HoMM 5 >Towns and creatures >Nature

The town of nature

The towns of nature have always depended on their ability to hide in the forest and use sniper attacks. In this war, they will try to do nothing different, but they cannot always prevent an open attack. With all these wars, they try to be more protective and keep the enemy at a distance.

Level 1:

Sprite (Treehouse)
The little electrifying butterfly has remained with the forces of nature and is still a fast and works with the no-retaliation ability. They are still fragile and mostly depend on a hit-and-run battlefield strategy.

Gnome (Gnome hut)
After all these years, the gnome is brought back from King's Bounty. It looks like a little man with small white beard. Its defense is low, but does decent damage and they have the ability to cast the stoneskin spell.

Level 2:

Grey wolf (Wolf den)
The wolves got stronger over the years and their damage increased at a frightning level. They still have two attacks, but their speed has not increased. Their defense is moderate.

Satyr (Wine keg)
The half-goats come to your aid to prevent the evil forces from disturbing their fun. They are technically tank troops. Slow, good attack and defense. They can still cast mirth twice per battle.

Level 3:

Elf (Ranger's guild)
The training of the elves has increased ever since the drows joined the ranks of their enemy. They shoot twice and with good results. Their hitpoints are still fairly low, but higher defense compensates this somewhat.

Druid (Stonehenge)
The druid has returned as creature, which does not mean that it cannot be a hero as well. The druid is a spellcaster and casts firebolt, summon wolf, giant strenght, fortune and defender. It's going to be a tough choice between the elf and this one.

Level 4:

Pegasus (Silver falls)
The pegasus is fast and does decent damage, but is low in defense. They have a first strike, so are a lot better in large stacks to finish off opponents. The pegasus is also capable of casting power drain once per combat.

Dendroid (Dendroid grove)
The dendroid is still slow and still have their binding ability. They can also animate trees (enemies are bound in place when walking next to them, but they can't see which tree. When a dendroid dies, their bodies for a barrier, which requires one turn to cross.

Level 5:

Unicorn (Magic pool)
The unicorn should go back to their HOMM3 appearance. They looked so much better with those golden manes and their robust appearance. In addition to their blind ability, they should also have their old magic resistance aura. That would make them a better deal in comparison to the griffins.

Griffin (Griffin cliffs)
The griffin is now a very strong level 5 creature, still coming with unlimited retaliation. With a first strike spell, they are truly nightmares. Their number is fairly low, though.

Level 6:

Phoenix (Pyre)
We already know that the good old phoenix is going to be there in HOMM5, so I couldn't let it out. They still come with a breath attack and a rebirth ability, which works the same way as HOMM4. Once per combat, they can also cast the firestorm spell. The firestorm gives damage to all units when flying, unless they are immume to fire damage (phoenix and efreet). The firestorm also gives 50% extra damage to all fire-based spells. If you can get a combination of phoenix, druid and fearie dragon, you have one of the best combo's in the game.

Faerie dragon (Magic forest)
They still come with their spellbook of painful spells. Lighting, fireball and fire ring are included, as well as bloodfrenzy. They no longer have the confusion spell. The fireball and fire ring are much more powerfull with a firestorm on the battlefield, so try to get the spell (L4, chaos) or get a phoenix in your ranks.


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