Restoration of Erathia Manual Page 116

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Neutral Creatures

These creatures are not associated with any particular town type but may be found wandering the lands

of Erathia. All elementals and golems have neutral moral and immunity to poison. Some locations found

on the Adventure Map may offer these creatures up for recruitment.


Elementals


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Description


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Description


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.