The Bestiary - Part 2

The Dragoness: Command of the Flame

The Dragoness mixes HOMM-like exploration, city-building and turn-based strategic combat, with a roguelite twist. Choose your battles, paths and skills as you explore a world ravaged by war. Gather and manage your army of beasts, collect resources and expand your city.

[h2]Welcome back to our Bestiary focus, Commanders! [/h2] In our last update, we took our first look at the[url=https://store.steampowered.com/news/app/1413580/view/3371525557407696371] many beasts and monsters[/url] available for hire in [b][i]The Dragoness: Command of the Flame[/i][/b]. More specifically, we shone the spotlight on the units that can be recruited from the Forest and Frosthyll camps located in the [b]capital of Niwenborh[/b]. From Oaken Ents to Werewolf Grunts, these camps housed some of the hardiest and most fearsome creatures in the entire Drairthir Peninsula! Today we’ll be looking at the remaining two camps and the units that hail from the sun-scorched Watan and fiery Zildarya regions. You’ll be able to construct these buildings once you’ve progressed to the more dangerous eastern regions in the campaign's second half. [h3]Ashes to Ashes [/h3] In the arid wastelands of [b]Watan[/b], a variety of exotic fauna roam the endless sands. Naturally attuned to the heat, the harsh desert sun is nothing to these resilient beasts. Natiq has been known to visit this region from time to time though he assures the Dragoness it’s merely for “research purposes”. [b]Giant crab[/b] - A tough unit with two lethal claws able to produce viscous saliva that can be cast forth as a long-range projectile. This naturally aggressive crustation can also cast Berserker’s Rage to double the damage of any unit’s next ranged attack, including its own! [img]{STEAM_CLAN_IMAGE}/38755929/95912314c95effba1a854b43ce7c3560afd978ff.png[/img] [b]Desert Eye[/b] - This unique ranged combatant can fire a powerful energy beam directly from its eye ignoring range boundary penalties. Its bulbous, floating form is held aloft by its sharp fins which it can also use to attack by spinning rapidly, damaging any unit adjacent, including friendly units! [img]{STEAM_CLAN_IMAGE}/38755929/86dfc365024ae72f7520295c6b3e36fa28e684f9.png[/img] [b]Desert Viper[/b] - If you need to quickly close the gap on a ranged target, the Desert Viper is an excellent choice thanks to its impressive movement stat. Equipped with dual katanas, this reptilian unit can then dish out some serious damage at close quarters. The Viper also can fulfil a support role by using its Rejuvenation spell to heal a friendly unit for 10 health points over three turns. [img]{STEAM_CLAN_IMAGE}/38755929/8bb74d2f78d8765b7d0037351f4187078e98dfe4.png[/img] [b]Phoenix[/b] - The last unit in the Ashen camp is the wonderous Phoenix. Like the Griffon, this winged beast can traverse the battle grid with ease. Naturally evasive, the Phoenix can amplify and share this trait using its Overdrive spell, which increases the dodge percentage of any unit by 10 for four turns. [img]{STEAM_CLAN_IMAGE}/38755929/85c07d6eb3d69477f650f8dd5f62e2017835a863.png[/img] [h3]Too Hot to Handle [/h3] Far to the east of the Drairthir Peninsula is the infernal realm of [b]Zildarya[/b]. What was once a lush and prosperous land which flourished under the rule of the Regal Dragons, has since become a volcanic hellscape, tainted by the influence of the [b]Shai-Va[/b], with lava flowing through what remains of its ruined cities. The creatures that can be recruited from the Zildarya camp are suitably demonic and are able to make use of rare and powerful necromancy spells. [b]Imp[/b] – Imps are one of the few creatures in Zildarya who have yet to be corrupted by the Shai-Va’s influence. Despite their small stature, Imps have a surprisingly large shield stat and are capable of harrying enemies with ranged attacks, making them an excellent decoy. [img]{STEAM_CLAN_IMAGE}/38755929/1caf8548db8cbc305fe76139dbf236b1049ad29c.png[/img] [b]Succubus[/b] - The sultry Succubus is a multi-purpose unit, capable of dealing a decent amount of damage from both afar and close-up. However, the Succubus has a relatively small amount of health points, instead relying upon its necromancy spell, Avoidant Sacrifice, which Sacrifices 10 health points to increase a target’s dodge by 80% for two turns. [img]{STEAM_CLAN_IMAGE}/38755929/50af02cc3178143d8327675a97b4070fba473c77.png[/img] [b]Dark Skull[/b] - One of the more unpredictable units to hail from the Zildarya camp is the Dark Skull. This small, flying, demon has a tiny health pool but can cause a great amount of chaos on the battlefield! Its signature spell, Misplacement, teleports a target six squares away from its current position in a random direction! [img]{STEAM_CLAN_IMAGE}/38755929/a6100fd2a92fe4404242bd4d4be804e323e68709.png[/img] [b]Bat[/b] – This highly mobile flying terror is capable of dealing massive amounts of close-range damage by employing its Hidden Dagger spell which doubles the damage output of a target’s next melee attack. Multiple bat units can be lethal particularly when you come up against enemy armies with low average shield values! [img]{STEAM_CLAN_IMAGE}/38755929/1de669390a28c2a6a03d57b2a9728c397e87c482.png[/img] In our bestiary guide, we have examined the 16 units that can be recruited between quests at the capital, however during your campaign you will discover 40 unique units to bring into your army! We’re really excited to see how you experiment with the wide variety of unit types and the countless strategies and synergies that are possible. 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