HoMM 5 >Towns and creatures >Archeon

The town of Archeon

This town is a newcomer. It was founded by a renegate order mage and a scouting sorcerer and is a strong ally of the Chaos Empire. The creatures are either dwellers of the dark underground swamplands or former chaos creatures that felt more comfortable in this new environment than in the volcanic lands that became the favoured environment of the chaotic sorcerers.

Level 1:

Troglodyte (Warren)
After wandering around for so long, the troglodyte finally returned to its underground roots. They are immume to both blindness and darkness. Aside from that, they are nothing special. Average attack, decent defense and low speed.

Kobold (Stalagmite caves)
These small creatures are native dwellers of the underground. They have the ability to dig themselves in, thus gaining a 50% increase in defense, as long as they remain on the same position. They can still attack from this position and are therefore good to protect shooters and spellcasters.

Level 2:

Lizard Sniper (Hidden den)
The portals that went from Tatalia led to the mountains where the Archeons are based. Many of the fortress creatures remained with the native dwellers and were not seen again until recently. The lizardmen also survived and they improved their shooting skills during their stay in Axeoth. They have no ranged penalty and the ranged first strike with good damage. Their defenses are horrible, so they should be protected at all costs.

Magreeb (Magreeb hive)
These giant insects are natives of Axeoth and also live in Chedain. They look more impressive than they are, for they are quite easy to kill. High hitpoints, but defense no better than a level 1. Their damage is average, but they have a 10% chance to do triple damage.

Level 3:

Medusa (Statue field)
The medusa was never really comfortable among the fire-wielders and they happily transferred to the Archeons when their realms were discovered. They returned to their HoMM3 looks and shoot with bows again. They still have the stoning ability, which works only in melee, but has a 30% chance. The stoning lasts for three turns, and during this time, the statues act as line-of-sight obscurers, so the medusa's can't be shot or hit with certain spells if they are behind statues. Only medusa's profit from this.

Blade Serpent (Temple of snakes)
These creatures look like completely serpents with two arms, which each hold a sword. In melee damage, these creatures are the best of level 3, but their defense is fair at most. They have good speed, first strike and they have the option to attack two nearby stacks at once, with half strength.

Level 4:

Basilisk (Basilisk dungeon)
The basilisk has gained a 30% chance of paralysing the victim during an attack. A paralysed victim cannot retaliate when attacked and suffers of this situation for two turns. However, the paralysis is dispelled when the victim suffers damage. They are quite fast for ground troops and have decent attacks and defenses.

Wyrm (Acid pool)
These large worm-like hideous creatures are natives of the underground domes, where they usually dwell near sources of acid. They spit with acid, which does good damage and acts as an acid attack, lowering attack and defense and destroying corpses. On close range, they do full damage by attacking with their sharp pincers. However, their defenses are weak and they are really slow.

Level 5:

Hydra (Hydra pond)
The hydra was tired of being laughed at by the dragons, so they decided to move to the Archeons as well. They have become a bit weaker and are no longer the highest level. They still attack to all sides without retaliation, and have average attack and defense capabilities with good hitpoints.

Mantis (Mantis hive)
The mantis suffered heavy during the various skirmishes and the remainder decided that it was no longer worth fighting for the elfs. So they turned to their fellow insects and other cave-dwellers. The mantis is not as tough as in HoMM4, but they are really fast and still come with the binding ability.

Level 6:

Dragon Fly (Dragon hive)
This is not, and I repeat, not the little flying rainworm from HoMM3. The Dragon Fly can fly, and looks like a slender serpent-like dragon. The wings should take up a large percentage of the creature's surface area. The Dragon Fly can cast "shockblast" (like the fireball, but with more damage in the center and less outwards), "bloodfrenzy" and "windstorm" (all flying creatures except for itself can only cover 50% of their normal distance when flying).

Dark Spider (Poison web)
They are big and not easy to move around, but they have decent defense and really good damage. A creature that is attacked by the Dark Spider is bound in it's place, in the same way as the Mantis. Except, that a creature bound by the Dark Spider suffers 25 hitpoints of damage per spider, per turn (like the poison spell), as long as it is bound. The spider can only bind one stack at the time.


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