, and at last the warlord's citadel and the spiral mount. One stop is missing from this list on purpose: the moon altar in the north-west, where the war will end.

Chapter 1seen from the Human side

Rescue the Dragon Egg

It begins with a boat. Three men come ashore at first light on a foreign coast — your paladin and two men-at-arms, and nothing else. WARLORD TIBERON and the old sun wizard sent for swords: the Moon Elves have pulled an eclipse over this land that will not lift, and the two of them stand under it almost alone. Your first errand is a small one. A dragon egg lies out in the mire beyond the ravine with poachers camped on the nest — slip the watch, wolves and highwaymen alike, and carry the egg out yourself. Each people finds its own egg in its own way: for the Humans a cracked orange stone, for the Moon Elves a mother-of-pearl moth cocoon.

Found here: your first spell, Smite - in the chest at the poachers' camp
Chapter 2seen from the Moon Elf side

Defend the Dragon Egg

The egg is out of the mire, but it still has to hatch — and they come to break it before it does. Night, a nest and three minutes: dig in around the shell, mine what gold there is and raise men-at-arms and archers. No knights yet; this is where you first learn to draw a line and make it hold. When the time runs out the egg opens, and the dragonet that crawls out follows you for the rest of the war.

Chapter 3seen from the Human side

Protect the Sun Temple

Your first post to keep. Evening on a lone spiral mount, a small domed sun temple on the summit and one road winding up to it, with six waves climbing out of the dusk. You have the paladin, the hatchling, one man-at-arms — and a purse of 320 gold. The temple's stores are open from the first minute: it lets down a ballista on wheels for 300 gold whenever you can pay, and a second after that, never more than two. A cart is useless empty, so click a man onto it. Stand near the temple and its light slowly closes your wounds. There is only the one road: down it, and up it.

Chapter 4seen from the Human side

Hold the Fort

From a temple you cannot leave to a keep of your own: march to the fort and hold it five minutes, your young companion already fighting at your side. Toward the end of the watch their champion rides out himself, and he carries their crystal with him. Beat him down to a quarter of his life and he gives it up — he drops it and flees, and his whole assault force turns and leaves with him.

Found here: the Light Crystal - taken off their champion, and it is what sets your weapon burning
Chapter 5seen from the Human side

March on the Moon Elves

Until now you have only been defending things. The first true meeting comes at night: the enemy finally shows itself and breaks out of the forest over your village. Beat off the raid, raise an army from your own keep, and then march into the wood to find their hidden keep and level it. From here on this is no longer an errand but a war between two peoples.

Chapter 6seen from the Moon Elf side

Slay the Great Bear

A war needs more than soldiers, so the road turns aside into deep, troll-haunted forest with one lonely bridge across the river. No keep and no army here — only a hunt. Track the Great Bear, thin the pack around it, and then face the beast itself. On its carcass lies the first of the four things that make your hero more than a soldier.

Chapter 7seen from the Human side

The Valley of Mist

Back to the war, and to the lesson the whole campaign turns on. A narrow valley drowned in mist, your fort at the head of it, and two lines barring the way: a timber palisade and a wall of stone, each with a gate that opens for your men and shuts against theirs. They come up the pass in waves for six minutes. Mine gold, put archers on the walls, keep your workers mending the breaches — and a cart set on a wall section shoots over it. This is the war of walls in miniature, and the valley at chapter 18 is the same lesson three times over.

Chapter 8seen from the Moon Elf side

Tame the Battle Cat & Raze the Elf Camp

A wild mount prowls the open plain. Tame it with your hero and ride it — faster and fiercer than on foot — and only from the saddle do you see the enemy camp for the first time: its own small moon trees, two knights on guard, and their seer. Bring him below half his life and he freezes your whole company for twenty seconds before he flees. Run him down after that and the last of the four things is yours.

Found here: the Tamer's Claw Bracer - at the taming itself
Chapter 9the same scene for both sides

Knight vs Knight

The enemy has put an order of knights into the field, and this is the chapter where yours answers: until now no knight would ride for you, and from here on you can raise them yourself. Upgrade your keep to stone, forge better armour, and tear down their war camp while their knights ride at your wall every few minutes. The only chapter where both sides see literally the same duel.

Found here: the Helm of the Sun Order - in the armoury chest at the heart of their war-camp
Chapter 10seen from the Moon Elf side

Slay the Giant Cyclops

Word comes of something in the north-eastern wood that no patrol comes back from. A one-eyed cyclops lairs there with his whelps, twice the height of a man-at-arms, with a studded club the size of a tree limb. Every twenty seconds he smashes the ground and knocks six of your fighters senseless, and he reaches high enough to swat your dragon out of the air — so spread your line, keep moving, and do not send her in over his head. Behind the den stands a cage: walk your hero to it once the giant is down and the knight inside joins you for good.

Found here: the Amulet of the Deep Stone - in the hoard-chest in the den, locked while the cyclops lives
Chapter 11seen from the Human side

Survive the Siege

The answer to all that comes for your own gate. Seven minutes, and this time it is the enemy who does the marching. Work your gold mine, raise your keep into the great citadel, put up towers, and hold against war beasts with archers on their backs, against their champion, and against a dragon overhead.

Chapter 12seen from the Human side

The Temple on the Moor

There is a second sun temple, far out on the eastern moor, low and half-drowned in fog, and the Moon Elves mean to put its light out as they did the first. No keep here and no mine — only the temple, the ring of stone around it and what you marched in with. Your paladin is too far from home for his bow and fights with the mace, but the temple sells him a ballista on wheels for 300 gold, two at most, and your man-at-arms is the crew. Six waves climb out of the mist and the last one brings their champion.

Chapter 13seen from the Moon Elf side

Free the Wizard

The old wizard who taught you Healing Light has been carried off. He sits caged high in the north-east with a black dragon brooding on the roof of his cage, and he is not to be reached head-on. Free two penned war beasts first, put your archers on their backs, and shoot the three wyrms down from outside their reach before your hero goes anywhere near the cage.

Chapter 14seen from the Moon Elf side

Save the Sunstone

Each people keeps one living relic, and while you were in the north-east the enemy came to break yours. Far to the east it is already down to 45% of its light, with a war camp encamped around it. Break that siege: the moment your hero stands beside the relic it begins to heal itself, and everyone around it with it. Let it go out and the chapter is lost, however many soldiers you have left. Among the Moon Elves it is not a stone but a tree full of glowing leaves.

Found here: the Warlord's Mantle - in the Goblin King's chest, shut while he lives
Chapter 15seen from the Human side

The Long Dark Night

Then their last rite tears the dawn open: night falls and never lifts again. Your soldiers fight half blind in it and the enemy, drunk on moonlight, strikes a quarter harder. Only the torches of your camp hold a circle of light, and inside it shelters the wizard you just carried out of his cage, too spent to cast a thing while you guard him and your keep for fifteen minutes. Play the Moon Elves and the mirror holds: a sun that never sets burns in the sky instead.

Chapter 16seen from the Human side

Tame a Dragon, Hold the Fort

If the night will not lift, you had better not walk into it alone. A dragon still lies as an egg on a rock among the lava: tame it first, then hold your great keep for five minutes against a superior force with the full-grown beast already beside you. It is the last step before you take the warpath yourself — from here on you never fight alone again.

Chapter 17seen from the Human side

Storm the Citadel

Now you march. A full duel against the enemy warlord with every part of the game open, your dragon full-grown and the old wizard at your side. Razing his citadel is not enough on its own — his relic has to fall too, or his people will simply raise a new warlord in his place. Play the Humans and Malakar the Dread stands against you; play the Moon Elves and it is Ser Aldric the Bold before your keep. And even as the walls come down, the sky stays broken.

Found here: the Sunbow - in a guarded weapon chest at the watchpost
Chapter 18seen from the Human side

The Valley of Walls

Their warlord is dead and it changes nothing: what is left of his host comes down the mountain road, and this is where you stop it. The valley of chapter 7 again, three times over and on a mountain scale — one road, your fort at its head and three gated lines across it, two of timber and one of stone. Every breach brings them a wall closer. Man them with archers, keep your workers repairing, and hold ten minutes; a ballista on wheels already stands before your gate.

Chapter 19seen from the Human side

The Return of the Sun

Their citadel is rubble and the eclipse still hangs there, so everything they have left throws itself at your great citadel in one last tide. Hold it fifteen minutes under the darkened sky. You are not alone: the Warlord of the Sun Order, the old commander in his ornate armour, rides through your gate and fights at your side, a hero in his own right — though the light is and stays yours. Hold, and your Healing Light breaks the eclipse. The sun comes back, and the war is won.

Chapter 20the last stop on the road

The Spiral Mount

The sun is back, but the mountain road is not yet clear: the goblins and orcs that fought under the eclipse have taken the last summit and mean to keep it. One mountain, one road, ten waves up a single track — cave trolls from the seventh, the Goblin King with the tenth. There is no mine: the fallen drop their gold on the road and it fades after ninety seconds, so you sweep it up between waves. Click the four tower sites to raise and reinforce watchtowers — your mason does all the building, one job at a time — and the fort sells the same ballista on wheels for 300 gold. Roll one to a stone tower and it climbs onto the roof, where it shoots further and faster than it ever does on the ground.

The freed champions Each people finds a caged warrior behind the giant in its own chapter 10 - not a common unit, but a character with a name and a face of their own.

Ser Gareth the Red - Humans

Held in a cage behind the giant cyclops' den - clear the den and he joins you, one chapter before you learn to raise knights of your own. The same armor as any other knight, but a shade darker and more battered from his captivity, his face visible under the helm rim and a full copper-red beard. His blade glows from the first moment.

420 life / 40 damage against 280/28 for a common knight - plainly stronger than the men he leads.

Slay the Giant Cyclops - 420 hp - 40 dmg - glowing sword

Nyxara the Broken - Moon Elves

Ser Gareth's mirror in the Moon Elves' own version of the same chapter: a Moth Master, caged behind the same giant cyclops. Her closed moth-mask helm is deep black metal, cracked and battered by captivity, with great broken antennae and eye lenses that glow a cool pale blue.

Play the campaign as a Moon Elf and she is the champion you cut out of the cyclops' den: the same place in the story and the same strength as Ser Gareth, but with her own name, her own face, and a spear that gives cold moonfire instead of gold.

420 life / 40 damage against 280/26 for a common Moth Master.

Slay the Giant Cyclops (Moon Elf side) - 420 hp - 40 dmg - glowing spear

Warlord Tiberon - Humans, ally

The old commander of the Sun Order - the man who sent for swords in the first place, and the voice behind the eclipse that hangs over the whole crusade. He does not lead from a keep: he fights beside you in the last siege, and he is the only ally who heals.

His Sun Horn sounds every forty seconds and mends every ally within ten paces. On the field he is heavier than any knight and swings nearly twice as fast as the enemy champion: 55 damage per second against 34.

The Return of the Sun - 950 hp - 44 dmg - Sun Horn every 40 s

Heroes & mounts One hero per warlord. Each level: +50 life, +5 damage. If he falls during the campaign, the chapter is over.

HUMANS
MOON ELVES
Paladin / Moon Paladin
Commander and spellcaster. Tames battle cats and dragons, opens treasure chests, and carries the seven items. He is the only hero unlocked so far.
Workings: Q Smite · W Healing Light · E Aegis of Light · R Ascend · weapon: mace
350Life
30Damage
3.4Speed
1.4Attacks/s
LOCKED
Sun Archer
A knight of the same order who took the longbow instead of the mace: less life, more reach, and he looses faster than the Paladin swings. Locked until his four workings exist.
Workings: Q Sun Arrow · W Volley · E Eagle Eye · R Rain of Light · weapon: bow
260Life
26Damage
3.6Speed
1.7Attacks/s
LOCKED
The Veteran
A battered veteran with a two-handed axe - a sun disc on a dented half-harness, crimson tunic, forearms bound in linen. The heaviest and slowest of the three. Locked.
Workings: Q Cleave · W Warcry · E Ironhide · R Last Stand
480Life
42Damage
3Speed
1.1Attacks/s
HUMANS
MOON ELVES
Battle Cat / Black Panther
The fastest creature in the game and your hero's mount. One per warlord. With the paladin in the saddle it strikes 1.8× as hard, carries his sight with it, and he can keep casting from its back. It levels as well (up to 5): +150 life and +5 damage per rank. Two powers of its own - see spells.
900Life
36Damage
32.7Damage/s
1.8Range
5.6Speed
8Sight
Tame one in the wild (free) or recruit: 750g · 28 s · 4 supply · citadel lvl. 3

Your hero's spells The heavy powers recharge slowly. Casting one is a real decision, not a button you hammer blindly.

SpellWhat it doesCooldown
Q SmiteShadow Rend A targeted strike on the nearest enemy within 4.5: 2.5× your hero damage in a single blow.
Taken from the treasure chest in chapter 1.
9 swas 6 s
W Hallowed GroundLife Drain Humans: +90 health for everyone within 12, plus an afterglow. Moon Elves: drains 70 health from the nearest enemy and hands +70 to the whole company.
From the cleric in chapter 6, so you have it from 7.
24 swas 15 s
E Aegis of LightVeil of Shadows Five seconds of total invulnerability. No sword, no arrow, no dragonfire gets through.
From the seer by the bridge in chapter 10, so you have it from 11.
75 swas 60 s
R AscendantAvatar of Night For twenty seconds your hero swells into a giant: double damage, far harder to wound, and he begins with health fully restored.
Hero level 6 · from the seer in your fort in chapter 16, so you have it from 17.
140 swas 100 s
X Power of the SunMoon Eclipse The ultimate. For fifteen seconds your whole army hits 25% harder, and the sky turns with it.
Hero level 9 · a gift from the caged wizard, so not before chapter 14.
180 swas 120 s

Your mount's powers The battle cat and the panther share them, with or without your hero in the saddle.

PowerWhat it doesCooldown
QPounce A savage dive onto the nearest enemy within 10: 80 damage and two seconds flat on the ground. 35 swas 25 s
WRoar Every enemy soldier within 9 turns and runs and stops fighting back for a few seconds. It cracks open any siege. 45 swas 30 s

The seer The old wizard you free from his cage in chapter 13. Four powers, the heaviest magic in the game.

HUMANS
MOON ELVES
Seer / Moon Seer
Slow on his feet, for he is old, but his powers decide battles. Free him in chapter 13 and he becomes your unit at 10% health; he recovers only to a third until the Sunstone is saved in chapter 14.
320Health
14Damage
11.7Damage/s
6Range
2.1Speed
13Power range
Cannot be recruited, only freed · XP value 80
PowerWhat it doesCooldown
QVeil Twenty seconds invisible. Anyone aiming at him loses sight of him at once, but the veil drops the moment he strikes. 75 swas 60 s
WPetrifying GazeFreezing Gaze Every enemy within 13 locks up for seven seconds, turned to statue (Humans) or ice (Moon Elves). Seven free seconds of hitting a whole army. 120 swas 90 s
EBurning SunFrozen Moon Sears away a quarter of current health from every enemy within 13. It never kills on its own; it sets a whole army up for the killing blow. 150 swas 120 s
RWardstoneMoon Sapling Plants a temporary shrine just ahead of him: for twenty seconds your whole army hits 10% harder and heals 5 health per second. Then it crumbles away. 110 swas 90 s

The army Both sides field the same values behind their own faces. Army cap: 22 supply per commander.

HUMANS
MOON ELVES
Worker
Digs gold (every worker at a mine is +1 gold/s), raises watchtowers and shrines, repairs buildings. No fighter.
60Health
4Damage
3.3Damage/s
1.2Range
3.2Speed
1Supply
50g · 4 s · keep level 1
HUMANS
MOON ELVES
Man-at-Arms / Moon Warden
A solid front line and the cheapest damage in the game. 2× damage against knights. Can ride along on the war beast. Carries no shield.
120Health
10Damage
10.0Damage/s
1.4Range
3.0Speed
1Supply
100g · 5 s · keep level 1 · XP 20
HUMANS
MOON ELVES
Archer
Ranged damage at range 8, backing away the moment an enemy gets too close. 1.75× against men-at-arms - and 1.8× against anything thick-hided: rhino, boar, cat, bear, cave troll, every dragon. On the back of a war beast (2 per beast) he shoots farther than a dragon can reach.
90Health
12Damage
8.0Damage/s
8Range
3.0Speed
1Supply
120g · 6 s · keep level 1 · XP 20
HUMANS
MOON ELVES
Knight / Moon Knight
The elite: fastest infantry, hardest single blow. 1.75× against archers - he exists to run bowmen down. The Moon Elf carries a spear, the human a greatsword. In the campaign the order does not ride out until chapter 9.
280Health
28Damage
23.3Damage/s
1.6Range
4.5Speed
2Supply
300g · 11 s · stone fort (level 2) · XP 30
HUMANS
MOON ELVES
Cleric / Moon Priestess
Heals the most badly wounded ally within 6, without pause, and never fights. One cleric behind a line turns a losing battle into a war of attrition.
80Health
0Damage
-Damage/s
6Range
3.0Speed
1Supply
180g · 8 s · stone fort (level 2) · XP 20
HUMANS
MOON ELVES
Catapult / Moon Catapult
Each people builds its own machine: rough carpentry for the Humans, a slender elven engine for the Moon Elves, with a crescent throwing arm and a glowing moonstone boulder. A siege weapon at range 14, farther than any enemy tower (10), so it takes a fort apart without ever being shot at in return. 2.5× damage against buildings. With the forge discovery Alchemist's Fire (250g) it also gains a burning boulder: 150 damage in a pool 4.5 wide, cooldown 3 minutes.
160Health
40Damage
13.3Damage/s
14Range
2.2Speed
3Supply
300g · 14 s · stone fort (level 2)
HUMANS
Ballista on wheels
A giant crossbow on a cart: no arcing boulder but one heavy bolt driven straight through a single target. It reaches 16 - further than the catapult (14), further than any tower (10) - and it hits more than twice as hard per second, but there is no splash, so a crowd walks through it while a champion does not. It will not move or shoot on its own: click a man-at-arms (or the paladin himself) onto it and he mans the winch. You can also set it on a wall section, and roll it up onto a roofless stone tower, where it shoots further still. With Alchemist's Fire its bolts burn and bite 10% harder.
200Health
95Damage
29.7Damage/s
16Range
2.0Speed
3Supply
300g · 14 s · stone fort (level 2) · needs a crewman
HUMANS
MOON ELVES
War Rhino / Dire Boar
The wall of your army: 350 health per supply point, more than double anything else. It crushes towers, buildings and troops alike (1.6× against buildings) and carries 2 soldiers on its back. The rhino is tougher, the boar a little quicker.
1400/1300Health
60/56Damage
27/25Damage/s
2.2Range
1.9/2.0Speed
4Supply
550g · 25 s · citadel (level 3) · XP 70

Dragons & your companion Your own companion grows through THREE stages - hatchling, half-grown, full-grown - and which one walks beside you is set per chapter, from the hatchling in chapter 3 onward: a dragon for the Humans, a moon moth for the Moon Elves. Wild dragons are tamed by your paladin at a dragon cave. They gain rank by fighting (up to rank 5): +120 health, +6 damage per rank. Sight 15.2.

Dragon powerWhat it doesCooldown
QFireball A targeted sea of fire on a point within 16: 90 damage in a radius of 4. Every dragon but the storm dragon commands it; your own companion from stage 2. 60 swas 40 s
WWing Buffet One mighty beat: every enemy within 10 moves at half speed for seven seconds. The storm dragon carries it on Q; your own companion learns it only at stage 3. 55 swas 40 s
HUMANS
MOON ELVES
STAGE 1 - Hatchling dragon hatchling / moon moth hatchling
The little one you save from the egg in chapter 2, and that fights at your side from chapter 3: small, weak and loyal. It commands no powers at all yet; it simply fights along.
160Health
7Damage
5.0Damage/s
3Range
4.6Speed
15.2Sight
Story companion · XP 30
HUMANS
MOON ELVES
STAGE 2 - Half-grown young dragon / young moon moth
By the middle of the campaign the hatchling has grown into a half-grown beast: no colossus yet, but it can take a hit. Here it learns its first power: the fireball. If it falls in the campaign, the chapter is over.
380Health
18Damage
15.0Damage/s
4.5Range
5.2Speed
15.2Sight
Story companion · XP 60
HUMANS
MOON ELVES
STAGE 3 - Full-grown dragon / moon moth
Later in the campaign your companion is fully grown, and the wing buffet joins its arsenal, so from here it commands both. Nearly double the health of the half-grown and twice the blow, and it still commands both powers. If it falls in the campaign, the chapter is over.
720Health
34Damage
28.3Damage/s
5.0Range
5.0Speed
15.2Sight
Story companion · XP 130
TAMEABLE
Fire dragon - the all-rounder
Solid fire, decent scales, nothing it breaks against. The safe choice at a cave.
500Health
25Damage
16.7Damage/s
5Range
5.0Speed
15.2Sight
Tamed at a cave · XP 80
TAMEABLE
Storm dragon - the swift one
The fastest of all dragons and the longest reach, but the thinnest scales. Its Q is the wing buffet, not the fireball - it slows instead of burning.
380Health
17Damage
18.9Damage/s
5.5Range
6.6Speed
15.2Sight
Tamed at a cave · XP 60
TAMEABLE
Iron dragon - the tank
The hardest blow and the thickest scales among the tameable dragons, but slow on the wing. Put it out in front.
800Health
44Damage
18.3Damage/s
4.5Range
3.6Speed
15.2Sight
Tamed at a cave · XP 120
BOSS
Black dragon - never tamed
The colossus of the map's heart and the dungeon guard of chapter 13. It circles high above the field until it sees a target, then dives. Do not stand bunched together: its breath hits everything within 2.
1500Health
62Damage
34.4Damage/s
5.5Range
4.2Speed
15.2Sight
Cannot be tamed · XP 200

Monsters & roaming folk They wander the map and guard camps and treasure. They attack anything that strays too close to their post, then return to it - all but the bosses.

ROAMING FOLK
Wolf
Hunts in packs along the forest edges. Drops 15–25 gold, and one in five leaves a healing rune.
80Health
8Damage
8.0Damage/s
1.3Range
3.8Speed
25XP
ROAMING FOLK
Forest troll
The heavy of the roaming folk. They guard camps and treasure chests, and they hit hard enough that clearing a camp is never free.
150Health
15Damage
15.0Damage/s
1.4Range
3.2Speed
32XP
ROAMING FOLK
Spear orc
The whelp of the troll camps, and he no longer comes at you with his fists: he throws his spear from five paces and pulls a fresh one from the quiver on his back. Frail on his own, but one in every three of a troll band is one of these, and a line of them will bleed you while the heavies hold you in place. He can also bring down flying units. Against stonework a thrown spear does little.
65Health
9Damage
6.4Damage/s
5.0Range
3.9Speed
14XP
ROAMING FOLK
Goblin
Small, quick and never alone. One of them is nothing; a dozen of them is a problem, and they run faster than anything else on foot.
90Health
10Damage
12.5Damage/s
1.3Range
4.0Speed
20XP
ROAMING FOLK
Goblin stone-thrower
He whips stones out of a sling and he outranges the spear orc - an arm only throws so far, a sling throws further. One in every three goblins of a band is one of these. Like the spear orc he reaches flying units, and like him he does little against stonework.
70Health
8Damage
5.0Damage/s
7.0Range
3.9Speed
22XP
BOSS
The Goblin King
The butcher who squeezes the roads by the Bearwood. Six times the troll, but nowhere near the Great Bear - he strikes slowly and heavily instead of quickly and often, so he is a fight your hero can take without it becoming the hunt of the chapter. Drops 120 gold.
700Health
32Damage
24.6Damage/s
1.6Range
3.2Speed
240XP
BOSS
The Orc Chieftain
The war leader of his people, and he comes with the last wave. He sits between the Goblin King and the Cave Troll: tougher than the King and swinging a great two-handed axe, but slow on his feet. A forest troll is 150 health; he is very nearly six of them. Drops 140 gold.
900Health
40Damage
26.7Damage/s
1.7Range
3.0Speed
300XP
BOSS
The Orc Giant
What the orcs raise themselves - not a cyclops but their own giant: two eyes, a broken jaw, scars and bone trophies on his straps. He walks up the pass in the misty valley and climbs the road in the last chapter, and he brings the same ground-shaking slam as the cyclopes. Drops 105 gold.
1750Health
56Damage
35.0Damage/s
3.8Range
2.0Speed
320XP
ROAMING FOLK
Highway raider
A hooded vagabond with jingling purses - he drops gold. Sturdy enough that you no longer simply walk through him.
120Health
14Damage
14.0Damage/s
1.4Range
3.4Speed
32XP
ROAMING FOLK
Bear
A slow, tough forest beast. Yields 70–100 gold, and often a healing rune.
260Health
24Damage
18.5Damage/s
1.6Range
3.0Speed
45XP
BOSS · CH6
The Great Bear
The hunting trophy of chapter 6 - bring an army. He drops a hero's hoard: 200–260 gold and healing runes.
1080Health
48Damage
34.3Damage/s
1.9Range
2.6Speed
140XP
ROAMING FOLK
Cyclops
A one-eyed giant with a two-handed war hammer, in the service of the troll lord. He walks with his guard up and swings rarely and hard. Like every giant he breaks towers, your towers shoot at him before anything else, and every twenty seconds he slams the ground: the six nearest fighters within 5.6 are knocked senseless for nine seconds and take 38 damage. Flying units go free.
1450Health
52Damage
34.7Damage/s
3.2Range
2.2Speed
265XP
ROAMING FOLK
Club cyclops
The bigger of the two, bearded and shaggy, with a studded wooden club the size of a tree limb. He has taken the cave troll's place in the horde on the spiral mount: same weight, same reach, same ground-shaking slam. Yields 90 gold. The giant of chapter 10 is one of these - half again as tall, far tougher, and he swats dragons out of the air.
2050Health
60Damage
37.5Damage/s
4.2Range
2.0Speed
370XP
BOSS · CH20
The Cave Troll
The toughest creature in the world, and by far the largest. Clumsy and slow, but his blows crack walls. Every twenty seconds he slams the ground: the six nearest fighters within 5.6 are knocked senseless for nine seconds and take 38 damage. Flying units go free. Keep moving, spread your line, and heal through it. Same hero's hoard as the Great Bear. Cave trolls walk with the heavier siege waves from the middle of the campaign, and the biggest of them all is the last thing that comes up the spiral mount in chapter 20, at the head of the horde.
1500Health
44Damage
27.5Damage/s
2.4Range
2.0Speed
280XP
HUMANS
MOON ELVES
Wild battle cat / panther
Prowls the plains and woods from chapter 8 onward. Do not fight it - tame it with your paladin and ride it. Humans tame the sabertooth lion, Moon Elves the black panther.
900Health
36Damage
32.7Damage/s
1.8Range
5.6Speed
90XP
ENEMY
The enemy champion
The Moon Elf champion who leads the assault on your fort - in the mirror war, the human paladin. More than twice as tough as your own hero at rank 1. Never let him walk through your line unopposed.
720Health
34Damage
34.0Damage/s
1.7Range
3.9Speed
90XP

What a boss really weighs Every card above shows a creature's OWN numbers. In a chapter almost none of them fight on those numbers: a boss carries a multiplier of his own, and the chapter's scale lifts everything the enemy fields on top of that. This is the only place where the two are put together - it is what you actually meet.

BossChapterOwn numbersBoss multiplierChapter scaleWhat you meet
Club cyclopsSlay the Giant Cyclops 2050 / 60×2.35 life · ×2.15 damage×1.06 5107 life · 137 damage
The Great BearSlay the Great Bear 1080 / 48set to 1300 / 54×1.52 1976 life · 82 damage
The Goblin KingSave the Sunstone 700 / 32set to 3400 / 70×0.90 3060 life · 63 damage
Cave troll & cyclopesThe Spiral Mount, last waves 1450 - 2050×1.9 as the wave giant×0.66, then re-weighted about 930 life - see below

Two things no card can show. The mountain re-weighting: on the spiral mount every creature is weighed a second time so the chapter keeps the balance it was tuned on - a club cyclops walks up there at roughly 930 life, not 2050, because that is the number ten measured rounds were built on. Make a cyclops stronger everywhere else and that mount stays exactly as hard. Reach into the sky: the boss of chapter 10 can strike flying units, which no other ground creature can - park your dragon above him and you lose her. His orcs ring the den with throwing spears for the same reason.

The counters The triangle holds for both sides alike, and the bow carries a fourth role on top of it.

Foot-man Knight Arch-er 2.0× 1.75× 1.75× thickhide 1.8×

Man-at-Arms → Knight, 2.0×. Pikes stop riders. Four men-at-arms (400 gold) sweep a knight off the field before he lands his second blow.

Knight → Archer, 1.75×. A knight is not there to fight a front line but to ride around it. At speed 4.5 he runs down every archer.

Archer → Man-at-Arms, 1.75×. Arrows find the gaps in a shield wall.

Archer → thick hide, 1.8×. Rhino, boar, battle cat, bear, cave troll and every dragon. This takes an archer from 8 to 14.4 damage per supply point against beasts - far above the knight. Without archers you simply have no answer to a war beast.

Both sides get exactly the same bonuses: the Moon Elf warden counts as a man-at-arms, her archer as an archer, her spear knight as a knight.

Strong combinations What truly works once the pieces stand together.

The rolling archer keep

War beast + 2 archers

Put two archers on the back of your rhino and you have a moving tower with 1400 health. The archers keep their range of 8 from a mount that carries 350 health per supply point, and with the 1.8× bonus they sweep enemy beasts away while the rhino tears down the wall. This is the trick that wins chapter 13: from that back they shoot farther than a dragon can reach.

Freeze and reap

Petrifying gaze → Power of the Sun → everything in

The petrifying gaze holds every enemy within 13 for seven seconds. Follow it at once with Power of the Sun and your whole army hits 25% harder on targets that cannot strike back. Seven seconds of free damage from a full army decides any engagement. With 120 and 180 seconds of cooldown you get this twice per battle at most, so save it for the moment their army truly stands in front of you.

Boiled soft

Burning Sun → archers

Burning Sun strips a quarter of current health from everyone in sight, but it never kills. That is exactly why it belongs before a volley: a line of six archers clears a scorched army in the time it takes to fell one healthy target. Against a cave troll at 1950 health, that single cast is worth nearly 500 damage.

The roar that breaks a siege

Battle cat's roar + catapult

Your catapult throws 14 far and holds 160 health - it dies to any enemy that reaches it. Let the cat roar: everything within 9 runs and stops fighting for a few seconds. Those are exactly the seconds your catapult needs to reload and finish the gate.

Untouchable into the line

Aegis → Ascendant → the killing blow

Raise Aegis, walk straight through their front line until you reach their archers and priest, and only then unleash Ascendant: it heals you to full and doubles your damage. Your hero butchers the soft rear while their men-at-arms are still turning around. But with 75 and 140 seconds of cooldown this is one attempt per battle - miss their archers and you stand alone inside their army.

Spear and arrow

Footmen in front + archers + one priest

The cheapest army that holds its ground. Footmen are the best damage per gold in the world and they take the blows; the archers stand behind them and counter both their men-at-arms and their beasts. Add one priest and a trade of blows becomes a war of attrition that you win. Roughly 12 supply - that leaves room for a rhino or a catapult.

Breaking it from out of range

Catapult + men-at-arms as a screen

Towers reach 10, your catapult 14. Park it just outside the tower ring, plant a few men-at-arms in front of it against sorties, and take the fort apart without ever being shot back. With Alchemist's Fire (250g at the smithy) it also shreds any knot of troops that comes to look.

The mounted hero

Paladin on the battle cat

With a rider in the saddle the cat hits 1.8× as hard - 59 damage per second - and your hero still casts from its back. You get speed 5.6, 900 health to shelter behind and the whole spellbook in a single unit. Do this the moment you have the cat: alone it is a good unit, with the paladin aboard it is the most dangerous unit in the world.

Wardstones as an anchor

Three wardstones + the seer's stone

Three wardstones stand around every keep: +5% damage each and 2.2 health per second on top. Fight at your own fort and your army hits 15% harder while it heals through the battle. Have the seer plant his temporary stone among them and you sit at +25% with 5 health per second for twenty seconds. Defending really is stronger than attacking here - force them to come to you.

Relics & wardstones The living heart of your people, and the stones that strengthen your army for as long as they stand.

In Save the Sunstone (chapter 14) the shrine is not an altar but the objective itself: 6500 health, you begin at 45%, and the moment your hero stands beside it the light comes back - it heals itself for 10 health every 2 seconds and everything of yours within 11 paces for 9 health per second. So set your line around it, not in front of it.

The Sunstone - humans

An angular monolith of dark rock on a cracked plinth, cut by deep fissures that burn with fierce orange-gold light, as if a furnace were sealed inside, and a sun disc engraved on the flat face.

This is your altar: here your people call a fallen hero back. One per commander, 900 health, and it always stands in the open - trees and bushes keep nine paces away. Lose it and your hero stays gone.

320 gold · 900 health · one per commander

The Moon Tree - Moon Elves

A slender old tree with smooth silver-violet bark, blue rune spirals creeping around the trunk, a broad root base, and a crown of glowing blue-white leaves, every leaf burning from within like a lantern. No moon ever hangs in its branches - the light comes from the wood itself.

Same role, same numbers as the Sunstone: the altar where your hero returns.

320 gold · 900 health · one per commander

The three wardstones

Standing from chapter 13 on · always in skirmish and 1v1

Three stand around every keep: lightstones for the humans, moon saplings for the Moon Elves. Every stone still upright gives your army +5% damage and heals your units for 2.2 health per second within a radius of 11. Three stones is therefore +15% - which is why defending at your own keep is genuinely stronger than attacking.

They hold 420 health and the enemy attacks them on sight, exactly as your troops attack theirs. When they fall, they vanish quietly - no rubble, no sound.

The seer's temporary stone

Seer R · 110 s cooldown

The seer plants a fourth stone just ahead - a lightstone or a moon sapling - that lasts twenty seconds. While it stands, your whole army hits 10% harder and heals 5 health per second: by far the strongest healing in the game. At your own keep it stacks on top of the three permanent stones, so for twenty seconds you sit at +25%.

The seven items Your hero carries seven at most. You find them in the campaign, and whatever you find travels with you into the next chapter. Two of them - the helm and the mantle - he visibly WEARS on the field from the moment you pick them up.

Lightcrystal / Mooncrystal - chapter 4

The only item that differs by people: the humans receive a lightcrystal in a golden sun setting, the moon elves a mooncrystal in a silver crescent. Their champion carries it: in Hold the Fort he leads one last assault on your wall. Drive him below a quarter of his health and he drops the crystal and pulls back - and his whole host turns away with him.

This is what sets your hero's weapon burning: the holy glow around the mace, the flame around the moon spear. Without the crystal your weapon stays dull - that is the rule everywhere now, the first chapter included. On top of that, your hero swings it 15% faster.

Hold the Fort · weapon glow + 15% attack speed

Ring of the Great Bear - chapter 6

Heavy gold shaped into a roaring bear's head, an amber stone set in its jaws. It falls from the Great Bear the moment the beast goes down - nothing else is asked of you but winning the hunt.

+25% health on your hero. A paladin of 600 rises to 750, and the bonus scales with every rank he earns after that.

Slay the Great Bear · +25% health

Amulet of the Deep Stone - chapter 10

A rough blue-green stone held in weathered silver claws, troll runes cut into the rim. It waits in a chest on the way to the lair, beside the route and not on it: march straight for the troll and you miss it.

Spells recharge 20% faster. It works on all five of your hero's powers at once, so the more you cast, the more it gives back.

Slay the Giant Cyclops · -20% cooldown

Warlord's Mantle - chapter 14

A short wine-red cape on two golden clasps. Only a commander wears it, and only after the field is his. It waits in the weapons chest at the heart of the knight camp - you only reach it by breaking the camp itself, right where their swords are sharpest.

+12% attack damage, and from the moment you take it, your paladin wears it on his back: this is the first find that changes what he looks like.

Break the knight camp · +12% damage · he wears it

Claw-Bracers of the Tamer - chapter 8

Leather and bronze, three steel claws running along the forearm, trimmed with cat fur. They are yours the moment the wild battle cat bows its head to you.

+20% damage on your hero - Smite included, since it strikes for 2.5× his weapon damage.

Tame the Battle Cat · +20% damage

Helm of the Sun Order - chapter 9

A closed golden helm with a blood-red crest, struck for a knight who never lived to wear it home. It lies in the armoury chest at the heart of their war-camp - you only get it by taking the camp, which is the chapter's third task anyway.

+15% health, and he wears it on his head from then on. Find both mantle and helm and he wears both together.

Take the war-camp · +15% health · he wears it

The Sunbow - chapter 17

The seventh and last find, and the only one that changes how your hero FIGHTS rather than what he can take. It lies in a guarded weapon chest at the watchpost between the two keeps in the final duel - two knights and two archers stand over it.

From then on your hero can switch weapon: the flanged mace for armour-crushing blows up close, or the bow to shoot alongside his own archers. The mace simply moves to his back.

Guarded chest · switch mace ↔ bow
RuleWhat it meansValue
SlotsSeven, one for each item a hero can bear. There are exactly seven items in the world, so a full set is the whole set - click your hero's portrait to see what he carries7
Who carries themThe power settles on all of your heroes: the paladin and the seer alikeboth
Traveling onWhat you find stays with you through the later chapters of the campaignyes
Against the computerThe first three lie in guarded chests along the diagonal (30,66 · 48,48 · 66,30), equally far from both keeps3 chests

Economy, keeps & finds

NameWhat it doesCost
Base incomeEvery commander earns gold continuously, mine or no mine+2 gold/s
Gold mine+3 gold/s once it is yours, plus 1 for every worker digging in it. It runs dry after 6000 gold and then belongs to no onecapture
Watchtower300 health, 12 damage, range 10. 7 at most (2 at the start, 5 of your own building)100g
Shrine900 health - this is where your fallen hero returns. One per commander320g
Stone keep (level 2)Unlocks the knight, the priest and the catapult250g
Citadel (level 3)Unlocks the war beast and the battle cat300g
Better armor IEverything you own takes 9% less damage150g
Better armor II18% less damage together - effectively 22% more health for your entire army300g
Alchemist's fireEvery catapult gains a burning boulder: 150 damage in a radius of 4.5, three-minute cooldown250g
WardstoneThree per keep, 420 health each. Every stone still standing gives your army +5% damage and 2.2 health/s within range 11already standing
Army cap22 supply per commander. Heroes and dragons do not count22
Every value on this page is the live in-game value. Damage/s = damage ÷ attack speed. Sight: soldiers 8 · hero 17.6 (mounted as well) · dragons 15.2 · buildings 11. Struck-through numbers show an earlier balance value.