See attachment for unit statistics. This is preliminary (after 1st round of testing) and open for minor changes. I'm interested in comments, concerns, etc. Please note that hit/def refers to 'to hit' and 'to defend'
Please refer back to "unit capabilities" thread as many skills behave differently in Ziky. I'm aware that the change in combat mechanics would make it harder to analyze balance of these units. Another thing to take into consideration is how racial units have +1 to defend and +2 armor once units reach the 3rd level of experience (comparable to Veteran)
What's below is tentative text in the Ziky manual.
Chaos:
This magic realm does not excel nor falter in summoning units. The biggest strength is the sheer number of options and that many of these have the ability to fly (which adds +1 to hit against ground units, among other benefits)
Hell Hounds - Common - Thanks to their high hit points and ability to hit flyers, Hell hounds are effective in groups at taking out weak chaos nodes, lairs, neutral cities, and possibly even towns of a nearby opponent wizard. Summoning an army of 8 stacks is manageable given their low cost. However, these units become obsolete quickly as their low attack rating can be easily blocked by advanced units and creatures.
Fire Giant - Uncommon - Fire giants can throw one giant boulder over long distances at the beginning of battle. This boulder deals good damage, wearing down the advancing army, and could severely hurt fragile units in one shot. In groups, this damage accumulates heavily. Its fire immunity, block, and ability to destroy walls have situational benefits. They are also decent scouts (mountaineer, scouting 2). The drawback of these units is the disappointing resistance rating.
Gargoyles - Uncommon - These flying creatures have various immunities (including against illusions) and a colossal armor rating for such early availability and low cost. They can also be good scouts as early flying units. On the other hand, their melee statistics are sorely lacking, making them useless against units with decent armor. Therefore, they are best used in early to mid-game as they get easily outdated.
Doom Bat - Uncommon - A highly mobile flying creature with a convenient combination of doom gaze (resistance reduction per attack) and poison. Best for swarming and poisoning tough units to death and against ranged units. Be aware that their scout rating is 1 (as opposed to 3), weakening their role as scouting units. Their high mobility are instead great for sneak attacks against lightly guarded cities.
Chimeras - Rare - These flying units have outstanding melee potential due to the combination of 9 melee per figure, fire breath, and the destruction capability which can significantly impair opponents' armor over time.
Efreet - Rare - Flying spell casters with strong hand-to-hand capabilities. Their teleporting capability also makes them outstanding units against ranged units and natural companions to chaos spawn. In groups, their barrage of spells can overwhelm opposing player.
Chaos Spawn - Rare - An interesting creature that deals 8 damage regardless of defense on top of an automatic resistance reduction of 3. Given that their damage potential isn't dependent on enemy's armor and resistance, they are best used against heavily armored units, primarily heroes, dragon turtles, golems, and the most advanced fantastic creatures. Their ability to reduce enemy resistance also provide many additional opportunities. Given their slow movement and low armor, protect these creatures from range attackers as much as you can.
Hydra - Very Rare - Don't let the seemingly poor statistics fool you, hydras essentially have 9 figures (heads), therefore having the highest hit points in the game (99) offsetting their disadvantage against ranged units (slow movement, low armor). The combination of 99 hit points and stun strike make them very hard to take down. Enemies that handle hydras best are high-armor units as they could block a lot of damage from each head. Their damage potential otherwise is outstanding when in good health and regeneration ensures hydras starting out with 9 heads for every battle. It is advisable to use more than 1 hydra at a time to get the most out of regeneration capability and given that these are affordable for their class (very rare), you can easily group them.
Great Drakes - Chaos' ultimate unit. They have higher damage-potential than any other unit in the game (including Sky Drakes!). They also have a very impressive number of hit points. This is the kind of unit that could fight on its own against formidable armies.
Nature:
This magic realm excels on summoning of creatures. There is such a large selection of magical creatures with varying costs and strategies that a player may not have the need to build up a non-magical army. Combined with 'conjurer', you can mass produce units to take out early nodes, conquer cities very early in the game, and provide a good challenge to opponents. Late units combined with iron skin and elemental armor are extremely hard to kill.
Nature units, for the most part, share some traits: sturdiness, resistance-based damage and high mobility.
War Bears - Common - These previously mediocre units are now among the strongest starting summoning units in the game. Their good mobility, first strike capability, decent armor, and impressive hit points make war bears nature's unit of choice for raiding cities early in the game.
Sprites - Common - these expensive early units do not work well by themselves as they can only shoot 4 times and their hand-to-hand capabilities are sorely lacking. They excel as healer support units that do not slow down an army (unlike shamans). They also work great as scouts in the beginning of the game as a couple of sprites can explore a big portion of the world relatively quickly. They also deal extreme ranged damage in nature nodes.
Giant Spiders - Uncommon - These can take more punishment than war bears and can cast 'web', one of nature's best early spells, to stop ranged attackers or tie flying units to the ground. Spiders are essential if you do not have access to 'web' outside of these units. Besides 'web, these units can deal substantial poison damage if they successfully hit an opponent. Therefore, it is crucial to enchant them with 'giant strength' to boost chances of poison attack. Given their good armor and poison attack, they work best against neutral cities and low-resistance fantastical creatures.
Cockatrices - Uncommon - These can deal damage regardless of defense with powerful four-fold stoning attack. Their fragility should be taken into consideration by the player to avoid unnecessary losses. Therefore, it is recommended to accompany cockatrices with strongest creatures so that their deadly, yet potentially sacrificial, attacks are used when necessary. Be aware that units with low resistance are least likely to survive stoning damage.
Basilisks - Uncommon - Basilisks are useful throughout the early and middle stages of the game. Their high hit points, decent strength, stoning, and ability to hit flying units make them great fighters. If possible, avoid situations where basilisks' low resistance could be taken advantage of (confusion spell, petrification, etc). Also, note that multi-figure units can easily break through basilisk's low armor, dealing massive damage (but then again, its stoning ability works great against multi-figure units).
Stone Giants - Rare - Formidable giants that are clearly superior to fire giants and can throw two boulders over long distances. These boulders could significantly damage or even kill enemy units and heroes. Once both boulders are used, these giants can put up a great fight, with extremely high armor and the ability of first strike. I decided to add 1 more attack point to Stone Giants (15 -> 16)
Gorgons - Rare - These units make cockatrices obsolete as their attacks also deal huge physical damage to units on top of stoning damage. Their massive hit points and solid armor points will ensure many chances of attacking opponents.
Behemoths - Very Rare - 60hp with brute force and a massive suppression effect that is best used when accompanied by other units. These are relatively affordable for 'very rare' so you may want to take advantage and summon more than one.
Colossus - Very Rare - Nature's spellcasting creature allows interesting tactics. These can also throw two giant boulders, dealing extreme damage to a unit. Regardless of magic, its hand-to-hand capabilities are outstanding, especially when combined with first strike. The extreme armor and resistance points combined with high hit points and various immunities make them very difficult to kill.
Great Wyrm - Very Rare - Nature's menacing wyrm can teleport and also withstand very heavy punishment before being vanquished. These creatures are particularly devastating against units with moderate to low resistance due to their deadly poisonous bite.
Sorcery:
There are only five creatures to summon from this realm. There are no options from 'uncommon' bracket, so you would have to rely on normal units and heroes at that point. Creatures generally have high cost and upkeep.
Floating Island - Common - A great alternative to transport ships so that you do not have to spend the time to build ship-related buildings. A single floating island can carry a full army and be summoned anywhere on the ocean. You might want to dismiss these islands once they serve their purpose (high upkeep).
Nagas - Common - Nagas no longer have poison attacks. Instead, each figure has a strength of 6 and the ability to stun enemy units, severely weakening their retaliation damage. Avoid flying units, halberdiers, and any other units that eliminate benefits of stun as nagas are fragile otherwise. Thanks to water walking, you may explore and conquer neighboring islands.
Storm Giant - Rare - These units have a very high upkeep cost but deal high, armor-piercing damage with its four ranged attacks. It's melee capabilities are solid but they can go down rather easily against well-experienced racial units.
Djinn - Very Rare - Flying, teleporting, wind-walking, spell-casting (40 MP) unit that can use ranged attacks up to 13 times. Given that Sorcery has very strong combat spells, adding 40 free mana for every djinn makes a huge difference. Also, their wind-walking ability gives djinn another role: flying taxis! While their hand-to-hand combat skills are very good, they are best used as support units alongside units/creatures designed for hand-to-hand combat (1 sky drake).
Sky Drake - Very Rare - While these dragons are rather fragile to physical attacks (compared to best units from other realms), their extreme mobility, unbelievable damage potential and magic&illusion immunities combined with your wizard's spells make them rather unstoppable in battle. Given their 6 movement and quick self-healing, unleashing a few of these can clear continents quickly.
LIFE:
There are very few to choose from and are arguably the least powerful set of fantastic creatures. They are generally expensive and have support roles.
Guardian Spirits - Common - Life realm's superior alternative to magic spirits. Enchanted nodes melded by guardian spirits are difficult to steal with opposing magic spirits. Likewise, guardian spirits are more likely to steal enemy nodes. While guardian spirits can engage in combat against weak troops and creatures, they are not cost-effective.
Unicorns - Uncommon - The first fantastic creatures you can properly use on the battlefield. They are strong melee creatures with a very high hit point rating and a minor +1 resist bonus to all bonus to your army. The ability to use a teleporting unit this early in the game is very welcome
Angel - Rare - Useful holy bonus for army and spellbook (20 mana). Combat-wise, they excel against death creatures and phantom units. Otherwise, the high cost does not translate to excellent melee potential.
Arch-angel - Very Rare - Extraordinary holy bonus +2 for army. Combat-wise, they excel against death creatures and multi-figure units (with self-cast invulnerability). Archangels have a low hit point rating for their excessive costs, thus vulnerable if targeted with direct damage spells.
Black Creatures:
Dead creatures have various immunities (poison, illusion, death, cold) and heal themselves through regeneration or life-stealing abilities. A few weaker creatures cannot heal at all. Along with nature realm, death has arguably the most cost-effective creatures in the game.
Skeleton - Common - While they are comparably weak as a summoned creature, they are the quickest units to summon as well as the only ones without upkeep cost. In large groups, they can conquer some neutral towns. They are also highly useful as city garrison because they require no maintenance.
Night Stalker - Uncommon - These units are best used for sneak attacks due to their invisibility. Their death-touch ability could come in handy against hardy units with moderate to low resistance (number of crosses) such as nature units. Combined with 'Black Prayer', they are highly dangerous units. A major drawback is inability to heal itself, but with such low upkeep, it is usually not recommended to dismiss these units when injured.
Werewolves - Uncommon - Regenerating, fast-moving troops with high hit points and a convenient 'weapon immunity' that makes them ideal for early town conquests. While the unique nature of the spell requires sacrificing a unit, you are not restricted by the location of the summoning circle. It is recommended to use this spell once you have magical weapons in order to enjoy their fullest potential.
Shadow Demons - Rare - Regenerating, hardy, flying casters (6 shots/20mana) with very good hand-to-hand capabilities make shadow demons useful in almost every battle when in groups. They can also travel between planes. These units make a formidable stack of doom, especially when using Darkness and Black Prayer.
Wraiths - Rare - As long as they are fighting against living creatures, wraiths are generally longer-lasting than statistics indicate thanks to their life-stealing abilities. They should be accompanied by other units when fighting non-living units as they technically are less powerful than other rare summons. Another problem is whenever their health is less than half: it is difficult to have them fully healed through battles. While these limitations are significant, wraiths have a low upkeep of 7 mana.
Death Knights - Very Rare - See wraiths. These are essentially faster, more powerful versions of them. Their sheer damage potential and capabilities can minimize their weakness against non-living creatures. They are also the cheapest very rare units to summon in the game, facilitating the formation of a deadly stack of doom.
Demon Lord - Very Rare - The ability to heal through range attacks puts demon lord as one of the best creatures of the game. Healing through attacks is also simple thanks to very high armor rating. Additionally, summoning three demons can distract and kill some enemy units. Their plane shifting ability is great for exploration and sneak attacks.
Please refer back to "unit capabilities" thread as many skills behave differently in Ziky. I'm aware that the change in combat mechanics would make it harder to analyze balance of these units. Another thing to take into consideration is how racial units have +1 to defend and +2 armor once units reach the 3rd level of experience (comparable to Veteran)
What's below is tentative text in the Ziky manual.
Chaos:
This magic realm does not excel nor falter in summoning units. The biggest strength is the sheer number of options and that many of these have the ability to fly (which adds +1 to hit against ground units, among other benefits)
Hell Hounds - Common - Thanks to their high hit points and ability to hit flyers, Hell hounds are effective in groups at taking out weak chaos nodes, lairs, neutral cities, and possibly even towns of a nearby opponent wizard. Summoning an army of 8 stacks is manageable given their low cost. However, these units become obsolete quickly as their low attack rating can be easily blocked by advanced units and creatures.
Fire Giant - Uncommon - Fire giants can throw one giant boulder over long distances at the beginning of battle. This boulder deals good damage, wearing down the advancing army, and could severely hurt fragile units in one shot. In groups, this damage accumulates heavily. Its fire immunity, block, and ability to destroy walls have situational benefits. They are also decent scouts (mountaineer, scouting 2). The drawback of these units is the disappointing resistance rating.
Gargoyles - Uncommon - These flying creatures have various immunities (including against illusions) and a colossal armor rating for such early availability and low cost. They can also be good scouts as early flying units. On the other hand, their melee statistics are sorely lacking, making them useless against units with decent armor. Therefore, they are best used in early to mid-game as they get easily outdated.
Doom Bat - Uncommon - A highly mobile flying creature with a convenient combination of doom gaze (resistance reduction per attack) and poison. Best for swarming and poisoning tough units to death and against ranged units. Be aware that their scout rating is 1 (as opposed to 3), weakening their role as scouting units. Their high mobility are instead great for sneak attacks against lightly guarded cities.
Chimeras - Rare - These flying units have outstanding melee potential due to the combination of 9 melee per figure, fire breath, and the destruction capability which can significantly impair opponents' armor over time.
Efreet - Rare - Flying spell casters with strong hand-to-hand capabilities. Their teleporting capability also makes them outstanding units against ranged units and natural companions to chaos spawn. In groups, their barrage of spells can overwhelm opposing player.
Chaos Spawn - Rare - An interesting creature that deals 8 damage regardless of defense on top of an automatic resistance reduction of 3. Given that their damage potential isn't dependent on enemy's armor and resistance, they are best used against heavily armored units, primarily heroes, dragon turtles, golems, and the most advanced fantastic creatures. Their ability to reduce enemy resistance also provide many additional opportunities. Given their slow movement and low armor, protect these creatures from range attackers as much as you can.
Hydra - Very Rare - Don't let the seemingly poor statistics fool you, hydras essentially have 9 figures (heads), therefore having the highest hit points in the game (99) offsetting their disadvantage against ranged units (slow movement, low armor). The combination of 99 hit points and stun strike make them very hard to take down. Enemies that handle hydras best are high-armor units as they could block a lot of damage from each head. Their damage potential otherwise is outstanding when in good health and regeneration ensures hydras starting out with 9 heads for every battle. It is advisable to use more than 1 hydra at a time to get the most out of regeneration capability and given that these are affordable for their class (very rare), you can easily group them.
Great Drakes - Chaos' ultimate unit. They have higher damage-potential than any other unit in the game (including Sky Drakes!). They also have a very impressive number of hit points. This is the kind of unit that could fight on its own against formidable armies.
Nature:
This magic realm excels on summoning of creatures. There is such a large selection of magical creatures with varying costs and strategies that a player may not have the need to build up a non-magical army. Combined with 'conjurer', you can mass produce units to take out early nodes, conquer cities very early in the game, and provide a good challenge to opponents. Late units combined with iron skin and elemental armor are extremely hard to kill.
Nature units, for the most part, share some traits: sturdiness, resistance-based damage and high mobility.
War Bears - Common - These previously mediocre units are now among the strongest starting summoning units in the game. Their good mobility, first strike capability, decent armor, and impressive hit points make war bears nature's unit of choice for raiding cities early in the game.
Sprites - Common - these expensive early units do not work well by themselves as they can only shoot 4 times and their hand-to-hand capabilities are sorely lacking. They excel as healer support units that do not slow down an army (unlike shamans). They also work great as scouts in the beginning of the game as a couple of sprites can explore a big portion of the world relatively quickly. They also deal extreme ranged damage in nature nodes.
Giant Spiders - Uncommon - These can take more punishment than war bears and can cast 'web', one of nature's best early spells, to stop ranged attackers or tie flying units to the ground. Spiders are essential if you do not have access to 'web' outside of these units. Besides 'web, these units can deal substantial poison damage if they successfully hit an opponent. Therefore, it is crucial to enchant them with 'giant strength' to boost chances of poison attack. Given their good armor and poison attack, they work best against neutral cities and low-resistance fantastical creatures.
Cockatrices - Uncommon - These can deal damage regardless of defense with powerful four-fold stoning attack. Their fragility should be taken into consideration by the player to avoid unnecessary losses. Therefore, it is recommended to accompany cockatrices with strongest creatures so that their deadly, yet potentially sacrificial, attacks are used when necessary. Be aware that units with low resistance are least likely to survive stoning damage.
Basilisks - Uncommon - Basilisks are useful throughout the early and middle stages of the game. Their high hit points, decent strength, stoning, and ability to hit flying units make them great fighters. If possible, avoid situations where basilisks' low resistance could be taken advantage of (confusion spell, petrification, etc). Also, note that multi-figure units can easily break through basilisk's low armor, dealing massive damage (but then again, its stoning ability works great against multi-figure units).
Stone Giants - Rare - Formidable giants that are clearly superior to fire giants and can throw two boulders over long distances. These boulders could significantly damage or even kill enemy units and heroes. Once both boulders are used, these giants can put up a great fight, with extremely high armor and the ability of first strike. I decided to add 1 more attack point to Stone Giants (15 -> 16)
Gorgons - Rare - These units make cockatrices obsolete as their attacks also deal huge physical damage to units on top of stoning damage. Their massive hit points and solid armor points will ensure many chances of attacking opponents.
Behemoths - Very Rare - 60hp with brute force and a massive suppression effect that is best used when accompanied by other units. These are relatively affordable for 'very rare' so you may want to take advantage and summon more than one.
Colossus - Very Rare - Nature's spellcasting creature allows interesting tactics. These can also throw two giant boulders, dealing extreme damage to a unit. Regardless of magic, its hand-to-hand capabilities are outstanding, especially when combined with first strike. The extreme armor and resistance points combined with high hit points and various immunities make them very difficult to kill.
Great Wyrm - Very Rare - Nature's menacing wyrm can teleport and also withstand very heavy punishment before being vanquished. These creatures are particularly devastating against units with moderate to low resistance due to their deadly poisonous bite.
Sorcery:
There are only five creatures to summon from this realm. There are no options from 'uncommon' bracket, so you would have to rely on normal units and heroes at that point. Creatures generally have high cost and upkeep.
Floating Island - Common - A great alternative to transport ships so that you do not have to spend the time to build ship-related buildings. A single floating island can carry a full army and be summoned anywhere on the ocean. You might want to dismiss these islands once they serve their purpose (high upkeep).
Nagas - Common - Nagas no longer have poison attacks. Instead, each figure has a strength of 6 and the ability to stun enemy units, severely weakening their retaliation damage. Avoid flying units, halberdiers, and any other units that eliminate benefits of stun as nagas are fragile otherwise. Thanks to water walking, you may explore and conquer neighboring islands.
Storm Giant - Rare - These units have a very high upkeep cost but deal high, armor-piercing damage with its four ranged attacks. It's melee capabilities are solid but they can go down rather easily against well-experienced racial units.
Djinn - Very Rare - Flying, teleporting, wind-walking, spell-casting (40 MP) unit that can use ranged attacks up to 13 times. Given that Sorcery has very strong combat spells, adding 40 free mana for every djinn makes a huge difference. Also, their wind-walking ability gives djinn another role: flying taxis! While their hand-to-hand combat skills are very good, they are best used as support units alongside units/creatures designed for hand-to-hand combat (1 sky drake).
Sky Drake - Very Rare - While these dragons are rather fragile to physical attacks (compared to best units from other realms), their extreme mobility, unbelievable damage potential and magic&illusion immunities combined with your wizard's spells make them rather unstoppable in battle. Given their 6 movement and quick self-healing, unleashing a few of these can clear continents quickly.
LIFE:
There are very few to choose from and are arguably the least powerful set of fantastic creatures. They are generally expensive and have support roles.
Guardian Spirits - Common - Life realm's superior alternative to magic spirits. Enchanted nodes melded by guardian spirits are difficult to steal with opposing magic spirits. Likewise, guardian spirits are more likely to steal enemy nodes. While guardian spirits can engage in combat against weak troops and creatures, they are not cost-effective.
Unicorns - Uncommon - The first fantastic creatures you can properly use on the battlefield. They are strong melee creatures with a very high hit point rating and a minor +1 resist bonus to all bonus to your army. The ability to use a teleporting unit this early in the game is very welcome
Angel - Rare - Useful holy bonus for army and spellbook (20 mana). Combat-wise, they excel against death creatures and phantom units. Otherwise, the high cost does not translate to excellent melee potential.
Arch-angel - Very Rare - Extraordinary holy bonus +2 for army. Combat-wise, they excel against death creatures and multi-figure units (with self-cast invulnerability). Archangels have a low hit point rating for their excessive costs, thus vulnerable if targeted with direct damage spells.
Black Creatures:
Dead creatures have various immunities (poison, illusion, death, cold) and heal themselves through regeneration or life-stealing abilities. A few weaker creatures cannot heal at all. Along with nature realm, death has arguably the most cost-effective creatures in the game.
Skeleton - Common - While they are comparably weak as a summoned creature, they are the quickest units to summon as well as the only ones without upkeep cost. In large groups, they can conquer some neutral towns. They are also highly useful as city garrison because they require no maintenance.
Night Stalker - Uncommon - These units are best used for sneak attacks due to their invisibility. Their death-touch ability could come in handy against hardy units with moderate to low resistance (number of crosses) such as nature units. Combined with 'Black Prayer', they are highly dangerous units. A major drawback is inability to heal itself, but with such low upkeep, it is usually not recommended to dismiss these units when injured.
Werewolves - Uncommon - Regenerating, fast-moving troops with high hit points and a convenient 'weapon immunity' that makes them ideal for early town conquests. While the unique nature of the spell requires sacrificing a unit, you are not restricted by the location of the summoning circle. It is recommended to use this spell once you have magical weapons in order to enjoy their fullest potential.
Shadow Demons - Rare - Regenerating, hardy, flying casters (6 shots/20mana) with very good hand-to-hand capabilities make shadow demons useful in almost every battle when in groups. They can also travel between planes. These units make a formidable stack of doom, especially when using Darkness and Black Prayer.
Wraiths - Rare - As long as they are fighting against living creatures, wraiths are generally longer-lasting than statistics indicate thanks to their life-stealing abilities. They should be accompanied by other units when fighting non-living units as they technically are less powerful than other rare summons. Another problem is whenever their health is less than half: it is difficult to have them fully healed through battles. While these limitations are significant, wraiths have a low upkeep of 7 mana.
Death Knights - Very Rare - See wraiths. These are essentially faster, more powerful versions of them. Their sheer damage potential and capabilities can minimize their weakness against non-living creatures. They are also the cheapest very rare units to summon in the game, facilitating the formation of a deadly stack of doom.
Demon Lord - Very Rare - The ability to heal through range attacks puts demon lord as one of the best creatures of the game. Healing through attacks is also simple thanks to very high armor rating. Additionally, summoning three demons can distract and kill some enemy units. Their plane shifting ability is great for exploration and sneak attacks.