Restoration of Erathia Manual Page 117
Air Elemental
250 Gold
9
9
25
2-8
None
Ground
Extra Swift (7 hexes/turn)
Air elementals are powered by the same forces as
Air Magic. They are immune to the Blind and
Meteor Shower spells. They take double damage
from Firestorm, Lightning Bolt, and Chain
Lightning.
Earth Elemental
400 Gold
10
10
40
4-8
None
Ground
Extra Slow (4 hexes/turn)
Earth elementals are forces of Earth Magic. They
take no damage from Lightning Bolt, Chain
Lightning, and Firestorm spells. They take double
damage from Meteor Storm attacks.
Fire Elemental
350 Gold
10
8
35
4-6
None
Ground
Swift (6 hexes/turn)
Water Elemental
300 Gold
8
10
30
3-7
None
Ground
5 (hexes/turn)
Fire elementals are burning spirits of Fire Magic.
They are immune to all Fire School spells, but
they take double damage from Ice Ray and Frost
Ring attacks.
Water Magic animates the water elemental. These
creatures are Immune to Ice Ray and Frost Ring
spells, but take double damage from Firewall,
Combustion, Fireblast, and Fireshield attacks.
Gold & Diamond Golems
Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Description
Gold Golem
500 Gold
11
12
50
8-10
None
Ground
Slow (5 hexes/turn)
Diamond Golem
750 Gold
13
12
60
10-14
None
Ground
Slow (5 hexes/turn)
Like the stone and iron golems found in Tower towns, diamond and gold golems are highly crafted statues animated through magic. Spells have only a 15% chance of affecting gold golems and a mere 5%
chance of affecting a diamond golem.
War Machines
Each hero may be equipped with one of each type of the four available war machines. Heroes are
automatically equipped with a Catapult. The Ammo Cart, First Aid Tent, and Ballista may be purchased
in towns from blacksmiths. In combat, they appear on the battlefield and may be attacked by opposing
forces. War machines do not perform counterstrikes when attacked, nor is their defensive value affected
by a hero’s Defense skill.
Name
Cost
Attack
Defense
Health
Damage
Speed
Description
Ammo Cart
1000 Gold
0
5
100
n/a
Immobile (0 hexes/turn)
Ballista
2500 Gold
10
10
250
(2-3) x (Hero’s Attack Skill + 1)
Immobile (0 hexes/turn)
The Ammo Cart provides all allied The Ballista targets enemy creature
ranged attack units with unlimited troops automatically but may be
aimed by a hero possessing the
ammunition.
Artillery skill (see Secondary Skills,
pg. 35). Ballistas are too unwieldy to
use in castle defense and do not
appear on the side of defenders during sieges.
First Aid Tent
750 Gold
0
0
75
n/a
Immobile (0 hexes/turn)
The First Aid Tent regenerates 125 points of damage for the first
creature in a troop. This effect is
applied randomly, once per round.
Heroes with the First Aid skill (see
Secondary Skills, pg. 35) can
choose which troop is affected.