Talk:Elixir of Life: Difference between revisions

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does not work! grrr
== Undead or Unliving ==
Undead is not the same as unliving.
Undead is not the same as unliving.


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::The description is redundant when it says, "Undead or unliving," as all Undead creatures ''are'' unliving.
::The description is redundant when it says, "Undead or unliving," as all Undead creatures ''are'' unliving.
::: There are two distinct groups: '''undead''' and '''non-undead'''.
::: Within the '''non-undead''' group there are two more distinct groups: '''living''' and '''non-living'''('''unliving''').<br>
::: --[[user:imahero|imahero]] 14:33, 3 October 2016 (CEST)
= From the Restoration of Erathia manual =
== Hero Types ==
=== Alchemist ===
Alchemists are skilled in physical and chemical magic, particularly so in the building and
'''animation''' of golems. Working their craft builds muscular strength, which makes Alchemists ready
learners of military skills as well. Their armor is composed of rare metal alloys created through their skill
in alchemy.
=== Death Knights ===
Death Knights are knights '''resurrected''' as liches. While they maintain their former
martial learnings, their new forms open them more freely to the learning of magic.
=== Necromancer ===
Necromancers are magic users seduced by the easy power of death magic. The price of
their art is its practice slowly drains life from its wielders—eventually '''transforming''' them into liches.
== Skills ==
=== Necromancy ===
When the hero wins in battle, a portion of the opposition killed is '''resurrected'''
as skeletons and added to the hero’s army.
Basic 10% of enemy creatures killed are '''resurrected'''.
Advanced 20% of enemy creatures killed are '''resurrected'''.
Expert 30% of enemy creatures killed are '''resurrected'''.
=== Morale ===
Each army has a morale rating which acts as a bonus to the individual morale of its troops. Troops in an
army with positive morale have a chance for a second action during their action phase. Troops with
negative morale have a chance of freezing each round. The morale rating for an army is normally zero
but is affected thusly:
: -1 if '''undead''' creatures are mixed with '''living''' creatures
: +1 if all creatures are of the same town type (except Necropolis)
: -1 for each town type mixed beyond two town types
'''Undead''' creatures and elementals have a morale of zero, independent of their army’s morale rating.
Various creatures, spells, hero skills, town buildings, adventure sites, and artifacts can permanently, or
temporarily affect morale.
== Spells ==
=== Destroy '''Undead''' ===
Basic Effect All '''undead''' creature troops receive ((Power x 10) +10) damage.
Advanced Effect All '''undead''' creature troops receive ((Power x 10) +20) damage.
Expert Effect All '''undead''' creature troops receive ((Power x 10) + 50) damage.
=== Death Ripple ===
Basic Effect All creatures (except '''undead''') troops take ((Power x 5) + 10) damage.
Advanced Effect All creatures (except '''undead''') troops take ((Power x 5) + 20) damage.
Expert Effect All creatures (except '''undead''') troops take ((Power x 5) + 30) damage.
=== Animate Dead ===
Basic Effect '''Reanimates''' ((Power x 50) + 30) health points worth of killed '''undead'''
creatures in target, allied troop.
Advanced Effect '''Reanimates''' ((Power x 50) + 60) health points worth of killed '''undead'''
creatures in target, allied troop.
Expert Effect '''Reanimates''' ((Power x 50) + 160) health points worth of killed '''undead'''
creatures in target, allied troop.
=== Resurrection ===
Basic Effect Target, allied troop with dead creatures has ((Power x 50) + 40) health
worth of creatures restored to life for the duration of the current battle.
Advanced Effect Same as Basic Effect, except that ((Power x 50) +80) health worth of
creatures are restored permanently.
Expert Effect Same as Advanced Effect, except that ((Power x 50 + 160) health worth
of creatures are restored.
=== Sacrifice ===
Basic Effect Target, '''non-undead''' troop is '''sacrificed''' (destroyed). Then another target
dead troop has ((Power + Destroyed Troop’s Creature Base Health + 3)
x # of Creatures '''Sacrificed''') in health total of creatures returned to life.
Advanced Effect Same as Basic Effect, except that health total of creatures '''resurrected''' is
((Power + Destroyed Troop’s Creature Base Health + 6) x # of Creatures
'''Sacrificed''').
Expert Effect Same as Basic Effect, except that health total of creatures '''resurrected''' is
((Power + Destroyed Troop’s Creature Base Health + 10) x # of
Creatures '''Sacrificed''').
=== Summon Air Elemental ===
Basic Effect A troop containing (Power x 2) air elementals appears on the side of the casting
player. Only one type of elemental can be summoned.
Advanced Effect Same as Basic Effect, except that (Power x 3) air elementals are summoned.
Expert Effect Same as Basic Effect, except that (Power x 4) air elementals are summoned.
=== Summon Earth Elemental ===
Basic Effect A troop containing (Power x 2) Earth Elementals appears on the side of the
casting player. Only one type of elemental can be summoned.
Advanced Effect Same as Basic Effect, except that (Power x 3) earth elementals are summoned.
Expert Effect Same as Basic Effect, except that (Power x 4) earth elementals are summoned.
=== Summon Fire Elemental ===
Basic Effect A troop containing (Power x 2) fire elementals appears on the side of the
casting player. Only one type of elemental can be summoned.
Advanced Effect Same as Basic Effect, except that (Power x 3) fire elementals are summoned.
Expert Effect Same as Basic Effect, except that (Power x 4) fire elementals are summoned.
=== Summon Water Elemental ===
Basic Effect A troop containing (Power x 2) water elementals appears on the side of the
casting player. Only one type of elemental can be summoned.
Advanced Effect Same as Basic Effect, except that (Power x 3) water elementals are summoned.
Expert Effect Same as Basic Effect, except that (Power x 4) water elementals are summoned.
== Creatures ==
=== Angels & Archangels ===
With their great offensive and defensive
power and flying ability, angels and
archangels are among the mightiest
creatures in the game. Both do 150%
damage when attacking devils.
Additionally, the archangel is able to
'''resurrect''' dead allied troops once per
combat.
=== Pit Fiends & Pit Lords ===
Pit fiends and pit lords attack with
tormenting whip blows. Once per
combat, pit lords are able to '''resurrect'''
dead allied troops as demons in place
of another action. The number raised
cannot be higher than the number of
pit lords performing the '''resurrection'''.
=== Skeletons & Skeleton Warriors ===
While skeletons and skeleton warriors are
average foot soldiers individually, it is
possible to build massively populated
troops of them. They are numerously
produced, are the main creature produced
by the Necromancy secondary skill, and
other creature types can be '''converted''' into
them at Necropolis skeleton transformers.
=== Walking Dead & Zombies ===
Walking Dead and Zombies are
magically '''animated''' corpses. Zombies
have a 20% chance to cause disease in
creatures they attack. Diseased
creatures have their attack and defense
ratings reduced by two for a period of
three rounds.
=== Wights & Wraiths ===
Wights and wraiths are life destroying
spirits damaging their opponents by
draining life. The first wight or wraith
in each troop '''regenerates''' all lost
damage at the beginning of each
combat round. While wraiths appear
on the battlefield, two spell points per
turn are drained from an enemy
spellcaster’s spell pool.
=== Vampires & Vampire Lords ===
The attacks of vampires and vampire
lords cannot be retaliated against.
Vampire Lords are able to '''resurrect'''
members of their own troops by
replenishing health equal to the
amount of damage they inflict on others.
=== Liches & Power Liches ===
Liches attack at range with a death
cloud, which always causes damage in
the target hex and also attacks all
'''non-undead''' creatures in adjacent
hexes. At close range they defend
themselves less efficiently with blows
from their scepters.
=== Black Knights & Dread Knights ===
Knights have a 20% chance of cursing
opponents they strike. Cursed creatures
inflict only minimum damage in their
own attacks. Dread knights’ attacks
also have a 20% chance of inflicting
double damage death blows.
=== Bone and Ghost Dragons ===
Bone and ghost dragons are raised from
dragon corpses. Both of these
creatures have a ferocious biting attack
and lower the morale of enemy units by
one when they appear on the battlefield.
Ghost Dragon attacks have a 20%
chance of aging their targets. Aged
troops have the hit points of all their
members halved.
=== Stone & Obsidian Gargoyles ===
Stone and obsidian gargoyles are
demon-form statues '''animated''' for use
as troops. They attack with raking
claws.
=== Stone & Iron Golems ===
Stone and iron golems are built and
'''animated''' through a process involving
both precise craftsmanship and
complex magic. Though slow, they are
strong and durable combatants. Stone
golems take half damage from spell
attacks, while iron golems take only a
quarter of such damage.
== 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 morale and immunity to poison. Some locations found
on the Adventure Map may offer these creatures up for recruitment.
=== Gold & Diamond Golems ===
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.
=== Elementals ===
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 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 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.
= From the Armageddon's Blade manual =
== Conflux Towns ==
A Conflux is home to the Elementalist and Planeswalker. Composed primarily of elemental creatures,
the Conflux also offers home to the Sprites and the elusive Phoenix. What makes Conflux towns
unique is their emphasis on creatures of mid-range power. Generals continue to debate if this is the
strategic strength or weakness of the town. Regardless, all agree it takes an astute commander to
effectively lead a Conflux army. All elementals have neutral morale and immunity to poison.
=== Air Elementals ===
Air Elementals are powered by the same
forces as Air Magic. They are immune
to Mind and Meteor Shower spells.
They take double damage from
Firestorm, Lightning Bolt and Chain
Lightning spells. Storm Elementals
wield lightning as their primary attack.
They also have the additional ability to
cast the spell Protection from Air.
=== Water Elementals ===
Water Magic '''animates''' the Water Elemental.
These creatures are immune to Mind, Ice
Ray and Frost Ring spells, but take double
damage from Fire Wall, Inferno, Fireball,
and Fire Shield spells. Because their form is
more solid, Ice Elementals have the ability
to throw deadly ice tridents. Additionally,
they have the ability to cast the spell
Protection from Water.
=== Fire Elementals ===
Fire Elementals are burning spirits of
Fire Magic. They are immune to all
Mind and Fire School spells, but take
double damage from Ice Ray and Frost
Ring attacks. Energy Elementals gain
the ability to fly and can also cast the
spell Protection from Fire.
=== Earth Elementals ===
Earth Elementals are forces of Earth Magic.
They take no damage from Mind, Lightning
Bolt, Chain Lightning, and Firestorm spells.
They take double damage from Meteor Storm
attacks. From a source deep beneath the
world's surface, roam the Magma Elementals.
Slightly stronger than their earthen counterparts,
Magma Elementals can also cast the
spell Protection from Earth.
=== Psychic Elementals ===
Psychic Elementals are the physical evidence
of what many consider the fifth element:
thought. These creatures are immune to
Mind spells. Their attacks overpower the
minds of all those surrounding them, causing
enough pain to kill. Enemies enduring such
an attack rarely are capable of a retaliatory
strike. Magic Elementals are a product of the
sixth element: magic. Magic Elementals are
also immune to all forms of magic.
=== Firebirds & Phoenixes ===
Firebirds are worldly manifestations
of creatures from the elemental plane
of fire. These magnificent beasts are
as quick as fire itself and immune to
spells of the same nature. Phoenixes,
the more powerful incarnation of the
Firebird, can '''resurrect''' some of its
number from the ashes of its own
demise.
= From the Shadow of Death manual =
== Creatures ==
=== Storm Elementals ===
Storm Elementals are the more
powerful cousins to the Air
Elementals and fire lightning
bolts as their primary attack.
They are immune to Blind and
Meteor Shower spells, take
double damage from Fireball,
Lightning Bolt and Chain
Lightning spells, and can cast
the spell Protection from Air.
=== Ice Elementals ===
Because their form is more solid
than the Water Elemental, Ice
Elementals have the ability to
throw deadly ice tridents. These
creatures are immune to Ice Ray
and Frost Ring spells, but take
double damage from Fire Wall ,
Inferno, Fireball and Fire shield.
They can also cast the spell
Protection from Water.
=== Energy Elementals ===
As the more powerful versions of
the Fire Elementals they are
immune to all Fire School spells,
but take double damage from Ice
Ray and Frost Ring. The Energy
Elemental gains the ability to fly
and can cast the spell Protection
from Fire.
=== Magma Elementals ===
From a source deep beneath the
world's surface, roam the Magma
Elementals. Magma Elementals
take no damage from Lightning
Bolt, Chain Lightning, and
Firestorm spells, but take double
damage from Meteor Storm
attacks. Slightly stronger than
their earthen counterparts,
Magma Elementals can also cast
the spell Protection from Earth.
=== Psychic Elementals ===
Psychic Elementals are the
physical creation and evidence
of what many consider the fifth
element: thought. These creatures
a re immune to mind spells, and
their attacks overpower the
minds of all those surrounding
them, causing enough pain to
kill. Enemies enduring such an
attack rarely are capable of a
retaliatory strike.
=== Magic Elementals ===
Magic Elementals are a
product of the sixth element:
magic. Though their attack
is less mysterious than the
Psychic Elemental, it is more
powerful. Magic Elementals
are also immune to all forms
of magic.
=== Firebirds ===
Firebirds are worldly
manifestations of creatures
from the elemental plane of
fire. These magnificent beasts
are as quick as fire itself
and immune to spells of
the same nature.
=== Phoenixes ===
Phoenixes, the more powerful
incarnation of the Firebird,
can '''resurrect''' some of their
numbers from the ashes of
their own demise.
=== Crystal Dragons ===
Made entirely from red crystal
and brought to life through
magical means, the Crystal
Dragon is literally semitransparent, lit from the center by
its magical heart. Used frequently
as a training tool for young
dragon slayers, many wizards
also '''create''' these creatures for the
crystal they shed.
== Artifacts ==
=== Cloak of the Undead King ===
30% of battlefield dead ar e
'''resurrected''' as Skeletons. If hero
already has the Necromancy skill
then the percentages are added
to the skill and the level of skill
determines what type is
'''resurrected'''.
Basic: Zombies
Advanced: Wights
Expert: Liches
==== Elixir of Life ====
All creatures get a 25% health
bonus and gain the regeneration
ability. Does not work on '''Undead'''
or '''non-living''' creatures.
= Notes =
[[Talk:Elixir of Life#Death Knights|Death Knights]], [[Talk:Elixir of Life#Necromancy|skeletons]], and [[Talk:Elixir of Life#ampires & Vampire Lords|vampires]] are all described as being '''resurrected'''.
[[Talk:Elixir of Life#Gargoyles|Gargoyles]], [[Talk:Elixir of Life#Stone & Iron Golems|gol]][[Talk:Elixir of Life#Gold & Diamond Golems|ems]], [[Talk:Elixir of Life#Walking Dead & Zombies|zombies]], and [[Talk:Elixir of Life#Water Elementals|water elementals]] are all described as being '''animated''' by magic.
In all three manuals, the word '''non-undead''' is only used twice and only the Restoration of Erathia manual. It is used to describe creatures that can be [[Talk:Elixir of Life#Sacrifice|'''sacrificed''']] as well as creatures that are damaged by the death cloud of [[Talk:Elixir of Life#Liches & Power Liches|liches]].
The word '''living''' is only used in the Restoration of Erathia manual and it is only used once. It is used to describe creatures that lose [[Talk:Elixir of Life#Morale|morale]] when in the same army as '''undead''' creatures.
The words '''unliving''', '''un-living''', '''nonliving''', and '''non-living''' are not referenced in either the Restoration of Erathia manual, or the Armageddon's Blade manual.
The same is true in the Shadow of Death manual, except for a single reference to '''non-living''' when describing creatures unaffected by the [[Talk:Elixir of Life#Elixir of Life|Elixir of Life]]. It also implies that '''non-living''' refers to a creature group that is distinct from the '''undead'''. The in-game description for the Elixir of Life replaces the word '''non-living''' with '''unliving''', which is also the only place I've even seen '''unliving'''.
= Undead =
Skeletons, zombies, wights, vampires, liches, black knights, death knights, bone dragons, and ghost dragons.
= Non-undead =
* '''Non-living'''('''Unliving''')
: Creatures that are not '''undead''' and that are unaffected by the Elixir of Life.
:: Elementals, golems, gargoyles, and crystal dragons.
* '''Living'''
: Creatures affected by the Elixir of Life.
:: All creatures not listed above.

Revision as of 12:33, 3 October 2016

Undead is not the same as unliving.

Undead: Creatures risen from dead, i.e., all Necropolis creatures Unliving: Creatures that are animated via magic, i.e., Gargoyles are golems

This seems only a statement, which has already been covered in Undead and Non-living articles. Or was there some kind of link to this article? –Kapteeni Ruoska (talk) 08:33, 12 July 2016 (CEST)
I second this. Undead is not the same thing as unliving and the article presents them as equivalents which might be very misleading. People might take this as a fact and might not check the respective sections covering the two topics. I suggest removing the sentence entirely.
The description is redundant when it says, "Undead or unliving," as all Undead creatures are unliving.
There are two distinct groups: undead and non-undead.
Within the non-undead group there are two more distinct groups: living and non-living(unliving).
--imahero 14:33, 3 October 2016 (CEST)


From the Restoration of Erathia manual

Hero Types

Alchemist

Alchemists are skilled in physical and chemical magic, particularly so in the building and animation of golems. Working their craft builds muscular strength, which makes Alchemists ready learners of military skills as well. Their armor is composed of rare metal alloys created through their skill in alchemy.


Death Knights

Death Knights are knights resurrected as liches. While they maintain their former martial learnings, their new forms open them more freely to the learning of magic.


Necromancer

Necromancers are magic users seduced by the easy power of death magic. The price of their art is its practice slowly drains life from its wielders—eventually transforming them into liches.


Skills

Necromancy

When the hero wins in battle, a portion of the opposition killed is resurrected as skeletons and added to the hero’s army.

Basic 10% of enemy creatures killed are resurrected. Advanced 20% of enemy creatures killed are resurrected. Expert 30% of enemy creatures killed are resurrected.


Morale

Each army has a morale rating which acts as a bonus to the individual morale of its troops. Troops in an army with positive morale have a chance for a second action during their action phase. Troops with negative morale have a chance of freezing each round. The morale rating for an army is normally zero but is affected thusly:

-1 if undead creatures are mixed with living creatures
+1 if all creatures are of the same town type (except Necropolis)
-1 for each town type mixed beyond two town types

Undead creatures and elementals have a morale of zero, independent of their army’s morale rating. Various creatures, spells, hero skills, town buildings, adventure sites, and artifacts can permanently, or temporarily affect morale.


Spells

Destroy Undead

Basic Effect All undead creature troops receive ((Power x 10) +10) damage. Advanced Effect All undead creature troops receive ((Power x 10) +20) damage. Expert Effect All undead creature troops receive ((Power x 10) + 50) damage.


Death Ripple

Basic Effect All creatures (except undead) troops take ((Power x 5) + 10) damage. Advanced Effect All creatures (except undead) troops take ((Power x 5) + 20) damage. Expert Effect All creatures (except undead) troops take ((Power x 5) + 30) damage.


Animate Dead

Basic Effect Reanimates ((Power x 50) + 30) health points worth of killed undead creatures in target, allied troop. Advanced Effect Reanimates ((Power x 50) + 60) health points worth of killed undead creatures in target, allied troop. Expert Effect Reanimates ((Power x 50) + 160) health points worth of killed undead creatures in target, allied troop.


Resurrection

Basic Effect Target, allied troop with dead creatures has ((Power x 50) + 40) health worth of creatures restored to life for the duration of the current battle. Advanced Effect Same as Basic Effect, except that ((Power x 50) +80) health worth of creatures are restored permanently. Expert Effect Same as Advanced Effect, except that ((Power x 50 + 160) health worth of creatures are restored.


Sacrifice

Basic Effect Target, non-undead troop is sacrificed (destroyed). Then another target dead troop has ((Power + Destroyed Troop’s Creature Base Health + 3) x # of Creatures Sacrificed) in health total of creatures returned to life. Advanced Effect Same as Basic Effect, except that health total of creatures resurrected is ((Power + Destroyed Troop’s Creature Base Health + 6) x # of Creatures Sacrificed). Expert Effect Same as Basic Effect, except that health total of creatures resurrected is ((Power + Destroyed Troop’s Creature Base Health + 10) x # of Creatures Sacrificed).


Summon Air Elemental

Basic Effect A troop containing (Power x 2) air elementals appears on the side of the casting player. Only one type of elemental can be summoned. Advanced Effect Same as Basic Effect, except that (Power x 3) air elementals are summoned. Expert Effect Same as Basic Effect, except that (Power x 4) air elementals are summoned.


Summon Earth Elemental

Basic Effect A troop containing (Power x 2) Earth Elementals appears on the side of the casting player. Only one type of elemental can be summoned. Advanced Effect Same as Basic Effect, except that (Power x 3) earth elementals are summoned. Expert Effect Same as Basic Effect, except that (Power x 4) earth elementals are summoned.


Summon Fire Elemental

Basic Effect A troop containing (Power x 2) fire elementals appears on the side of the casting player. Only one type of elemental can be summoned. Advanced Effect Same as Basic Effect, except that (Power x 3) fire elementals are summoned. Expert Effect Same as Basic Effect, except that (Power x 4) fire elementals are summoned.


Summon Water Elemental

Basic Effect A troop containing (Power x 2) water elementals appears on the side of the casting player. Only one type of elemental can be summoned. Advanced Effect Same as Basic Effect, except that (Power x 3) water elementals are summoned. Expert Effect Same as Basic Effect, except that (Power x 4) water elementals are summoned.


Creatures

Angels & Archangels

With their great offensive and defensive power and flying ability, angels and archangels are among the mightiest creatures in the game. Both do 150% damage when attacking devils. Additionally, the archangel is able to resurrect dead allied troops once per combat.


Pit Fiends & Pit Lords

Pit fiends and pit lords attack with tormenting whip blows. Once per combat, pit lords are able to resurrect dead allied troops as demons in place of another action. The number raised cannot be higher than the number of pit lords performing the resurrection.


Skeletons & Skeleton Warriors

While skeletons and skeleton warriors are average foot soldiers individually, it is possible to build massively populated troops of them. They are numerously produced, are the main creature produced by the Necromancy secondary skill, and other creature types can be converted into them at Necropolis skeleton transformers.


Walking Dead & Zombies

Walking Dead and Zombies are magically animated corpses. Zombies have a 20% chance to cause disease in creatures they attack. Diseased creatures have their attack and defense ratings reduced by two for a period of three rounds.


Wights & Wraiths

Wights and wraiths are life destroying spirits damaging their opponents by draining life. The first wight or wraith in each troop regenerates all lost damage at the beginning of each combat round. While wraiths appear on the battlefield, two spell points per turn are drained from an enemy spellcaster’s spell pool.


Vampires & Vampire Lords

The attacks of vampires and vampire lords cannot be retaliated against. Vampire Lords are able to resurrect members of their own troops by replenishing health equal to the amount of damage they inflict on others.


Liches & Power Liches

Liches attack at range with a death cloud, which always causes damage in the target hex and also attacks all non-undead creatures in adjacent hexes. At close range they defend themselves less efficiently with blows from their scepters.


Black Knights & Dread Knights

Knights have a 20% chance of cursing opponents they strike. Cursed creatures inflict only minimum damage in their own attacks. Dread knights’ attacks also have a 20% chance of inflicting double damage death blows.


Bone and Ghost Dragons

Bone and ghost dragons are raised from dragon corpses. Both of these creatures have a ferocious biting attack and lower the morale of enemy units by one when they appear on the battlefield. Ghost Dragon attacks have a 20% chance of aging their targets. Aged troops have the hit points of all their members halved.


Stone & Obsidian Gargoyles

Stone and obsidian gargoyles are demon-form statues animated for use as troops. They attack with raking claws.


Stone & Iron Golems

Stone and iron golems are built and animated through a process involving both precise craftsmanship and complex magic. Though slow, they are strong and durable combatants. Stone golems take half damage from spell attacks, while iron golems take only a quarter of such damage.


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 morale and immunity to poison. Some locations found on the Adventure Map may offer these creatures up for recruitment.


Gold & Diamond Golems

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.


Elementals

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 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 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.


From the Armageddon's Blade manual

Conflux Towns

A Conflux is home to the Elementalist and Planeswalker. Composed primarily of elemental creatures, the Conflux also offers home to the Sprites and the elusive Phoenix. What makes Conflux towns unique is their emphasis on creatures of mid-range power. Generals continue to debate if this is the strategic strength or weakness of the town. Regardless, all agree it takes an astute commander to effectively lead a Conflux army. All elementals have neutral morale and immunity to poison.


Air Elementals

Air Elementals are powered by the same forces as Air Magic. They are immune to Mind and Meteor Shower spells. They take double damage from Firestorm, Lightning Bolt and Chain Lightning spells. Storm Elementals wield lightning as their primary attack. They also have the additional ability to cast the spell Protection from Air.


Water Elementals

Water Magic animates the Water Elemental. These creatures are immune to Mind, Ice Ray and Frost Ring spells, but take double damage from Fire Wall, Inferno, Fireball, and Fire Shield spells. Because their form is more solid, Ice Elementals have the ability to throw deadly ice tridents. Additionally, they have the ability to cast the spell Protection from Water.


Fire Elementals

Fire Elementals are burning spirits of Fire Magic. They are immune to all Mind and Fire School spells, but take double damage from Ice Ray and Frost Ring attacks. Energy Elementals gain the ability to fly and can also cast the spell Protection from Fire.


Earth Elementals

Earth Elementals are forces of Earth Magic. They take no damage from Mind, Lightning Bolt, Chain Lightning, and Firestorm spells. They take double damage from Meteor Storm attacks. From a source deep beneath the world's surface, roam the Magma Elementals. Slightly stronger than their earthen counterparts, Magma Elementals can also cast the spell Protection from Earth.


Psychic Elementals

Psychic Elementals are the physical evidence of what many consider the fifth element: thought. These creatures are immune to Mind spells. Their attacks overpower the minds of all those surrounding them, causing enough pain to kill. Enemies enduring such an attack rarely are capable of a retaliatory strike. Magic Elementals are a product of the sixth element: magic. Magic Elementals are also immune to all forms of magic.


Firebirds & Phoenixes

Firebirds are worldly manifestations of creatures from the elemental plane of fire. These magnificent beasts are as quick as fire itself and immune to spells of the same nature. Phoenixes, the more powerful incarnation of the Firebird, can resurrect some of its number from the ashes of its own demise.


From the Shadow of Death manual

Creatures

Storm Elementals

Storm Elementals are the more powerful cousins to the Air Elementals and fire lightning bolts as their primary attack. They are immune to Blind and Meteor Shower spells, take double damage from Fireball, Lightning Bolt and Chain Lightning spells, and can cast the spell Protection from Air.


Ice Elementals

Because their form is more solid than the Water Elemental, Ice Elementals have the ability to throw deadly ice tridents. These creatures are immune to Ice Ray and Frost Ring spells, but take double damage from Fire Wall , Inferno, Fireball and Fire shield. They can also cast the spell Protection from Water.


Energy Elementals

As the more powerful versions of the Fire Elementals they are immune to all Fire School spells, but take double damage from Ice Ray and Frost Ring. The Energy Elemental gains the ability to fly and can cast the spell Protection from Fire.


Magma Elementals

From a source deep beneath the world's surface, roam the Magma Elementals. Magma Elementals take no damage from Lightning Bolt, Chain Lightning, and Firestorm spells, but take double damage from Meteor Storm attacks. Slightly stronger than their earthen counterparts, Magma Elementals can also cast the spell Protection from Earth.


Psychic Elementals

Psychic Elementals are the physical creation and evidence of what many consider the fifth element: thought. These creatures a re immune to mind spells, and their attacks overpower the minds of all those surrounding them, causing enough pain to kill. Enemies enduring such an attack rarely are capable of a retaliatory strike.


Magic Elementals

Magic Elementals are a product of the sixth element: magic. Though their attack is less mysterious than the Psychic Elemental, it is more powerful. Magic Elementals are also immune to all forms of magic.


Firebirds

Firebirds are worldly manifestations of creatures from the elemental plane of fire. These magnificent beasts are as quick as fire itself and immune to spells of the same nature.


Phoenixes

Phoenixes, the more powerful incarnation of the Firebird, can resurrect some of their numbers from the ashes of their own demise.


Crystal Dragons

Made entirely from red crystal and brought to life through magical means, the Crystal Dragon is literally semitransparent, lit from the center by its magical heart. Used frequently as a training tool for young dragon slayers, many wizards also create these creatures for the crystal they shed.


Artifacts

Cloak of the Undead King

30% of battlefield dead ar e resurrected as Skeletons. If hero already has the Necromancy skill then the percentages are added to the skill and the level of skill determines what type is resurrected. Basic: Zombies Advanced: Wights Expert: Liches


Elixir of Life

All creatures get a 25% health bonus and gain the regeneration ability. Does not work on Undead or non-living creatures.


Notes

Death Knights, skeletons, and vampires are all described as being resurrected.

Gargoyles, golems, zombies, and water elementals are all described as being animated by magic.

In all three manuals, the word non-undead is only used twice and only the Restoration of Erathia manual. It is used to describe creatures that can be sacrificed as well as creatures that are damaged by the death cloud of liches.

The word living is only used in the Restoration of Erathia manual and it is only used once. It is used to describe creatures that lose morale when in the same army as undead creatures.

The words unliving, un-living, nonliving, and non-living are not referenced in either the Restoration of Erathia manual, or the Armageddon's Blade manual.

The same is true in the Shadow of Death manual, except for a single reference to non-living when describing creatures unaffected by the Elixir of Life. It also implies that non-living refers to a creature group that is distinct from the undead. The in-game description for the Elixir of Life replaces the word non-living with unliving, which is also the only place I've even seen unliving.


Undead

Skeletons, zombies, wights, vampires, liches, black knights, death knights, bone dragons, and ghost dragons.


Non-undead

  • Non-living(Unliving)
Creatures that are not undead and that are unaffected by the Elixir of Life.
Elementals, golems, gargoyles, and crystal dragons.
  • Living
Creatures affected by the Elixir of Life.
All creatures not listed above.