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Age of Wonders X last updated October 14th 2020

Version 1.37.115
By: IniochReborn

Thanks/Acknowledgements:
- Paradoxnrt, Alcedes1611 (my LAN group): Playtesting/Troubleshooting
- And G: AoW+ / Sharing how to hex edit
- Laurentius: New units GFX
- naru blutwind: New item images
- Ziggurat Mason/Southern: Creative contributions

Installation
With Age of Wonders version 1.36 installed, extract all contents into your main install
directory (example: C:\Program Files (x86)\Triumph Studios\Age of Wonders).
Run AoWx.exe to play.

Index

I - Overview
II - General Changes
III - Detailed Unit Tables & Race Synopsis
IV - Detailed Spell Tables
V - Modding AoWx
I - Overview:
For years, my LAN group has played a steadily changing AoW ruleset, based on AoW
1.36, that was limited to DevEd changes. While hex editing had been done in the past
(Warlock Ruleset, 2001), it remained out of reach to the community.
Nineteen years later, AoW+ by And G is released as the first hex editing the game has
seen since the Warlock days. While it was intended for the vast majority of players
who play Single Player/Campaign, it was received far more vocally by the Multiplayer
community. A variant, called the ‘Common Bespoke Downgrade’, was developed as a
list of requests agreed upon by veteran players of the game, but remains in flux
pending And G’s return. Fortunately, he shared valuable information that has allowed
me to learn hex editing for myself.
Age of Wonders X is a hex edited engine mod, complete with ruleset, akin to the
Warlock mod. The hex edits were made to AoW+ 1.45.0129 files, which I used as a
template, using HxD and PE Explorer. Some changes are simple byte edits to new
routines introduced by AoW+, others required restoring 1.36 routines to edit those
instead. For the purposes of this changelog, I’ll be listing changes as compared to 1.36
(as an example, City Migration Time, which was 5-10 turns in Aow+ 1.45, is
unmentioned as I simply restored it to the 1.36 value of 3-5 turns).
This mod is intended first and foremost for the LAN Simultaneous Turn meta-game
that has evolved over the years with my regular LAN group. It aims to expand viable
strategies in competitive multiplayer while remaining accurate to lore, and retaining
the timeless charm and atmosphere that is unique to Age of Wonders.
While an attempt is made below to “briefly” summarize gameplay changes, please
scroll down even further to read Unit Tables and Spell Tables, for full details in game
manual format. A list of file offsets for hex editing is included as well.
II – General Changes
Relations:
- Default race relations have been revised, including the implementation of non-
symmetrical relations (ex: Highmen are friendly towards Humans, but Humans are only
Polite towards Highmen, etc).

Leaders
Race HU AZ LIZ FRO ELF HALF DW HM DE ORC GOB UND
HU P N P N W N N P H N N W
AZ N F N N W W W W W W W H+
(0)
LIZ P N F W N W N W N N W H
Units FRO N N W F N N W W N N W H
& ELF W W N N F F P P H H H H
Cities HALF N N W N F F P N H H H H
DW W W N W P P F N H H H H
HM F W W W N N N F H H H H+
(0)
DE H+ W N N H+ H H H F N N N
(0) (0)
ORC N W N N H H H H P F N H
GOB N N W W H H H H P P F H
UND H+ H+ H+ H+ H+ H+ H+ H+ W H H F
(0) (0) (0) (0) (0) (0) (0) (0)

- Alignment relations have been revised. (unchanged from AoW+ 1.45.0129)


- Relations revert over time only to within 10 points of the default value. (ex: a default
Neutral race [60] which increases to Polite [70], will remain Polite until reduced by a
diplomatic event)
- Relations cannot be improved beyond 100 or drop below 0.
- Relations that drop to 0 can never be improved again. (Certain races have default 0
relations that can never be improved)
- Loot permanently sets relations to 0.
- Raze permanently sets relations to 0.
- Diplomatic actions affect relations based on relation status rather than relation
value.
- Diplomatic actions have less effect on races that are Wary/Hostile towards the target
player.
- Friendly cities join for free.
- Neutral cities can be bought but are more expensive than Polite cities.
- Neutral cities can rebel.
- Neutral independent units can be recruited but are more expensive.
- Cities can be migrated to Wary races.
- Migrate reduces relations by 40, and improves relations by 20.
- Cancelling Migrate improves relations by 20.
- Cancelling Loot improves relations by 20.
- Upgrade improves relations by 10.
- Fortify does not improve relations.

Unit Morale: (unchanged from AoW+ 1.45.0129)

- Friendly and Polite units have High morale by default.


- Neutral units have Good morale by default.
- Okay morale reduces Defense and Resistance by 1.
- Poor morale reduces Defense and Resistance by 2.
- The effect of hostile units in the same army stack on morale has been amplified.
- Friendly terrains are replaced by hostile terrains that reduce morale even further:
(see Unit Tables for full details)
- Races have one of three possible attitudes towards each terrain:
- Neutral terrain has no effect on morale.
- Disliked terrain reduces morale by 20 points.
- Hated terrain reduces morale by 40 points.
- The Highmen and the Undead are the only races that dislike or hate no
terrains. For the other races, the following simplified rules largely apply:
- Wasteland is hated by Good and Neutral races and disliked by Evil
races.
- Desert, ice, and snow are universally disliked.
- All surface terrains are disliked by underground races.
- All underground terrains are disliked by surface races.
- Racial attitudes can deviate from these rules where thematically
appropriate.

Economy:
- Gold income from cities has been reduced to 10/15/25/35 gold (at full crops +
producing merchandise).
- Gold income from Mines, Farms, and Builders Guilds has been reduced by half
(5/5/6 gold, respectively).
- Shipyards generate the same income as Builders Guilds (6 gold).
- Units, levels 1-2, are generally much cheaper to produce (ex: Human Swordsman 8
gold vs 15 gold previously, Human Medium Cavalry 17 gold vs 35 gold previously).
- Units, level 3, are cheaper to produce in some cases, but not others (ex: Human
Musketeer is cheaper, but not an Orc Warlord).
- Units, level 4, are generally the same cost to produce.
- Unit upkeep has been reduced for lower level units and increased for higher level
units (2/5/10/15 gold).
- Hero upkeep has been halved.
- Loot generates 50 to 400 gold depending on city income.
Structures:
- Fortify (Wooden Walls) costs 20/40/60/80 and takes 1/1/1/2 turns. Wooden Walls
have 5 HP.
- Fortify (Stone Walls) costs 25/50/75/100 and takes 1/1/2/2 turns. Stone Walls
have 25 HP.
- Upgrade costs -/50/75/100 gold depending on city size and takes 5 turns. (ex: for
level 4 cities, upgrading costs 100 gold for all tiers of upgrading)
- More units are spawned when razing cities.
- Structure raze defenders revised
- Stronger occupation forces are required to raze cities and suppress rebellion. (Non-
ranged flyers, such as Great Eagles, are especially nerfed).
- Walls and terrain no longer affect city rebellions.
- All units take 1 turn to install.
- Units are produced 1 turn slower in level 1 and 2 cities.
- Units are produced twice as fast in Builder’s Guilds and Shipyards.
- Builder’s Guild productions revised (Drill/Engineers/Flamethrower Ram/Guild
Balloon)
- Rebuild Structure costs 50 gold and takes 2 turns.
- Rebuild City costs 25/50/100/250 gold depending on city size and takes 5 turns.
- Build Shipyard costs 50 gold and takes 5 turns.
- Dungeon, crypt, ziggurat, monster lair defenders/prisoners revised

Magic:
- Leader/Hero mana income changed to 5/10/25/50/100 for Spellcasting
I/II/III/IV/V, respectively.
- Elemental node mana income reduced by 5 (10/15/20/25).
- Spell cost/research/upkeep are generally much cheaper, especially combat/unit
enchantment/low tier summoning (fully detailed spell tables included in this
document).
- Level 1/2 combat spells cost 2 to 4 mana.
- Level 3 combat spells generally cost 6 mana, however Fire only costs 5 mana,
and Entangle/Chain Lightning cost 7 mana.
- Level 1 summon spells cost 6 mana (Fire Sprite costs 5)
- Level 2 summon spells cost 7 (Summon Great Eagle).
- Fire spells are especially cheaper.
- Unit spells can not be cast on machines.
- Summoned unit resistance to Dispel Magic increased from 3 to 7.
- Crusader duration increased to 5 turns.
- Fury changed to +3 ATK / -1 DEF.
- Combat Spell Changes:
- Cold Breath changed to 8 ATK / 4 DMG.
- Winds of Fury changed to Infinite Range.
- Shock Wave changed to 5 ATK / 7 DMG.
- Tremors changed to 3 ATK / 8 DMG.
- Fire Breath changed to 8 ATK / 4 DMG.
- Call Flames changed to Long Range.
- Flaming Arrow changed to 8 ATK / 5 DMG.
- Swarm changed to 8 ATK / 1 DMG.
- Fireball changed to 8 ATK / 8 DMG.
- Sacrificial Flame changed to 9 ATK / 5 DMG and Infinite Range.
- Ooze changed to Infinite Range.
- Geyser changed to 10 ATK / 5 DMG.
- Great Hail changed to 3 ATK / 8 DMG and Infinite Range.
- Terror changed to 9 ATK.
- Mind Decay changed to Infinite Range.
- High Prayer combat blessing changed to +2 DEF / +2 RES.
- Spell Level & Sphere Changes:
- Cold Breath changed to level 1
- Watcher changed to level 2
- Chain Lightning changed to level 3
- Stoning changed to level 1
- Concealment changed to level 1
- Stone Skin changed to level 2
- Entangle changed to level 3
- Frost Beam changed to level 1
- Ice Shards changed to level 2
- Fire Breath changed to level 1
- Call Flames changed to level 2
- Turn Undead changed to level 1
- Solar Flare changed to level 2
- Animate Dead changed to level 1
- Death Ray changed to level 2
- Hatred changed to level 3
- Animate Ruins changed to level 4
- Cosmagic Surgery changed to Cosmos level 2
- Conceal Area changed to Cosmos level 3
- Summon Syron changed to Cosmos level 4

Leaders & Heroes


- Default stats/abilities changed (ex: All Leaders start with Leadership for free, Undead
start with Regeneration for free, etc. Full details in Unit Tables.)
- Heroes demand no money to join.
- Heroes overhaul (stats/abilities revised, new Heroes added from Campaign)
- Max Level increased to 50.
- Heroes gain no experience from level 1 units and heroes.
- Heroes gain 5 experience from level 2 units and heroes.
- Heroes gain 15 experience from level 3 units and heroes.
- Heroes gain 25 experience from level 4 units and heroes.
- Heroes gain 50 experience from level 5+ heroes.
- Heroes gain 3 experience per day until level 5.
- Heroes gain 2 experience per day from level 5 to level 15.
- Heroes gain 1 experience per day from level 15 to level 25.
- Heroes gain no more free experience past level 25.
- Heroes have 40 skill points to spend at level 1.
- Heroes gain 5 skill points with each level.
- Ability cost/availability rebalance (most cheaper, some more expensive ex: Lightning
Strike etc).
- Spell Casting costs 15 skill points to increase.
- Leader/Hero Stat increase costs:
- ATK: 5 skill points
- DEF: 10 skill points
- DMG: 10 skill points
- RES: 5 skill points
- HP: 10 skill points
- MP: 3 skill points

Unit Promotions:
- Units require 10 experience for each promotion.
- Units gain no experience from units with a level lower by 3.
- Units gain 1 experience from units with a level lower by 2.
- Units gain 2 experience from units with a level lower by 1.
- Units gain 5 experience from units of the same level.
- Units gain 5 experience for each additional level of the target unit.
- For the unit gaining experience, a silver medal counts as an additional level.
- Units always gain at least 1 experience from a level 2 unit.
- Units always gain at least 2 experience from a level 3 unit.
- Units always gain at least 5 experience from a level 4 unit.
- Half the experience is carried over across promotions.
- Unit Promotion Stat Increases:
- Silver - Gold
- ATK: + 1 ATK + 1 ATK
- DEF: + 1 DEF -----
- DMG: ----- + 1 DMG
- RES: +1 RES + 1 RES
- HP: + 1 HP + 1 HP

Ranged Attacks:
- Archery changed to 2 ATK / 2 DMG / 2 projectiles.
- Hurl Stones changed to 1 ATK / 1 DMG / 4 projectiles.
- Poison Darts changed to 2 ATK / 1 DMG / 3 projectiles.
- Flamethrowing changed to 8 ATK / 2 DMG / 1 projectile.
- Breath Attacks changed to 7 ATK / 6 DMG / 1 projectile.
- Venomous Spit changed to 6 ATK / 4 DMG / 1 projectile.
- Hurl Boulder changed to 3 ATK / 8 DMG / 1 projectile.
- Shoot Javelin has 8 ATK / 6 DMG / 1 projectile.
- Shoot Black Javelin has 8 ATK / 6 DMG / 1 projectile.

Status Effects:
- Nature's Blessing lasts 5 turns.
- Bloodlust lasts 5 turns.
- Burning changed to 10 ATK / 1 DMG.
- Frozen lasts 3 turns.

Abilities:
- Self Destruct changed to 8 ATK / 8 DMG.
- Turn Undead I/II//III/IV changed to ATK/DMG of 6/4, 7/5, 8/6, 9/7, respectively.
- Invoke Death changed to 9 ATK.
- Dominate changed to 5 ATK.
- Charm changed to 6 ATK.
- Dragon/Dragon Slaying replaced with Monster/Monster Slaying (applies to
“monstrous units”, notable exceptions are creatures deemed ‘civilized’ enough to not be
monstrous, ie: Centaurs and Great Eagles who are described as belonging to a race of
their own and highly intelligent/benevolent).

Vision:
- Active vision range is reduced by 1 hex for all units, structures, and spells.
- Passive vision range is always 1 hex larger than active vision range.
- All flying units have Vision IV

General Level 1 Unit changes


- Most small infantry units get Concealment
- Frostlings also get Snow Concealment
- Lizardmen infantry also get Water Concealment
- Goblins also get Underground Concealment
- Infantry with shields have +1 Defense and Parry
- Azrac infantry get 1 less DEF than others, and +4MP
- Lizardmen and Goblin infantry get 1 less RES than others
- Halflings get an additional +1 DEF and -1 DMG
- Infantry have -1 Resistance (except Elves, Dark Elves, Dwarves, Halflings, and
Undead)
- Infantry get Fearless at Silver Medal
- Azracs and Highmen start with Fearless
- Goblins at Gold Metal instead
- Infantry get bonus abilities at Gold Medal
- Non-melee ranged infantry (archers/slingers/darters/etc) get Strike at Gold Medal
-Undead Archer replaced with Necromancer (non-melee Black Bolts)
- Battering Ram has -1 Resistance, +5HP, and +6MP, and bonus abilities at
Silver/Gold Medal
- Lizards have a Turtle Battering Ram
- Dwarves get Drill instead of Battering Ram
- Dire Wolf added (Monster Lair)
- Some level 1 units have additional changes (see unit tables for full details).

General Level 2 changes


- Some units have Leadership. (All units with Leadership have ATK lowered by 1, which
they regain from the ability itself).
- Human Priest
- Azrac Priest
- Frostling Shaman
- Elf Priest
- Dwarf Cleric
- Highman Saint
- Dark Elf Storm Priest
- Undead Doom Priest
- Mages have Poison Protection, Concealment, and different Bolt types
- Added Marksmanship I, Fearless (Goblins at Gold) and a bonus ability at
Silver Medal
- Added Magic Protection (except Goblins & Lizards), Marksmanship III, and a
bonus ability at Gold Medal
- Horsemen have -1 Resistance and -1 Defense,
- Added Fearless, Parry and Vision I at Silver Medal
- Added Vision II and a bonus ability at Gold Medal
- Only some horsemen have Concealment
- Catapult replaced with Engineers (Builder/Trebuchet type unit)
- Azracs have War Elephant instead of Catapult, and Engineers instead of
Ballista
- Lizardmen, Goblins and Undead do not have Engineers
- Goblins have Waste Spewer instead of Engineers
- Dwarves have Engineers instead of Ballista
- Undead have Mummy instead of Ballista, and better Skull Thrower
- Ballistas cost halved, -1 Resistance, +6 Movement
- Greater Spirit Puppet added (teleporter/mana node potential raze defender, dungeons,
etc)
- Some level 2 units have additional changes (see unit tables for full details).

General Level 3 changes


- Human Charlatan changed to Great Explorer.
- Dark Elf Shadow replaced with Stormlord.
- Some units have Leadership (All units with Leadership have ATK lowered by 1, which
they regain from the ability itself):
- Human Charlatan
- Frostling Frost Queen
- Dark Elf Stormlord
- Dark Elf Spider Queen
- Undead Demon
- Werewolf added (dungeons, etc)
- Stat/ability/cost rebalance for many level 3 units (see Unit Tables for full details).

General Level 4 changes


- All produced Level 4 units have a ranged attack (except Incarnate and Karagh).
- All produced Level 4 units have wall breaching capabilities.
- Some units have Leadership (All units with Leadership have ATK lowered by 1, which
they regain from the ability itself):
- Yaka Avatar
- First Born
- Red Dragon
- Silver Dragon added (teleporter/mana node potential raze defender, dungeons, etc)
- Resurrected Dragon added (death node/altar potential raze defender, dungeons, etc)
- Major stat/ability/cost rebalance for many level 4 units (see Unit Tables for full
details).

Boats
- Major rebalance, including melee strike ability (can no longer be enchanted with Free
Movement/Wind Walking/Fire Halo etc. See Unit Tables for full details).

Items
- Over 20+ all new items (original GFX by me)
- More new items (GFX by naru blutwind)
- Many existing items edited, but most ‘crowd favourites’ left unchanged.

AI: (unchanged from AoW+ 1.45.0129)


- AI players will be more active with their heroes, especially when playing without
leaders.
- Scouting is the default setting for disbanded units with at least Neutral relations.

Other miscellaneous changes


- Reserved campaign portraits can be selected when creating leaders.
- In the Realm Overview window, income from Builders Guilds and Shipyards is
merged and called Producing.
- In the City Overview window, singular race names have been replaced with plural
names.
- The city status Enslaved has been replaced with Oppressed.
- Nonstandard map sizes are properly identified at scenario selection.
- Miscellaneous minor game text revisions
- Demo song ‘In the Company of Elves added
- Revised Black Dragon icon
- Revised Editor start-up image
- Save location changed to Age of Wonders/X/Save folder

Campaign (unchanged from AoW+ 1.45.0129)

AoWx loads all AoW+ 1.45.0129 campaign files from the Campaign subdirectory in the
Age of Wonders/X/Campaign folder. In order to play a different campaign, simply
replace the entire folder.

Keepers Campaign:
- After playing as the Lizards, players may realign with Julia and continue as a
Keeper.
- The Cult will never face Bormac's armies since Bormac is either recruited or never
encountered.
- The campaign map locations of the Valley of Wonders scenario for Highmen and
Undead have been corrected.
- Talic will always appear as an enemy in the Valley of Wonders.
- When playing as the Undead, Melenis will appear as a player hero in the scenario
Opposition.
- When not playing as the Undead, the Cult of Storms is allied with the Undead in the
Valley of Wonders.
Cult of Storms Campaign:
- After playing as the Lizards, players may realign with Meandor and continue as a
Stormlord.
- Bormac will appear in the Valley of Wonders if not previously encountered.
- Elric will always appear as an enemy in the Valley of Wonders.
- Inconsistencies related to the timing of Undead Melenis and the Wizard College have
been resolved.
- When not playing as the Highmen, the Keepers are allied with the Highmen and
Humans in the Valley of Wonders.

Both Campaigns:
- Selectable player character races are Elf, Dark Elf, Highman, Human, and Undead.
- The player character or antagonist Elric has been given the title "the Chosen".
- The player character or antagonist Talic has been given the title "the Assassin".
- When playing as the Undead, previously played races will abandon the player.
- When not playing as the Undead, previously played races will always be Friendly.
- In the Valley of Wonders, the Human AI player is weaker and more defensive.
- In the Valley of Wonders, either the Undead or Highmen AI player is stronger and
more aggressive.
- Several scenarios have been tweaked for better gameplay.
- Several texts have been rewritten in accordance with changes made to the
campaigns.

Transfers between Scenarios:


- Points for transfers between maps have been adjusted for all maps.
- It is always possible to spend all transfer points on gold.
- Only 50 mana can be transferred.
- Heroes cost 100 points to transfer regardless of level.
- Items are cheaper to transfer.
- Level 4 units can be transferred.
- Units to transfer can be selected from a list containing up to 50 units.
III - Detailed Unit Tables & Race Synopsis

Humans
Level 1

Human Archer
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Human Unit 2 1 4 1 4 2
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / 8
26 5 26 5 26 5

Abilities: Archery, Concealment,


Walking
Silver Medal Fearless, Marksmanship I
Gold Medal Marksmanship II, Strike

Human Swordsman
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Human Unit 4 3 5 3 6 4
Level / Upkeep: 1 / 2 3 2 4 3 4 4
Cost: - / 8
26 5 26 5 26 5

Abilities: Concealment, Parry,


Strike, Walking
Silver Medal Fearless
Gold Medal Extra Strike

Battering Ram
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / 11
26 15 26 15 26 15

Abilities: Cold Protection, Fearless, Poison Immunity,


Walking, Wall Crushing
Silver Medal Physical Protection
Gold Medal Fire Protection
Human Pikeman
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Human Unit 4 3 5 3 6 4
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: 8 / 8
26 5 26 5 26 5

Abilities: Concealment, First Strike,


Strike, Walking
Silver Medal Fearless
Gold Medal Parry

Level 2

Human Priest
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Human Unit *2 2 *3 2 *4 3
Level / Upkeep: 2 / 5 2 4 3 5 3 6
Cost: 17 / 17
26 5 26 5 26 5

Abilities: Concealment, Dispel Magic I, Healing, *Leadership, Magic Bolts, Magic


Strike, Poison Protection, Strike, Turn Undead I, Walking
Silver Medal Charm, Dispel Magic II, Fearless, Marksmanship I, Turn Undead II
Gold Medal Dispel Magic III, Dominate, Magic Protection, Marksmanship III, Turn
Undead III

Human Medium Cavalry


No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Human Unit 5 3 6 3 7 4
Level / Upkeep: 2 / 5 2 2 4 3 4 4
Cost: 17 / 17
36 8 36 8 36 8

Abilities: Charge, Strike, Walking


Silver Medal Fearless, Parry, Vision I
Gold Medal Monster Slaying, Vision II
Engineers
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 2 3 3
Cost: 45 / 45
26 7 26 7 26 7

Abilities: Cold Protection, Construct, Fearless, Hurl Boulder, Poison Immunity,


Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II

**Replaces Catapult **

Ballista
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 3 3 4
Cost: 36 / 36
26 7 26 7 26 7

Abilities: Cold Protection, Fearless, Poison Immunity, Shoot Javelin, Walking


Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 3

Human Great Explorer


No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Human Unit *3 2 *4 2 *5 3
Level / Upkeep: 3 / 10 3 4 4 5 4 6
Cost: 50 / 50
30 7 30 7 26 7

Abilities: Bard's Skills, Charm, Concealment, Fire Musket, Forestry, *Leadership,


Monster Slaying, Mountaineering, Poison Protection, Strike, Swimming,
Vision I, Walking
Silver Medal Dominate, Fearless, Marksmanship I
Gold Medal Marksmanship II, Parry
Human Cavalier
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Human Unit 6 4 7 4 8 5
Level / Upkeep: 3 / 10 6 4 7 5 7 6
Cost: 95 / 95
36 12 36 12 36 12

Abilities: Charge, Fearless, Monster Slaying, Parry, Strike, Walking


Silver Medal Vision I
Gold Medal Archery, Cause Fear, Vision II

Human Musketeer
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Human Unit 4 2 5 2 6 3
Level / Upkeep: 3 / 10 2 2 3 3 3 4
Cost: 25 / 25
26 5 26 5 26 5

Abilities: Concealment,
Fire Musket, Strike,
Walking
Silver Medal Fearless,
Marksmanship I
Gold Medal Marksmanship III

Level 4

Human Air Galley


No Medal Silver Medal Gold Medal
Alignment: None
Type: Human Machine 1 1 2 1 3 2
Level / Upkeep: 4 / 15 5 1 6 2 6 3
Cost: 230 / 230
40 10 40 10 40 10

Abilities: Cold Protection, Fearless, Flying, Poison Immunity, Shoot Javelin,


Transport (7 units), Vision IV
Silver Medal Marksmanship I
Gold Medal Marksmanship II
Leader / Hero Default

Alignment: Neutral
Type: Human Leader Hero
Leader/Hero *2 3 3 3
Level / Upkeep: 3 3 3 3
1-50 / 1 per level
Cost: Free Join 36 10 36 10

Leader: *Leadership, Strike, Walking

Hero: Strike, Walking

Hostile Terrain Morale Modifiers


Disliked (-20 Morale) Hated (-40 Morale)
Ice Wasteland
Snow
Desert
All Underground
Synopsis
Diplomacy: As the Humans are a far more fragmented race with different beliefs and ideals, they are
Polite towards one another rather than immediately Friendly. Highmen however are always ready to
come to their aid, though Humans aren’t always so eager to join the Highmen (Polite). They are the only
race to develop trade relations with the Lizards (Polite). Their troubled history with the Elves causes
them to be Wary of them, and Hateful of the Dark Elves. While the Humans are largely indifferent
towards the Dwarves (Neutral), the Dwarves have not forgotten their conflicts (Wary). They are
somewhat more susceptible to the allure of Undeath, being only Wary of the Undead.

Units: Level 1/2 Human production remains decidedly average. Level 3 Human production is well-
rounded with the versatile Great Explorer, the very inexpensive Musketeer, and the powerful Cavalier.
The Air Galley, though fragile, is a very quick logistical powerhouse, especially when paired with Town
Gate.

Key Changes:
- Catapult replaced with Engineers
- Great Explorer replace Charlatans
- Musketeers made to be extremely cheap
- Air Galley nerfed combat-wise, but improved for logistics (faster movement, increased vision)
- Highmen join for free and are more likely to be allies, while independent Humans are only Polite

- Two Leadership units (Priest, Great Explorer)


- One Bard’s Skills unit (Great Explorer)
- No monstrous units
- Two monster slayers (Great Explorer, Cavalier)
Azracs
Level 1

Azrac Archer
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Azrac Unit 3 1 4 1 5 2
Level / Upkeep: 1 / 2 1 2 2 3 2 5
Cost: - / 7
30 5 30 5 30 5

Abilities: Archery, Concealment, Fearless, Fire Protection, Walking


Silver Medal Marksmanship I
Gold Medal Marksmanship II, Strike

Azrac Swordsman
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Azrac Unit 5 3 6 3 7 4
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / 7
30 5 30 5 30 5

Abilities: Concealment, Fearless, Fire Protection, Parry, Strike, Walking


Silver Medal
Gold Medal Charge

Elephant
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 3 3 4 3 5 4
Level / Upkeep: 1 / 2 1 1 2 2 2 3
Cost: 19 / 19
30 9 30 9 30 9

Abilities: Monster, Strike, Walking, Wall Crushing


Silver Medal
Gold Medal Charge, Fearless

** Switched with Scorpion production slot, must be installed **


Scorpion
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 3 3 4 3 5 4
Level / Upkeep: 1 / 2 3 2 4 3 4 4
Cost: - / 8
24 5 24 5 24 5

Abilities: Cave Crawling, Fearless, Fire Protection, Monster, Poison Immunity, Poison
Strike, Strike, Walking, Wall Climbing
Silver Medal
Gold Medal Cause Fear

** No longer needs to be installed **

Level 2

Azrac Priest
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Azrac Unit *3 2 *4 2 *5 3
Level / Upkeep: 2 / 5 1 4 2 5 2 6
Cost: 17 / 17
30 5 30 5 30 5

Abilities: Call Flames, Concealment, Dispel Magic I, Fearless, Fire Immunity,


Healing, *Leadership, Magic Strike, Strike, Turn Undead I, Walking
Silver Medal Dispel Magic II, Marksmanship I, Turn Undead II
Gold Medal Dispel Magic III, Fire Breath, Magic Protection, Marksmanship III, Turn
Undead III

Azrac Rider
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Azrac Unit 6 3 7 3 8 4
Level / Upkeep: 2 / 5 1 2 2 3 4 4
Cost: 17 / 17
40 8 40 8 40 8

Abilities: Charge, Fearless, Fire Protection, Strike, Walking


Silver Medal Parry, Vision I
Gold Medal Extra Strike, Vision II
War Elephant
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 3 3 4 3 5 4
Level / Upkeep: 2 / 5 1 1 2 2 2 3
Cost: 39 / 39
30 9 30 9 30 9

Abilities: Hurl Boulder, Monster, Strike, Walking,


Wall Crushing
Silver Medal Marksmanship I
Gold Medal Charge, Fearless, Marksmanship II

Engineers
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 2 3 3
Cost: 45 / 45
26 7 26 7 26 7

Abilities: Cold Protection, Construct, Fearless, Hurl Boulder, Poison Immunity,


Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II

**Replaces Catapult **

Level 3

Beholder
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 5 6 6 6 7 7
Level / Upkeep: 3 / 10 2 7 3 8 3 9
Cost: 106 / 106
24 15 24 7 24 15

Abilities: Cause Fear, Death Protection, Death Strike, Doom Gaze, Fire Protection,
Floating, Monster, Night Vision, Strike, True Seeing, Vision I, Wall Crushing
Silver Medal Marksmanship I, Vision II
Gold Medal Marksmanship II, Vision III
Djinn
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 5 4 6 4 7 5
Level / Upkeep: 3 / 10 4 6 5 7 5 8
Cost: 48 / 48
32 10 32 10 32 10

Abilities: Bard’s Skills, Floating, Magic Bolts, Magic Strike, Strike


Silver Medal Magic Protection, Marksmanship I
Gold Medal Magic Immunity, Marksmanship II

Sandworm
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 4 5 5 5 6 6
Level / Upkeep: 3 / 10 3 3 4 4 4 5
Cost: 55 / 55
26 12 26 12 26 12

Abilities: Cave Crawling, Charge, Concealment, Desert Concealment, Fire Protection,


Grass Concealment, Monster, Night Vision, Poison Protection, Poison
Strike, Snow Concealment, Steppe Concealment, Strike, Tunneling,
Underground Concealment, Walking, Wall Crushing, Wasteland
Concealment
Silver Medal Fearless
Gold Medal Cause Fear

Level 4

Yaka Avatar
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature *7 6 *8 6 *9 7
Level / Upkeep: 4 / 15 5 8 6 9 6 10
Cost: 200 / 200
32 20 32 20 32 20

Abilities: Call Flames, Dominate, Fearless, Fire Immunity, Ignition, *Leadership,


Magic Bolts, Magic Strike, Monster Slaying, Strike, Vision II, Walking, Wall
Crushing
Silver Medal Death Protection, Holy Protection, Lightning Protection, Marksmanship I
Gold Medal Death Immunity, Holy Immunity, Lightning Immunity, Marksmanship II
Leader / Hero Default

Alignment: Neutral
Type: Azrac Leader Hero
Leader/Hero *4 3 5 3
Level / Upkeep: 1 3 1 3
1-50 / 1 per level
Cost: Free Join 40 10 40 10

Leader: Fearless, Fire Protection, *Leadership, Spellcasting I. Strike,


Walking
Hero: Fearless, Fire Protection, Strike, Walking

Hostile Terrain Morale Modifiers


Disliked (-20 Morale) Hated (-40 Morale)
Wasteland Ice/Snow
Underground (except Ice)
Synopsis
Diplomacy: The Azracs are rather xenophobic and as such are Wary of most races, except Neutral
alignment races (Neutral). While not all races return this disdain, many have not forgotten past
conflicts with the Azracs. They are also especially Hateful of the Undead.

Units: Azrac units are quick due to their lack of armor, at the expense of reduced defense. They field
fierce and fearless warriors, and make use of many powerful, monstrous units. The Yaka Avatar is
aversatile top tier production.
Key Changes:
- Increased movement speed for infantry
- Reduced DEF/RES and Monster status for Elephants, must also be installed
- Scorpion gains Wall Climbing
- Catapult replaced with War Elephant
- Ballista replaced with Engineers
- Priests have Call Flames
- Beholder gets Wall Crushing
- Sandworm gets most Concealments
- Yaka Avatar gets more abilities
- Poor diplomacy

- Two Leadership units (Priest, Yaka Avatar)


- One Bard’s Skills unit (Djinn)
- Five monstrous units (Scorpion, Elephant, War Elephant, Beholder, Sandworm)
- One monster slayer (Yaka Avatar)
Lizardmen
Level 1

Lizardman Archer
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Lizard Unit 2 1 3 1 4 2
Level / Upkeep: 1 / 2 2 1 3 1 3 2
Cost: - / 8
26 5 26 5 26 5

Abilities: Archery, Concealment, Swimming, Walking, Water Concealment


Silver Medal Fearless, Marksmanship I
Gold Medal Concealment, Marksmanship II, Strike

Lizardman Swordsman
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Lizard Unit 4 3 5 3 6 4
Level / Upkeep: 1 / 2 3 1 4 2 4 3
Cost: - / 8
26 5 26 5 26 5

Abilities: Concealment, Parry, Strike,


Swimming, Walking, Water
Concealment
Silver Medal Fearless
Gold Medal Concealment

Turtle Battering Ram


No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 1 1 2 1 3 2
Level / Upkeep: 1 / 2 3 3 4 4 4 5
Cost: - / 12
20 15 20 15 20 15

Abilities: Monster, Swimming, Walking, Wall Crushing, Water Concealment


Silver Medal Fearless, Strike
Gold Medal
Giant Slug
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 3 3 4 3 4 4
Level / Upkeep: 1 / 2 1 2 2 2 2 4
Cost: 6 / 6
20 5 20 5 20 5

Abilities: Cave Crawling, Monster, Poison Protection, Poison Strike, Strike,


Venomous Spit, Walking, Wall Climbing
Silver Medal Marksmanship I
Gold Medal Marksmanship II, Poison Immunity

Level 2

Lizardman Shaman
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Lizard Unit 3 2 4 2 5 3
Level / Upkeep: 2 / 5 2 3 3 4 3 5
Cost: 18 / 18
26 5 26 5 26 5

Abilities: Concealment, Dispel Magic I, Healing, Magic Bolts, Magic Strike, Poison
Immunity, Strike, Swimming, Turn Undead I, Walking, Water Concealment
Silver Medal Dispel Magic II, Fearless, Turn Undead II, Marksmanship I
Gold Medal Dispel Magic III, Gas Breath, Marksmanship II, Turn Undead III

Lizardman Frog Rider


No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Lizard Unit 5 3 6 3 7 4
Level / Upkeep: 2 / 5 2 1 4 2 4 3
Cost: 15 / 15
32 7 32 7 32 7

Abilities: Charge, Strike, Swimming,


Walking Water Concealment
Silver Medal Fearless, Parry, Vision I
Gold Medal Concealment, Poison Strike,
Vision II
Turtle Catapult
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 2 2 3 8 4 3
Level / Upkeep: 2 / 5 3 3 4 4 4 5
Cost: 30 / 30
20 8 20 8 20 8

Abilities: Hurl Boulder, Monster, Swimming, Strike, Walking, Water Concealment


Silver Medal Fearless, Marksmanship I
Gold Medal Marksmanship II

Turtle Ballista
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 2 2 3 2 4 3
Level / Upkeep: 2 / 5 3 3 4 4 4 5
Cost: 34 / 34
20 8 20 8 20 8

Abilities: Monster, Shoot Javelin, Strike, Swimming, Walking, Water Concealment


Silver Medal Fearless, Marksmanship I
Gold Medal Marksmanship II

Level 3

Salamander
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 7 5 8 5 9 6
Level / Upkeep: 3 / 10 4 5 5 6 5 7
Cost: 65 / 65
30 10 30 10 30 10

Abilities: Fearless, Fire Immunity, Fire Strike, Ignition, Monster, Monster Slaying,
Parry, Strike, Walking
Silver Medal Round Attack
Gold Medal Charge, Leadership
Lurker
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 5 6 6 6 7 7
Level / Upkeep: 3 / 10 3 3 4 4 4 5
Cost: 55 / 55
32 10 32 10 32 10

Abilities: Concealment, Monster, Poison Protection, Poison Strike, Strike, Swimming,


Venomous Spit, Walking, Water Concealment
Silver Medal Poison Immunity
Gold Medal Gas Breath

Green Wyvern
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 4 5 5 5 6 6
Level / Upkeep: 3 / 10 4 6 5 7 5 8
Cost: 98 / 98
36 12 36 12 36 12

Abilities: Monster, Fearless, Flying, Poison Immunity, Poison Strike, Strike, Vision IV
Silver Medal Cause Fear
Gold Medal Charge, Monster Slaying

Level 4

Basilisk
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 7 5 8 5 8 6
Level / Upkeep: 4 / 15 6 5 7 6 7 7
Cost: 203 / 203
36 24 36 24 36 24

Abilities: Doom Gaze, Fearless, Monster, Monster Slaying, Night Vision, Poison
Immunity, Poison Strike, Strike, Swimming, True Seeing, Walking, Wall
Crushing, Water Concealment
Silver Medal Charge, Marksmanship I
Gold Medal Marksmanship II
Leader / Hero Default

Alignment: Neutral
Type: Lizard Leader Hero
Leader/Hero *4 3 4 3
Level / Upkeep: 3 1 3 1
1-50 / 1 per level
Cost: Free Join 32 11 32 11

Leader: *Leadership, Strike, Swimming, Walking, Water Concealment

Hero: Strike, Swimming, Walking, Water Concealment

Hostile Terrain Morale Modifiers


Disliked (-20 Morale) Hated (-40 Morale)
Desert Ice/Snow
Underground (except Ice) Wasteland
Synopsis
Diplomacy: The Lizards have benefited from trade with Humans, and as such are Polite towards one
another. They are Neutral towards some races, but are Wary of Halflings, Goblins, and Frostlings
due to territorial feuds. They are Wary of the Highmen as well, and Hate the Undead.
Units: Lizardmen are at a great advantage when using their Concealments to launch surprise
attacks from bodies of water. Their low tier productions are otherwise average, with exception to
their artillery. Their level 3 productions are capable if unspectacular, and the Basilisk is a fearsome
addition to a coastal conquest.
Key changes:
- Most units have Water Concealment
- Battering Ram replaced with Turtle Ram
- Giant Slug has Wall Climbing
- Salamander improved
- Basilisk has added abilities

- No Leadership units (aside from Leader)


- No Bard’s Skills units
- Eight monstrous units (Turtle Ram, Giant Slug, Turtle Catapult, Turtle Ballista, Lurker,
Salamander, Wyvern, Basilisk)
- Two monster slayers (Salamander, Basilisk)
Frostlings
Level 1

Frostling Archer
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Frostling Unit 2 1 3 1 4 2
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / 5
24 5 24 5 24 5

Abilities: Archery, Cold Protection, Concealment, Snow Concealment, Walking


Silver Medal Fearless, Marksmanship I
Gold Medal Marksmanship II, Strike

Frostling Swordsman
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Frostling Unit 4 3 5 3 5 4
Level / Upkeep: 1 / 2 3 2 4 3 4 4
Cost: - / 5
24 5 24 5 24 5

Abilities: Cold Protection, Concealment, Parry, Snow Concealment,


Strike, Walking
Silver Medal Fearless
Gold Medal Round Attack, Strike

Battering Ram
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / 11
26 15 26 15 26 15

Abilities: Cold Protection, Fearless, Poison Immunity,


Walking, Wall Crushing
Silver Medal Physical Protection
Gold Medal Fire Protection
Dire Penguin
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 3 2 4 2 5 3
Level / Upkeep: 1 / 2 1 3 2 4 2 5
Cost: 7 / 7
24 5 24 5 24 5

Abilities: Cold Protection, Fearless, Monster, Strike,


Swimming, Walking,
Water Concealment
Silver Medal Cause Fear
Gold Medal Concealment

Level 2

Frostling Shaman
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Frostling *2 2 *3 2 *4 3
Unit 2 4 3 5 3 6
Level / Upkeep: 2 /
5 24 5 24 5 24 5
Cost: 15 / 15

Abilities: Cold Immunity, Cold Strike, Concealment, Dispel Magic I, Frost Bolts,
Healing, *Leadership, Magic Strike, Poison Protection, Snow Concealment,
Strike, Turn Undead I, Walking
Silver Medal Dispel Magic II, Fearless, Marksmanship I, Turn Undead II
Gold Medal Cold Breath, Dispel Magic III, Magic Protection, Marksmanship II,
Turn Undead III

Frostling Wolf Rider


No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Frostling Unit 5 3 6 3 7 4
Level / Upkeep: 2 / 5 2 2 4 3 4 4
Cost: 16 / 16
32 7 32 7 32 7

Abilities: Charge, Cold Protection, Concealment, Forestry,


Snow Concealment, Strike, Walking
Silver Medal Fearless, Parry, Vision I
Gold Medal Extra Strike, Vision II
Engineers
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 2 3 3
Cost: 45 / 45
26 7 26 7 26 7

Abilities: Cold Protection, Construct, Fearless, Hurl Boulder, Poison Immunity,


Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II

**Replaces Catapult **

Ballista
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 3 3 4
Cost: 36 / 36
26 7 26 7 26 7

Abilities: Cold Protection, Fearless, Poison Immunity, Shoot Javelin, Walking


Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 3

Yeti
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 6 6 7 6 8 7
Level / Upkeep: 3 / 10 4 4 5 5 5 6
Cost: 85 / 85
32 13 32 13 28 13

Abilities: Cause Fear, Cold Immunity, Cold Strike, Concealment, Forestry, Monster,
Mountaineering, Snow Concealment, Strike, Walking, Wall Crushing
Silver Medal Charge, Fearless
Gold Medal Hurl Boulder
Frost Queen
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Frostling Unit *3 3 *4 3 *5 4
Level / Upkeep: 3 / 10 3 6 4 7 4 8
Cost: 65 / 65
28 8 28 8 28 8

Abilities: Bard’s Skills, Cold Immunity, Cold Strike, Concealment, Frost Bolts,
Healing, *Leadership, Marksmanship II, Monster Slaying, Path of Frost,
Seduce, Snow Concealment, Strike, Swimming, Walking
Silver Medal Charm, Marksmanship III
Gold Medal Dominate, Marksmanship IV

Nordic Glow
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 4 4 5 4 6 5
Level / Upkeep: 3 / 10 5 6 6 7 6 8
Cost: 78 / 78
36 7 36 7 36 7

Abilities: Cold Immunity, Fearless, Fire Immunity, Flying, Magic Strike, Physical
Protection, Poison Immunity, Strike, Vision IV
Silver Medal Regeneration
Gold Medal

Level 4

Ice Drake
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 7 4 8 4 9 5
Level / Upkeep: 4 / 15 5 4 6 5 6 6
Cost: 225 / 225
36 17 36 17 36 17

Abilities: Cold Breath, Cold Immunity, Cold Strike, Monster, Fearless,


Flying, Strike, Vision IV
Silver Medal Cause Fear
Gold Medal Monster Slaying, Parry
Leader / Hero Default

Alignment: Neutral
Type: Frostling Leader Hero
Leader/Hero *2 3 3 3
Level / Upkeep: 3 3 3 3
1-50 / 1 per level
Cost: Free Join 32 9 32 9

Leader: Bard’s Skills, Cold Protection, Concealment, Forestry,


*Leadership, Snow Concealment, Spellcasting I, Strike, Walking,
Hero: Cold Protection, Concealment, Forestry, Snow Concealment,
Strike, Walking,

Hostile Terrain Morale Modifiers


Disliked (-20 Morale) Hated (-40 Morale)
Underground (except Ice) Desert
Wasteland
Synopsis
Diplomacy: The Frostlings are Wary of the Dwarves, Lizards, and Goblins due to territorial disputes,
though not the Halflings (Neutral). They are Wary of Highmen, and Hate the Undead.
Units: Frostlings are quite resilient for their size, though this only makes their infantry average by
any other standard. Their Wolf Riders are not particularly strong but notably have Concealment. Frost
Queen become particularly useful now that Frostlings have Snow Concealment, along with morale
penalties to most other races in snow. Their Level 3 productions are overall quite versatile, while the
Ice Drake becomes more menacing with Cold Strike.
Key changes:
- Snow Concealment for most units
- Water Concealment for Dire Penguins
- Concealment for Wolf Riders and Yetis
- Ice Drake gains Cold Strike
- Ice Drake is now a ‘Frostling creature’ (instead of ‘No Race creature’), which makes them less prone
to morale penalties

- Two Leadership units (Shaman, Frost Queen)


- One Bard’s Skills unit (Frost Queen, plus Leader)
- Three monstrous units (Dire Penguin, Yeti, Ice Drake)
- One monster slayer (Frost Queen)
Elves
Level 1

Elf Archer
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Elf Unit 3 1 4 1 5 2
Level / Upkeep: 1 / 2 2 4 3 5 3 6
Cost: - / 9
26 5 26 5 26 5

Abilities: Archery, Concealment, Forestry, Marksmanship I, Walking


Silver Medal Fearless, Marksmanship II
Gold Medal Marksmanship III, Strike

Elf Swordsman
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Elf Unit 5 2 6 2 7 3
Level / Upkeep: 1 / 2 3 4 4 5 4 6
Cost: - / 8
26 5 26 5 26 5

Abilities: Concealment, Forestry, Parry, Strike, Walking


Silver Medal Fearless,
Gold Medal Archery, Marksmanship I

Battering Ram
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / 11
26 15 26 15 26 15

Abilities: Cold Protection, Fearless, Poison Immunity,


Walking, Wall Crushing
Silver Medal Physical Protection
Gold Medal Fire Protection
Nymph
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 4 2 5 2 6 3
Level / Upkeep: 1 / 2 1 5 2 6 2 7
Cost: 7 / 7
26 5 26 5 26 5

Abilities: Bard’s Skills, Concealment, Forestry, Seduce,


Strike, Walking
Silver Medal Charm, Fearless
Gold Medal Dominate

Level 2

Elf Cleric
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Elf Unit *2 2 *3 2 *4 3
Level / Upkeep: 2 / 5 2 5 3 6 3 7
Cost: 18 / 18
26 5 26 5 26 5

Abilities: Concealment, Dispel Magic I, Entangle, Forestry, Healing, *Leadership,


Magic Bolts, Poison Protection, Magic Strike, Strike, Turn Undead I,
Walking
Silver Medal Dispel Magic II, Fearless, Magic Protection, Marksmanship I,
Poison Immunity, Turn Undead II
Gold Medal Dispel Magic III, Marksmanship IV, Turn Undead III

Elven Scout
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Elf Unit 6 2 7 2 8 3
Level / Upkeep: 2 / 5 2 4 4 5 4 6
Cost: 17 / 17
36 7 36 7 36 7

Abilities: Charge, Concealment, Forestry, Strike, Vision I,


Walking
Silver Medal Fearless, Parry, Vision II
Gold Medal Archery, Marksmanship I, Vision III
Engineers
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 2 3 3
Cost: 45 / 45
26 7 26 7 26 7

Abilities: Cold Protection, Construct, Fearless, Hurl Boulder, Poison Immunity,


Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II

**Replaces Catapult **

Ballista
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 3 3 4
Cost: 36 / 36
26 7 26 7 26 7

Abilities: Cold Protection, Fearless, Poison Immunity, Shoot Javelin, Walking


Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 3

Fairy
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 5 2 4 2 5 3
Level / Upkeep: 3 / 10 5 6 6 7 6 8
Cost: 40 / 40
32 6 32 6 32 6

Abilities: Bard’s Skills, Concealment, Flying, Grass


Concealment, Healing, Magic Strike, Strike,
Vision IV
Silver Medal Dispel Magic I, Fearless
Gold Medal Parry, True Seeing
Elf Ranger
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Elf Unit 6 3 7 3 8 4
Level / Upkeep: 3 / 10 3 5 4 6 4 7
Cost: 55 / 55
30 8 30 8 30 8

Abilities: Archery, Concealment, Forestry, Marksmanship II, Monster Slaying,


Mountaineering, Poison Protection, Strike, Swimming, True Seeing, Vision
I, Walking
Silver Medal Fearless, Marksmanship III, Parry, Vision II
Gold Medal Marksmanship IV, Poison Strike, Vision III

Unicorn
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 6 4 7 4 8 5
Level / Upkeep: 3 / 10 4 8 5 9 5 10
Cost: 90 / 90
36 10 36 10 36 10

Abilities: Charge, Concealment, Forestry, Healing, Magic


Strike, Strike, True Seeing, Walking
Silver Medal Fearless
Gold Medal Holy Protection, Holy Strike

Level 4

Nature Elemental
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 5 5 6 5 7 6
Level / Upkeep: 4 /16 7 8 8 9 8 10
Cost: 210 / 210
32 15 32 15 32 15

Abilities: Cold Protection, Concealment, Entangle Strike, Fearless, Fire Protection,


Forestry, Healing, Hurl Boulder, Lightning Protection, Monster, Path of Life,
Poison Immunity, Regeneration, Strike, Walking, Wall Crushing
Silver Medal Death Protection, Holy Protection
Gold Medal Cold Immunity, Holy Immunity
Leader / Hero Default

Alignment: Good
Type: Elf Leader Hero
Leader/Hero *2 2 3 2
Level / Upkeep: 2 4 2 4
1-50 / 1 per level
Cost: Free Join 36 10 36 10

Leader: Concealment, Forestry, *Leadership, Spellcasting I, Strike,


Walking,
Hero: Concealment, Forestry, Strike, Walking,

Hostile Terrain Morale Modifiers


Disliked (-20 Morale) Hated (-40 Morale)
Underground Wasteland
Ice/Snow
Desert
Synopsis
Diplomacy: Elves are Wary of Humans and Azracs for transgressions both new and old. Elves and
Halflings share Friendly relations, and are Polite with Dwarves. While the Elves are welcoming to the
Highmen (Polite), they do not fully reciprocate (Neutral). They Hate evil races.
Units: Elf Archers remain elite relative to other races, while their Scouts notably have Concealment.
Their low tier productions are otherwise reliable if unspectacular. Their level 3 units are quite
versatile, but not overwhelmingly powerful. Their Nature Elemental however, can be devastating.
Key changes:
- Scouts have Concealment
- Fairies improved
- Rangers improved
- Nature Elemental has added abilities

- One Leadership unit (Priest)


- Two Bard’s Skills units (Nymph, Fairy)
- One monstrous unit (Nature Elemental)
- One monster slayer (Elf Ranger)
Halflings
Level 1

Halfling Slinger
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Halfling Unit 2 1 3 1 4 2
Level / Upkeep: 1 / 2 3 4 4 5 4 6
Cost: - / 6
24 5 24 5 24 5

Abilities: Concealment, Hurl


Stones, Walking

Silver Medal Fearless,


Marksmanship I
Gold Medal Marksmanship II,
Parry, Strike

Halfling Swordsman
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Halfling Unit 4 1 5 1 5 2
Level / Upkeep: 1 / 2 4 4 5 4 5 5
Cost: - / 5
24 5 24 5 24 5

Abilities: Concealment, Parry, Strike, Walking


Silver Medal Fearless
Gold Medal Hurl Stones

Battering Ram
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / 11
26 15 26 15 26 15

Abilities: Cold Protection, Fearless, Poison Immunity,


Walking, Wall Crushing
Silver Medal Physical Protection
Gold Medal Fire Protection
Halfling Pony Rider
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Halfling Unit 5 2 6 2 7 3
Level / Upkeep: 1 / 2 2 4 3 5 3 6
Cost: 12 / 12
32 6 32 6 32 6

Abilities: Charge, Strike, Walking


Silver Medal Fearless, Parry, Vision I
Gold Medal Vision II

Level 2

Halfling Cleric
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Halfling Unit 3 1 4 1 5 2
Level / Upkeep: 2 / 5 3 5 4 6 4 7
Cost: 15 / 15
24 5 24 5 24 5

Abilities: Bard’s Skills, Concealment, Dispel Magic I, Healing, Magic Bolts, Magic
Protection, Magic Strike, Poison Protection, Strike, Turn Undead I, Walking
Silver Medal Dispel Magic II, Fearless, Marksmanship I, Turn Undead II
Gold Medal Charm, Dispel Magic III, Marksmanship III, Turn Undead III

Satyr
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 4 3 5 3 5 4
Level / Upkeep: 2 / 5 2 6 3 6 3 7
Cost: 16 / 16-*/
26 6 26 7 26 8

Abilities: Bard's Skill, Charm, Concealment, Forestry, Monster, Mountaineering,


Strike, Walking
Silver Medal Fearless
Gold Medal Dominate
Engineers
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 2 3 3
Cost: 45 / 45
26 7 26 7 26 7

Abilities: Cold Protection, Construct, Fearless, Hurl Boulder, Poison Immunity,


Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II

**Replaces Catapult **

Ballista
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 3 3 4
Cost: 36 / 36
26 7 26 7 26 7

Abilities: Cold Protection, Fearless, Poison Immunity, Shoot Javelin, Walking


Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 3

Halfling Rogue
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Halfling Unit 5 2 6 2 7 3
Level / Upkeep: 3 / 10 5 4 6 5 6 6
Cost: 40 / 40
28 6 28 6 28 6

Abilities: Concealment, Desert Concealment, Grass Concealment, Hurl Stones,


Marksmanship II, Monster Slaying, Parry, Poison Strike, Snow
Concealment, Steppe Concealment, Strike, Underground Concealment,
Walking, Wall Climbing, Wasteland Concealment
Silver Medal Fearless, Marksmanship III
Gold Medal Marksmanship IV, Poison Darts
Halfling Eagle Rider
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Halfling Unit 5 4 6 4 7 5
Level / Upkeep: 3 / 10 2 5 3 6 3 7
Cost: 55 / 55
36 8 36 8 36 8

Abilities: Charge, Flying, Strike, Vision IV


Silver Medal Fearless, Parry
Gold Medal Monster Slaying

Centaur
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 6 3 7 3 8 4
Level / Upkeep: 3 / 10 4 6 5 6 5 7
Cost: 80 / 80
36 12 36 12 36 12

Abilities: Archery, Charge, Concealment, Forestry, Marksmanship II, Strike, Walking


Silver Medal Fearless, Marksmanship III, Vision I
Gold Medal Marksmanship IV, Vision II

Level 4

Leprechaun
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 10 2 10 2 10 3
Level / Upkeep: 4 / 15 10 10 10 10 10 10
Cost: 150 / 150
28 7 28 7 28 7

Abilities: Bard’s Skills, Death Protection, Dispel Magic III, Dominate, Fearless,
Forestry, Invisibility, Magic Bolts, Magic Strike, Marksmanship III, Monster
Slaying, Parry, Pass Wall, Poison Protection, Regeneration, Strike, Walking
Silver Medal Marksmanship IV
Gold Medal Death Immunity, Extra Strike
Leader / Hero Default

Alignment: Good
Type: Halfling Leader Hero
Leader/Hero *2 2 3 2
Level / Upkeep: 4 4 4 4
1-50 / 1 per level
Cost: Free Join 32 9 32 9

Leader: Bard’s Skills, *Leadership, Strike, Walking,

Hero: Bard’s Skills, Strike, Walking,

Hostile Terrain Morale Modifiers


Disliked (-20 Morale) Hated (-40 Morale)
Underground Wasteland
Ice/Snow
Desert
Synopsis
Diplomacy: Halflings and Elves share a strong Friendship, and are Polite with Dwarves. While Hate
all evil races, they are only otherwise Wary of the Lizards.
Units: Halfling level 1 production remains among the best in the game. While their level 2 and 3
productions are not especially strong, they are nevertheless quite useful. The Leprechaun gets a major
buff. Halfling units are cheap to produce.
Key changes:
- Swordsmen, Slingers and Clerics get +1 DEF.
- Pony Riders nerfed but still strong for level 1.
- Satyrs get Mountaineering
- Rogues buffed
- Leprechauns buffed

- No Leadership units (other than Leader)


- Three Bard’s Skills units (Satyr, Cleric, Leprechaun, plus Leader and Heroes)
- One monstrous unit (Satyr)
- Two monster slayers (Rogue, Leprechaun)
Dwarves
Level 1

Dwarf Archer
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Dwarf Unit 2 1 3 1 4 2
Level / Upkeep: 1 / 2 2 4 3 5 3 6
1
Cost: - / 10
24 6 24 6 24 6

Abilities: Archery, Cave Crawling, Concealment. Mountaineering,


Night Vision, Poison Protection, Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II, Strike

Dwarf Axeman
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Dwarf Unit 4 3 5 3 6 4
Level / Upkeep: 1 / 2 3 4 4 5 4 6
Cost: - / 10
24 6 24 6 24 6

Abilities: Cave Crawling, Concealment, Mountaineering,


Night Vision, Parry, Poison Protection, Strike, Walking
Silver Medal Fearless
Gold Medal Round Attack

Drill
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 5 2 5 3 6
Level / Upkeep: 1 / 2 2 3 3 4 4 5
Cost: - / 15
24 15 24 15 24 15

Abilities: Cold Protection, Fearless, Poison Immunity,


Tunnelling, Walking, Wall Crushing
Silver Medal Physical Protection
Gold Medal Fire Protection
Dwarf Berserker
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Dwarf Unit 4 4 5 4 6 5
Level / Upkeep: 1 / 2 1 4 2 5 2 6
Cost: 9 / 9
24 7 24 7 24 7

Abilities: Cave Crawling, Concealment, Fearless, Mountaineering, Night Vision,


Poison Protection, Round Attack, Strike, Walking
Silver Medal Parry
Gold Medal Extra Strike

Level 2

Dwarf Cleric
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Dwarf Unit *2 2 *3 2 *4 3
Level / Upkeep: 2 / 5 2 5 3 6 3 7
Cost: 23 / 23
24 6 24 6 24 6

Abilities: Cave Crawling, Concealment, Dispel Magic I, Fearless, Healing,


*Leadership, Magic Bolts, Magic Strike, Mountaineering, Night Vision,
Poison Protection, Strike, Turn Undead I, Walking
Silver Medal Dispel Magic II, Marksmanship I, Poison Immunity, Turn Undead II
Gold Medal Dispel Magic III, Magic Protection, Marksmanship III, Turn Undead III

Dwarf Boar Rider


No Medal Silver Medal Gold Medal
Alignment: Good
Type: Dwarf Unit 5 3 6 3 7 4
Level / Upkeep: 2 / 5 2 4 3 5 3 6
Cost: 21 / 21
32 9 32 9 32 9

Abilities: Cave Crawling, Charge, Mountaineering, Night


Vision, Poison Protection, Strike, Walking
Silver Medal Fearless, Parry, Vision I
Gold Medal Vision II, Wall Crushing
Bombardier
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 3 3 4 3 5
Cost: 42 / 52
24 10 24 10 24 10

Abilities: Cold Protection, Fearless, Fire Cannon, Poison Immunity, Walking


Silver Medal Marksmanship I
Gold Medal Marksmanship II

Engineers
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 2 3 3
Cost: 45 / 45
26 7 26 7 26 7

Abilities: Cold Protection, Construct, Fearless, Hurl Boulder, Poison Immunity,


Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II

**Replaces Catapult **

Level 3

Giant
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Unit 6 7 7 7 8 8
Level / Upkeep: 3 / 10 3 2 4 3 4 4
Cost: 105 / 105
32 15 32 15 32 15

Abilities: Hurl Boulder, Mountaineering, Monster, Strike, Walking , Wall Crushing


Silver Medal Fearless, Marksmanship I
Gold Medal Marksmanship II, Poison Protection,
Round Attack

Dwarven Balloon
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 3 / 10 4 3 5 4 5 5
Cost: 55 / 55
36 6 36 6 36 6
Abilities: Cold Protection, Flying, Poison Immunity,
Transport (5 units), Vision IV
Silver Medal
Gold Medal Archery

Dwarf Mole
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Dwarf Unit 5 4 6 4 7 5
Level / Upkeep: 3 / 10 4 4 5 5 5 6
Cost: 75 / 75
36 14 36 14 36 14

Abilities: Cave Crawling, Charge, Concealment, Monster, Mountaineering, Night


Vision, Poison Protection, Strike, Tunneling, Walking, Wall Crushing
Silver Medal Fearless, Parry
Gold Medal Poison Immunity

Level 4

Dwarf First Born


No Medal Silver Medal Gold Medal
Alignment: Good
Type: Dwarf Creature *6 7 *7 7 *8 8
Level / Upkeep: 4 / 15 5 6 6 7 6 8
Cost: 205 / 205
24 24 24 24 24 24

Abilities: Call Flames, Cold Immunity, Fearless, Fire Immunity, Fire Strike, Ignition,
*Leadership, Lightning Protection, Magic Protection, Monster Slaying,
Mountaineering, Night Vision, Poison Immunity, Strike, Walking, Wall
Crushing
Silver Medal Cause Fear, Marksmanship I
Gold Medal Charge, Marksmanship II

Leader / Hero Default

Alignment: Good
Type: Dwarf Leader Hero
Leader/Hero *2 3 3 3
Level / Upkeep: 3 3 3 5
1-50 / 1 per level
Cost: Free Join 32 12 32 12
Leader: Cave Crawling, *Leadership, Mountaineering, Night Vision, Poison
Protection, Strike, Walking,
Hero: Cave Crawling, Mountaineering, Night Vision, Poison Protection,
Strike, Walking,

Hostile Terrain Morale Modifiers


Disliked (-20 Morale) Hated (-40 Morale)
Ice/Snow Wasteland
Desert
Synopsis
Diplomacy: Dwarves are Polite with both Elves and Halflings, while Wary of Azracs and Frostlings.
They Hate evil races.
Units: Dwarves are especially hardy, with increased HP for level 1/2 units. Dwarf Moles notably get
Concealment, while their remaining tier 3 productions are impressive. The Dwarf First Born becomes
more useful with added abilities. Dwarf units are expensive to produce.
Key changes:
- Night Vision and Poison Protection added for most units
- Battering Ram replaced with Drill
- Increased HP for level 1/2 units.
- Ballista replaced with Engineers
- Moles get Concealment
- First Born buff

- Two Leadership units (Cleric, First Born)


- No Bard’s Skills units
- Two monstrous units (Giant, Mole)
- One monster slayer (First Born)

High Men
Level 1
Highman Archer
No Medal Silver Medal Gold Medal
Alignment: Pure Good
Type: Highman Unit 2 1 3 1 4 2
Level / Upkeep: 1 / 2 2 3 3 4 3 5
Cost: - / 9
30 5 30 5 30 5

Abilities: Archery, Concealment, Fearless, Holy Protection, True Seeing, Walking


Silver Medal Marksmanship I
Gold Medal Marksmanship II, Strike

Highman Swordsman
No Medal Silver Medal Gold Medal
Alignment: Pure Good
Type: Highman Unit 4 3 5 3 6 4
Level / Upkeep: 1 / 2 3 3 4 4 4 5
Cost: - / 9
30 5 30 5 30 5

Abilities: Concealment, Fearless, Holy Protection, Parry,


Strike, True Seeing, Walking
Silver Medal
Gold Medal Holy Strike

Battering Ram
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / 11
26 15 26 15 26 15

Abilities: Cold Protection, Fearless, Poison Immunity,


Walking, Wall Crushing
Silver Medal Physical Protection
Gold Medal Fire Protection

Spirit Puppet
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 4 2 5 2 6 3
Level / Upkeep: 1 / 2 2 4 3 5 3 6
Cost: 10 / 10
30 4 30 4 30 4
Abilities: Cold Immunity, Death Immunity, Fearless, Holy Immunity, Lightning
Immunity, Magic Protection, Magic Strike, Pass Wall, Poison Immunity,
Strike, Walking
Silver Medal Self-Destruct
Gold Medal Physical Protection

Level 2

Highman Saint
No Medal Silver Medal Gold Medal
Alignment: Pure Good
Type: Highman Unit *2 2 *3 2 *4 3
Level / Upkeep: 2 / 5 2 5 3 6 3 7
Cost: 20 / 20
30 5 30 5 30 5

Abilities: Charm, Concealment, Dispel Magic I, Fearless, Healing, Holy Bolts, Holy
Protection, Holy Strike, *Leadership, Magic Strike, Poison Protection,
Strike, True Seeing, Turn Undead II, Walking
Silver Medal Dispel Magic II, Holy Immunity, Marksmanship I, Turn Undead III
Gold Medal Dispel Magic III, Magic Protection, Marksmanship IV, Turn Undead IV

Highman Paladin
No Medal Silver Medal Gold Medal
Alignment: Pure Good
Type: Highman Unit 5 3 6 3 7 4
Level / Upkeep: 2 / 5 2 5 3 6 3 7
Cost: 25 / 25
40 8 40 8 40 8

Abilities: Charge, Fearless, Healing, Holy Protection, Strike, True Seeing, Turn
Undead I, Walking
Silver Medal Parry, Vision I
Gold Medal Holy Immunity, Holy Strike, Vision II

Engineers
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 2 3 3
Cost: 45 / 45
26 7 26 7 26 7

Abilities: Cold Protection, Construct, Fearless, Hurl Boulder, Poison Immunity,


Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II

**Replaces Catapult **
Ballista
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 3 3 4
Cost: 36 / 36
26 7 26 7 26 7

Abilities: Cold Protection, Fearless, Poison Immunity, Shoot Javelin, Walking


Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 3

Titan
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 6 6 7 6 8 7
Level / Upkeep: 3 / 10 5 5 6 6 6 7
Cost: 105 / 105
36 15 36 15 36 15

Abilities: Fire Immunity, First Strike, Holy Protection, Monster, Round Attack, Strike,
Walking
Silver Medal Fearless, Lightning Protection
Gold Medal Holy Immunity, Parry

Valkyrie
No Medal Silver Medal Gold Medal
Alignment: Pure Good
Type: Creature 7 3 8 3 9 4
Level / Upkeep: 3 / 10 4 5 5 6 5 7
Cost: 75 / 75
36 8 36 8 36 8

Abilities: Charge, Fearless, Flying, Holy Immunity, Holy Strike, Monster Slaying,
Strike, Vision IV
Silver Medal Parry
Gold Medal Holy Champion

Highman Avenger
No Medal Silver Medal Gold Medal
Alignment: Pure Good
Type: Highman Unit 4 4 5 4 6 5
Level / Upkeep: 3 / 10 3 7 4 8 4 9
Cost: 50 / 50
32 7 32 7 32 7
Abilities: Cave Crawling, Concealment, Death Immunity, Fearless, Forestry, Holy
Bolts, Holy Champion, Holy Immunity, Holy Strike, Monster Slaying,
Mountaineering, Strike, Swimming, True Seeing, Turn Undead II, Walking
Silver Medal Marksmanship I, Turn Undead III, Vision I
Gold Medal Marksmanship II, Parry, Turn Undead IV, Vision II

Level 4

Astra
No Medal Silver Medal Gold Medal
Alignment: Pure Good
Type: Creature 7 6 8 6 9 7
Level / Upkeep: 4 / 15 4 8 5 9 5 10
Cost: 200 / 200
36 20 36 20 36 20

Abilities: Concealment, Dispel Magic II, Fearless, Fire Immunity, Fire Strike, Flying,
Healing, Holy Immunity, Monster Slaying, Strike, True Seeing, Turn
Undead II, Vision IV
Silver Medal Dispel Magic III, Turn Undead III
Gold Medal Holy Champion, Turn Undead IV

Leader / Hero Default

Alignment: Pure Good


Type: Highman Leader Hero
Leader/Hero *2 3 3 3
Level / Upkeep: 3 4 3 4
1-50 / 1 per level
Cost: Free Join 40 10 40 10

Leader: Fearless, Holy Immunity, *Leadership, Spellcasting I, Strike, True


Seeing, Turn Undead II, Walking
Hero: Fearless, Holy Immunity, Strike, True Seeing, Turn Undead II,
Walking

Hostile Terrain Morale Modifiers


Disliked (-20 Morale) Hated (-40 Morale)
None None
Synopsis
Diplomacy: Highmen are quick to aid the Humans (Friendly), but Humans are less eager to
reciprocate (Polite). They are tolerant of good races (Neutral), but are Wary if not Hateful of all other
races, especially the Undead.
Units: Highmen level 1 production is fairly average, but their level 2/3 productions are excellent. The
Astra most notably gets Monster Slaying. Highmen units are somewhat expensive to produce.
Key changes:
- Spirit Puppet gets Pass Wall
- Catapult replaced with Engineers

- One Leadership units (Saint)


- No Bard’s Skills units
- One monstrous units (Titan)
- Three monster slayers (Avenger, Valkyrie, Astra)

Dark Elves
Level 1

Dark Elf Archer


No Medal Silver Medal Gold Medal
Alignment: Evil
Type: DarkElf Unit 3 1 4 1 5 2
Level / Upkeep: 1 / 2 2 5 3 6 3 7
Cost: - / 9
26 5 26 5 26 5

Abilities: Archery, Concealment, Marksmanship I, Night Vision, Walking


Silver Medal Fearless, Marksmanship II
Gold Medal Marksmanship III, Strike
Dark Elf Swordsman
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: DarkElf Unit 5 2 6 2 7 3
Level / Upkeep: 1 / 2 3 5 4 6 4 7
Cost: - / 8
26 5 26 5 26 5

Abilities: Concealment, Night Vision, Parry, Strike, Walking


Silver Medal Fearless
Gold Medal Archery, Marksmanship I

Battering Ram
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / 11
26 15 26 15 26 15

Abilities: Cold Protection, Fearless, Poison Immunity,


Walking, Wall Crushing
Silver Medal Physical Protection
Gold Medal Fire Protection

Lady of Pain
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Creature 4 2 5 2 6 3
Level / Upkeep: 1 / 2 1 2 2 3 2 4
Cost: 7 / 7
26 5 26 5 26 5

Abilities: Bard’s Skills, Concealment, Night Vision, Seduce,


Strike, Walking
Silver Medal Charm, Fearless
Gold Medal Dominate

Level 2

Dark Elf Storm Priest


No Medal Silver Medal Gold Medal
Alignment: Evil
Type: DarkElf Unit *2 2 *3 2 *4 3
Level / Upkeep: 2 / 5 2 6 3 7 3 8
Cost: 17 / 17
26 5 26 5 26 5
Abilities: Concealment, Dispel Magic I, Healing, *Leadership, Lightning Bolts,
Lightning Protection, Magic Strike, Night Vision, Poison Protection, Strike,
Turn Undead I, Walking
Silver Medal Dispel Magic II, Fearless, Magic Protection, Marksmanship I, Poison
Immunity, Turn Undead II
Gold Medal Dispel Magic III, Marksmanship III, Turn Undead III

Dark Elf Rider


No Medal Silver Medal Gold Medal
Alignment: Evil
Type: DarkElf Unit 6 2 7 2 8 3
Level / Upkeep: 2 / 5 2 5 3 6 3 7
Cost: 18 / 18
36 7 36 7 36 7

Abilities: Charge, Concealment, Night Vision, Strike,


Walking
Silver Medal Fearless, Parry, Vision I
Gold Medal Archery, Marksmanship I, Vision II

Engineers
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 2 3 3
Cost: 45 / 45
26 7 26 7 26 7

Abilities: Cold Protection, Construct, Fearless, Hurl Boulder, Poison Immunity,


Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II

**Replaces Catapult **

Ballista
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 3 3 4
Cost: 36 / 36
26 7 26 7 26 7

Abilities: Cold Protection, Fearless, Poison Immunity, Shoot Javelin, Walking


Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 3
Dark_Elf_Executioner
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: DarkElf Unit 7 4 8 4 9 5
Level / Upkeep: 3 / 10 5 6 6 7 6 8
Cost: 105 / 105
36 12 36 12 36 12

Abilities: Charge, Concealment, Fearless, Life Stealing, Monster, Monster Slaying,


Night Vision, Strike, Trail of Darkness, Walking
Silver Medal Parry, Vision I
Gold Medal Death Protection, Unholy Champion, Vision II

Stormlord

Alignment: Pure Evil No Medal Silver Medal Gold Medal


Type: Dark Elf Unit *3 2 *4 2 *5 3
Level / Upkeep: 3 / 10
2 7 3 8 3 9
Cost: 70 / 70
26 7 26 7 26 7

Abilities: Concealment, Death Protection, Dispel Magic III, Fearless, Healing,


*Leadership, Life Stealing, Lightning Bolts, Lightning Protection,
Marksmanship II, Night Vision, Poison Protection, Poison Strike, Strike,
True Seeing, Walking
Silver Medal Unholy Champion
Gold Medal Monster Slaying
** Replaces Shadow**

Spider Queen
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Dark Elf *3 4 *4 4 *5 5
Creature 3 7 4 8 4 9
Level / Upkeep: 3 / 10
28 8 28 8 28 8
Cost: 50 / 50

Abilities: Bard’s Skills, Cave Crawling, Concealment, Dispel Magic II, Healing,
*Leadership, Magic Bolts, Magic Protection, Marksmanship I, Monster,
Night Vision, Poison Immunity, Poison Strike, Seduce, Strike, Turn Undead
I, Underground Concealment, Walking, Wall Climbing, Web
Silver Medal Dispel Magic III, Fearless, Marksmanship II, Turn Undead II
Gold Medal Marksmanship III, Monster Slaying, Turn Undead III

Level 4
Incarnate
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Creature 2 1 3 1 4 2
Level / Upkeep: 4 / 15 5 5 6 6 6 7
Cost: 200 / 200
36 10 36 10 36 10

Abilities: Cold Immunity, Death Immunity, Fearless, Fire Immunity, Floating,


Lightning Immunity, Magic Strike, Monster, Pass Wall, Physical Immunity,
Poison Immunity, Possess, Strike
Silver Medal
Gold Medal Magic Protection

Leader / Hero Default

Alignment: Evil
Type: Dark Elf Leader Hero
Leader/Hero *2 2 3 2
Level / Upkeep: 2 5 2 5
1-50 / 1 per level
Cost: Free Join 36 10 36 10

Leader: Concealment, *Leadership, Night Vision, Poison Strike,


Spellcasting II, Strike, Underground Concealment, Walking
Hero: Concealment, Night Vision, Strike, Underground Concealment,
Walking

Hostile Terrain Morale Modifiers


Disliked (-20 Morale) Hated (-40 Morale)
All other surface terrain Desert
Ice Snow
Synopsis
Diplomacy: Dark Elves benefit from Polite relations from Orcs and Goblins, despite only being
Neutral towards them themselves. They especially Hate Humans and Elves, while Hating other good
races as well. They are Neutral towards Undead, though Undead are Wary of them.
Units: Dark Elf Archers remain elite compared to other races, rounding out an otherwise fairly
average level 1/2 production. Their level 3 productions make good support units, with exception to
the Executioner, a strong unit in its own right. Dark Elf Riders and Executioners alike notably have
Concealment. The Incarnate remains a unique threat.
Key changes:
- Catapult replaced by Engineers
- Shadow replaced by Stormlord
- Spider Queen buffed

- Three Leadership units (Storm Priest, Stormlord, Spider Queen)


- One Bard’s Skills unit (Spider Queen)
- Three monstrous units (Spider Queen, Executioner, Incarnate)
- One monster slayer (Executioner)
Orcs
Level 1

Orc Archer
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Orc Unit 2 2 3 2 4 3
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / 7
26 5 26 5 26 5

Abilities: Archery, Concealment,


Walking
Silver Medal Fearless, Marksmanship
I
Gold Medal Marksmanship II, Strike

Orc Swordsman
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Orc Unit 4 4 5 4 6 5
Level / Upkeep: 1 / 2 3 2 4 3 4 4
Cost: - / 9
26 5 26 5 26 5

Abilities: Concealment, Parry, Strike, Walking


Silver Medal Fearless, Round Attack
Gold Medal Charge
Battering Ram
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / 11
26 15 26 15 26 15

Abilities: Cold Protection, Fearless, Poison Immunity,


Walking, Wall Crushing
Silver Medal Physical Protection
Gold Medal Fire Protection

Kobold
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Unit 4 2 5 2 6 3
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: 7 / 7
24 4 24 4 24 4

Abilities: Cave Crawling, Concealment, Monster, Night Vision, Poison Immunity,


Poison Strike, Strike, Walking, Wall Climbing
Silver Medal Poison Darts
Gold Medal Marksmanship I

Level 2

Orc Shaman
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Orc Unit 3 2 4 2 5 3
Level / Upkeep: 2 / 5 2 4 3 5 3 6
Cost: 17 / 17
26 5 26 5 26 5

Abilities: Concealment, Dispel Magic I, Healing, Magic Bolts, Magic Strike,


Protection, Strike, Turn Undead I, Walking
Silver Medal Dispel Magic II, Fearless, Marksmanship I, Turn Undead II
Gold Medal Dispel Magic III, Magic Protection, Marksmanship III, Turn Undead III

Orc Heavy Cavalry


No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Orc Unit 5 4 6 4 7 5
Level / Upkeep: 2 / 5 2 2 3 3 3 4
Cost: 21 / 21
32 9 32 9 32 9
Abilities: Charge, Strike, Walking
Silver Medal Fearless, Parry, Vision I
Gold Medal Cause Fear, Vision II

Engineers
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 2 3 3
Cost: 45 / 45
26 7 26 7 26 7

Abilities: Cold Protection, Construct, Fearless, Hurl Boulder, Poison Immunity,


Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II

**Replaces Catapult **

Shredder Bolt
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 2 2
Level / Upkeep: 2 / 5 2 2 3 3 3 4
Cost: 37 / 37
26 7 26 7 26 7

Abilities: Cold Protection, Fearless, Poison Immunity, Shoot Black Javelin, Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 3

Orc Warlord
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Orc Unit 7 6 8 6 9 7
Level / Upkeep: 3 / 10 6 5 7 6 7 7
Cost: 105 / 105
26 14 26 14 26 14

Abilities: Concealment, Fearless, Round Attack, Strike, Walking


Silver Medal Cause Fear
Gold Medal Charge
Doom Bat
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Creature 4 4 5 4 6 5
Level / Upkeep: 3 / 10 3 3 4 4 4 5
Cost: 40 / 40
32 7 32 7 32 7

Abilities: Cause Fear, Concealment, Flying, Monster, Night Vision, Poison Protection,
Poison Strike, Strike, Underground Concealment, Vision IV
Silver Medal Death Protection
Gold Medal Monster Slaying, Poison Immunity

Orc Assassin
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Orc Unit 6 3 7 3 8 4
Level / Upkeep: 3 / 10 4 2 5 3 5 4
Cost: 45 / 45
30 8 30 8 30 8

Abilities: Concealment, Desert Concealment, Grass Concealment, Marksmanship II,


Monster Slaying, Night Vision, Parry, Poison Darts, Poison Strike, Snow
Concealment, Steppe Concealment, Strike, Underground Concealment,
Walking, Wall Climbing, Wasteland Concealment
Silver Medal Fearless, Marksmanship III
Gold Medal Extra Strike, Marksmanship IV

Level 4

Red Dragon
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Creature *5 5 *6 5 *7 6
Level / Upkeep: 4 / 15 7 8 8 9 8 10
Cost: 235 / 235
36 18 36 18 36 18

Abilities: Fearless, Fire Breath, Fire Immunity, Flying, *Leadership, Monster,


Strike, Vision IV
Silver Medal Cause Fear
Gold Medal Charge, Monster Slaying
Leader / Hero Default

Alignment: Evil
Type: Orc Leader Hero
Leader/Hero *3 4 4 4
Level / Upkeep: 2 3 2 3
1-50 / 1 per level
Cost: Free Join 36 12 36 12

Leader: Charge, *Leadership, Strike, Walking

Hero: Charge, Strike, Walking

Hostile Terrain Morale Modifiers


Disliked (-20 Morale) Hated (-40 Morale)
Wasteland None
Ice/Snow
Desert
Underground
Synopsis
Diplomacy: Orcs benefit from a one-sided Polite relation with Goblins (Neutral), though they find
themselves with similar diplomacy with the Dark Elves. They are Wary of Azracs and Highmen, and
Hate good races and Undead alike.
Units: Orcs field strong combatants across all tiers of production. The Red Dragon remains one of the
most fearsome units.
Key changes:
- Night Vision removed from Heroes.
- Catapult replaced by Engineers
- Asassin buffed
- Doom Bat buffed

- One Leadership unit (Red Dragon)


- No Bard’s Skills unit
- Three monstrous units (Kobold, Doom Bat, Red Dragon)
- One monster slayer (Assassin)
Goblins
Level 1

Goblin Darter
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Goblin Unit 2 1 3 1 4 2
Level / Upkeep: 1 / 2 2 1 3 2 3 3
Cost: - / 5
24 4 24 4 24 4

Abilities: Cave Crawling, Concealment, Night Vision, Poison Darts, Poison Protection,
Underground Concealment, Walking
Silver Medal Marksmanship I
Gold Medal Fearless, Marksmanship II, Strike

Goblin Spearman
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Goblin Unit 4 2 5 2 6 3
Level / Upkeep: 1 / 2 3 1 4 2 4 3
Cost: - / 6
24 4 24 4 24 4

Abilities: Cave Crawling, Concealment, First Strike, Night Vision, Parry, Poison
Protection, Underground Concealment, Strike, Walking
Silver Medal
Gold Medal Fearless, Poison Strike

Battering Ram
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / 11
26 15 26 15 26 15

Abilities: Cold Protection, Fearless, Poison Immunity,


Walking, Wall Crushing
Silver Medal Physical Protection
Gold Medal Fire Protection
Goblin Bomber
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Goblin Unit 1 1 2 1 3 2
Level / Upkeep: 1 / 2 1 1 2 2 2 3
Cost: 4 / 4
24 4 24 4 24 4

Abilities: Cave Crawling, Concealment, Night Vision, Poison Protection, Self


Destruct,
Underground Concealment, Walking
Silver Medal Wall Climbing
Gold Medal Strike

Level 2

Goblin Shaman
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Goblin Unit 3 2 4 2 5 3
Level / Upkeep: 2 / 5 2 3 3 4 3 5
Cost: 15 / 15
24 4 24 4 24 4

Abilities: Cave Crawling, Concealment, Dispel Magic I, Healing, Magic Bolts, Magic
Strike, Night Vision, Poison Immunity, Self Destruct, Strike, Turn Undead
I, Underground Concealment, Walking
Silver Medal Dispel Magic II, Marksmanship I, Turn Undead II
Gold Medal Dispel Magic III, Fearless, Gas Breath, Marksmanship II, Turn Undead III

Goblin Wolf Rider


No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Goblin Unit 5 3 6 3 7 4
Level / Upkeep: 2 / 5 2 1 3 2 3 3
Cost: 14 / 14
32 7 32 7 32 7

Abilities: Charge, Concealment, Forestry, Night Vision, Poison Protection, Strike,


Underground Concealment, Walking
Silver Medal Parry, Vision I
Gold Medal Fearless, Poison Strike, Vision II

Goblin Waste Spewer

No Medal Silver Medal Gold Medal


Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 3 3 4
Cost: 37 / 37
24 8 26 8 26 8
Abilities: Cold Protection, Fearless, Gas Breath,
Poison Immunity, Walking, Wall Crushing
Silver Medal Marksmanship I
Gold Medal Marksmanship II

**Replaces Catapult **

Ballista
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 3 3 4
Cost: 36 / 36
26 7 26 7 26 7

Abilities: Cold Protection, Fearless, Poison Immunity, Shoot Javelin, Walking


Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 3

Troll
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Creature 6 7 7 7 8 8
Level / Upkeep: 3 / 10 3 2 4 3 4 4
Cost: 75 / 75
28 12 28 12 28 12

Abilities: Cave Crawling, Monster, Night Vision, Regeneration, Strike, Walking


Silver Medal Charge, Fearless, Poison Protection
Gold Medal Cause Fear, Hurl Boulder

Goblin Wyvern Rider


No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Goblin Unit 5 4 6 4 7 5
Level / Upkeep: 3 / 10 2 2 3 3 3 4
Cost: 55 / 55
36 8 36 8 36 8

Abilities: Cave Crawling, Charge, Flying, Monster, Night Vision, Poison Protection,
Poison Strike, Strike, Underground Concealment, Vision IV
Silver Medal Cause Fear
Gold Medal Fearless, Monster Slaying
Goblin Big Beetle
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Goblin Unit 5 4 6 4 6 5
Level / Upkeep: 3 / 10 3 2 4 4 4 5
Cost: 90 / 90
40 14 40 14 40 15

Abilities: Cave Crawling, Charge, Concealment, Monster, Night Vision, Poison


Protection, Poison Strike, Strike, Tunneling, Underground Concealment,
Walking, Wall Climbing, Wall Crushing
Silver Medal Poison Immunity
Gold Medal Fearless, Parry

Level 4

Karagh
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Creature 7 8 8 8 9 9
Level / Upkeep: 4 / 15 4 7 5 8 5 9
Cost: 195 / 195
44 21 44 21 44 21

Abilities: Cause Fear, Cave Crawling, Charge, Fearless, Monster, Night Vision, Poison
Protection, Strike, Walking, Wall Climbing, Wall Crushing

Silver Medal Poison Immunity

Gold Medal Cause Fear, Monster Slaying

Leader / Hero Default

Alignment: Evil
Type: Goblin Leader Hero
Leader/Hero *2 2 3 2
Level / Upkeep: 3 1 3 1
1-50 / 1 per level
Cost: Free Join 32 9 32 9

Leader: Cave Crawling, Concealment, Forestry, *Leadership, Night Vision,


Poison Immunity, Poison Strike, Strike, Underground
Concealment, Walking
Hero: Cave Crawling, Concealment, Forestry, Night Vision, Poison
Immunity, Poison Strike, Strike, Underground Concealment,
Walking

Hostile Terrain Morale Modifiers


Disliked (-20 Morale) Hated (-40 Morale)
All other surface terrain Ice/Snow
Desert
Synopsis
Diplomacy: Goblins are often enslaved by the other evil races (one-sided Polite relations with Dark
Elves and Orcs). While Neutral with Humans and Azracs, they are largely unpopular and are almost
universally disdained (Wary or Hate with all other races).
Units: Goblins field many unique units, making them very useful despite their frailty. Their
Underground Concealment makes them especially threatening in caverns. While their level 3
production is fairly average, the Karagh is among the most feared monsters known.
Key changes:
- Goblins have -1 RES.
- Goblins have Underground Concealment.
- Bombers buffed (Self-Destruct 8 ATK / 8 DMG)
- Catapult replaced by Waste Spewer.
- Goblins do not have Engineers.
- Big Beetle buffed.
- Karagh has Wall Climbing and Wall Crushing

- No Leadership unit (other than Leader)


- No Bard’s Skills unit
- Four monstrous units (Troll, Wyvern Rider, Big Beetle, Karagh)
- No monster slayer

The Undead
Level 1
Necromancer
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Undead Unit 2 1 3 1 4 2
Level / Upkeep: 1 / 2 2 4 3 5 3 6
Cost: - / 5
26 5 26 5 26 5

Abilities: Black Bolts, Concealment, Death


Protection, Poison Protection, Walking

Silver Medal Fearless, Marksmanship I, Poison


Immunity
Gold Medal Life Stealing, Marksmanship II, Strike

Undead Swordsman
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Undead Unit 4 2 5 3 5 4
Level / Upkeep: 1 / 2 3 2 3 3 3 4
Cost: - / 4
26 4 26 6 26 7

Abilities: Cause Fear, Cold Protection, Concealment, Death Immunity, Fearless, Fire
Protection, Lightning Protection, Parry, Poison Immunity, Regeneration,
Strike, Walking
Silver Medal
Gold Medal Death Strike

Undead Bone Ram


No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Undead Machine 1 1 2 1 3 2
Level / Upkeep: 1 / 2 2 5 3 6 3 7
Cost: - / 10
26 15 26 15 26 15

Abilities: Cold Protection, Death Immunity, Fearless, Fire Protection, Lightning


Protection, Poison Immunity, Regeneration, Walking, Wall Crushing
Silver Medal Physical Protection
Gold Medal Fire Immunity

Hell Hound
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Creature 4 2 5 2 6 3
Level / Upkeep: 1 / 2 2 3 3 4 3 5
Cost: 10 / 10
32 5 32 5 32 5
Abilities: Cold Immunity, Death Protection, Fearless, Fire Immunity, Fire Strike,
Flame Throwing, Ignition, Monster, Regeneration, Strike, Walking
Silver Medal Cause Fear
Gold Medal Fire Breath

Level 2

Undead Doom Priest


No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Undead Unit *2 2 *3 2 *4 3
Level / Upkeep: 2 / 5 2 4 3 5 3 6
Cost: 18 / 18
26 5 26 5 26 5

Abilities: Bard’s Skills, Black Bolts, Cold Protection, Concealment, Death Immunity,
Death Strike, Dispel Magic I, Dominate, Fearless, Fire Protection,
*Leadership, Lightning Protection, Poison Immunity, Regeneration, Strike,
Walking
Silver Medal Dispel Magic II, Marksmanship I
Gold Medal Dispel Magic III, Lightning Bolts, Dispel Magic III

Undead Knight
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Undead Unit 5 3 6 3 7 4
Level / Upkeep: 2 / 5 2 3 3 4 3 5
Cost: 17 / 17
32 7 32 7 32 7

Abilities: Cause Fear, Charge, Cold Protection, Concealment, Death Immunity,


Fearless, Fire Protection, Lightning Protection, Poison Immunity,
Regeneration, Strike, Walking
Silver Medal Parry, Vision I
Gold Medal Death Strike, Vision II

Undead Skull Thrower


No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Undead Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 3 3 4 3 5
Cost: 45 / 45
26 7 26 7 26 7

Abilities: Cold Protection, Death Immunity, Fearless, Fire Protection, Hurl Boulder,
Lightning Protection, Marksmanship II, Poison Immunity, Regeneration,
Walking
Silver Medal Marksmanship III
Gold Medal Marksmanship IV
Undead Mummy
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Undead Unit 4 4 5 4 6 5
Level / Upkeep: 2 / 5 1 5 2 6 2 7
Cost: 30 / 30
24 9 24 9 24 9

Abilities: Cold Protection, Concealment, Death Immunity, Death Strike, Fearless, Life
Stealing, Lightning Protection, Magic Protection, Monster, Poison
Immunity, Regeneration, Strike, Walking
Silver Medal Cause Fear
Gold Medal Fire Protection, Magic Immunity

Level 3

Undead Bone Horror


No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Undead Creature 5 5 6 5 7 6
Level / Upkeep: 3 / 10 3 4 4 5 4 6
Cost: 83 / 103
26 19 26 19 26 19

Abilities: Cause Fear, Cold Protection, Death Immunity, Death Strike, Fearless, Fire
Protection, Lightning Protection, Monster, Poison Immunity, Regeneration,
Strike, Walking, Wall Crushing
Silver Medal Charge
Gold Medal Round Attack

Demon
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Creature *5 6 *6 6 *7 7
Level / Upkeep: 3 / 10 4 4 5 5 5 6
Cost: 105 / 105
30 10 30 10 30 10

Abilities: Cause Fear, Charm, Concealment, Death Immunity, Fearless, Fire


Immunity, Fire Strike, Flying, Ignition, *Leadership, Monster, Monster
Slaying, Poison Immunity, Regeneration, Strike, Vision IV
Silver Medal True Seeing
Gold Medal Dominate
Undead Wraith
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Undead Creature 4 3 5 3 5 4
Level / Upkeep: 3 / 10 2 4 3 4 3 5
Cost: 75 / 75
26 6 26 7 26 8

Abilities: Cause Fear, Cold Immunity, Concealment, Death Immunity, Death Strike,
Fearless, Fire Immunity, Life Stealing, Lightning Protection, Monster, Pass
Wall, Physical Immunity, Poison Immunity, Regeneration, Strike, Walking
Silver Medal
Gold Medal Unholy Champion

Level 4

Undead Reaper
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Undead Creature 7 6 8 6 9 7
Level / Upkeep: 4 / 15 5 10 6 10 6 10
Cost: 210 / 210
26 15 26 15 26 15

Abilities: Cause Fear, Cold Protection, Concealment, Death Immunity, Death Strike,
Fearless, Floating, Gas Breath, Invoke Death, Life Stealing, Lightning
Protection, Monster Slaying, Pass Wall, Path of Decay, Poison Immunity,
Regeneration, Strike, True Seeing, Walking
Silver Medal Unholy Champion
Gold Medal Physical Protection

Leader / Hero Default

Alignment: Pure Evil Evil


Type: Undead Leader Hero
Leader/Hero *1 2 2 2
Level / Upkeep: 2 2 2 2
1-50 / 1 per level
Cost: Free Join 32 10 32 10

Leader: Cause Fear, Cold Protection, Death Immunity, Fearless, Fire


Protection, *Leadership, Lightning Protection, Poison Immunity,
Regeneration, Spellcasting I, Strike, Walking
Hero: Cause Fear, Cold Protection, Death Immunity, Fearless, Fire
Protection, Lightning Protection, Poison Immunity, Regeneration,
Strike, Walking
Hostile Terrain Morale Modifiers
Disliked (-20 Morale) Hated (-40 Morale)
None None
Synopsis
Diplomacy: The Undead are universally disliked, though the Dark Elves are Neutral towards them
and Humans only Wary. The Undead however, are at best Wary of the Dark Elves, and hate every
other race.
Units: The Undead field a diverse group of powerful units across all tiers of production, though their
weaker melee units are unimpressive. The Reaper is a menace to any unit.
Key changes:
- Archer replaced with Necromancer.
- Hell Hound gets Flamethrowing.
- Undead Knight has reduced movement speed.
- Skull Thrower improved.
- Ballista replaced with Mummy.
- Undead do not have Engineers.
- Reaper improved (notably 9 ATK Invoke Death, Floating, and Pass Wall)

- Two Leadership units (Doom Priest, Demon)


- No Bard’s Skills unit
- Five monstrous units (Hell Hound, Mummy, Bone Horror, Wraith, Demon)
- Two monster slayers (Demon, Reaper)

Other Neutral Units


Level 1
Mysterious Frog
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 4 3 5 3 6 4
Level / Upkeep: 1 / 4 1 2 2 3 2 4
Cost: - / -
28 5 28 5 28 5

Abilities: Strike, Swimming, Walking, Water


Concealment

Silver Medal Fearless


Gold Medal Charge

Mermaid
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 3 2 4 2 5 3
Level / Upkeep: 1 / 4 1 6 2 7 2 8
Cost: - / -
26 5 26 5 26 5

Abilities: Bard’s Skills, Seduce, Strike,


Swimming, Water Concealment
Silver Medal Charm, Fearless
Gold Medal Dominate

Wild Boar
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 3 3 4 3 5 4
Level / Upkeep: 1 / 4 3 2 4 3 4 4
Cost: - / -
36 5 36 5 36 5

Abilities: Charge, Concealment, Strike, Walking


Silver Medal Fearless
Gold Medal Wall Crushing

Wolf
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 4 2 5 2 6 3
Level / Upkeep: 1 / 4 2 2 3 3 3 4
Cost: - / -
36 4 36 4 36 4
Abilities: Cold Protection, Concealment, Forestry,
Strike, Walking
Silver Medal Fearless
Gold Medal Cause Fear

Dire Wolf
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 5 3 6 3 7 4
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / -
36 6 36 6 36 6

Abilities: Cause Fear, Cold Protection,


Concealment, Forestry, Monster, Night
Vision, Strike, Walking
Silver Medal Fearless
Gold Medal Cause Fear

Level 2

Druid
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Unit 4 2 5 2 6 3
Level / Upkeep: 2 / 5 2 5 3 6 3 7
Cost: - / -
26 8 26 8 26 8

Abilities: Concealment, Dispel Magic I, Entangle, Forestry, Healing, Lightning Bolts,


Lightning Protection, Magic Strike, Poison Protection, Strike, Walking
Silver Medal Dispel Magic II, Fearless, Magic Protection, Marksmanship I, Turn Undead
I
Gold Medal Dispel Magic III, Marksmanship II, Poison Immunity, Turn Undead II

Fire Sprite
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 5 3 6 3 7 4
Level / Upkeep: 2 / 5 2 4 3 5 3 6
Cost: - / -
26 7 26 7 26 7

Abilities: Cold Immunity, Fire Immunity, Fire Strike, Ignition, Lightning Immunity,
Monster, Poison Immunity, Strike, Walking
Silver Medal Call Flames, Fearless
Gold Medal Marksmanship I
Great Eagle
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 4 3 5 3 6 4
Level / Upkeep: 2 / 5 2 3 3 4 3 5
Cost: - / -
40 7 40 7 40 7

Abilities: Flying, Strike, Vision IV


Silver Medal Fearless
Gold Medal Charge, Dragon Slaying

Level 3

Sea Serpent
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 6 8 7 8 7 9
Level / Upkeep: 3 / 10 3 3 4 3 4 4
Cost: - / -
40 15 40 16 40 17

Abilities: Monster, Strike, Swimming, Water Concealment


Silver Medal Fearless
Gold Medal Charge, Walking

Level 4

Air Elemental
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 5 3 6 3 7 4
Level / Upkeep: 4 / 15 2 3 3 4 3 5
Cost: - / -
36 12 36 12 36 12

Abilities: Cold Immunity, Fire Immunity, Flying, Invisibility, Physical Immunity,


Poison Immunity, Regeneration, Strike, Vision IV
Silver Medal Fearless
Gold Medal Death Protection, Holy Protection
Earth Elemental
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 6 8 7 8 8 9
Level / Upkeep: 4 / 15 4 4 5 5 5 6
Cost: - / -
24 20 24 20 24 20

Abilities: Cave Crawling, Concealment, Fire Protection, Hurl Boulder, Lightning


Protection, Mountaineering, Poison Immunity, Regeneration, Strike,
Tunneling, Walking, Wall Crushing
Silver Medal Fearless, Marksmanship I
Gold Medal Death Protection, Holy Protection, Marksmanship II

Fire Elemental
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 6 5 7 5 8 6
Level / Upkeep: 4 / 15 4 8 5 9 5 10
Cost: - / -
26 17 26 17 26 17

Abilities: Cold Immunity, Fire Breath, Fire Immunity, Fire Strike, Ignition, Lightning
Immunity, Monster, Physical Protection, Poison Immunity, Regeneration,
Self Destruct, Strike, Walking
Silver Medal Call Flames, Fearless
Gold Medal Death Protection, Holy Protection, Marksmanship I

Syron
No Medal Silver Medal Gold Medal
Alignment: Pure Neutral
Type: Creature 8 5 9 5 10 6
Level / Upkeep: 4 / 15 6 10 7 10 7 10
Cost: - / -
28 20 28 20 28 20

Abilities: Cold Immunity, Death Immunity, Fire Immunity, Holy Immunity, Lightning
Immunity, Magic Immunity, Monster Slaying, Parry, Poison Immunity,
Strike, Walking
Silver Medal Fearless
Gold Medal Cause Fear
Water Elemental
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 6 4 7 4 8 5
Level / Upkeep: 4 / 15 3 3 4 4 4 5
Cost: - / -
30 18 30 18 30 18

Abilities: Charge, Fire Immunity, Grass Concealment, Physical Protection, Strike,


Swimming, Underground Concealment, Walking, Wall Crushing, Water
Concealment
Silver Medal Fearless
Gold Medal Death Protection, Holy Protection

Silver Dragon

No Medal Silver Medal Gold Medal


Alignment: Pure Neutral
Type: Creature 7 5 8 5 9 6
Level / Upkeep: 4 / 15 7 7 8 8 8 9
Cost: - / -
36 20 36 20 36 20

Abilities: Cause Fear, Monster, Monster Slaying, Fearless, Flying, Lightning Bolts,
Lightning Immunity, Lightning Strike, Marksmanship I, Strike, Vision IV
Silver Medal Marksmanship II
Gold Medal Marksmanship III, Parry

Other Good Units


Level 2

Greater Spirit Puppet


No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 5 4 8 5 9 6
Level / Upkeep: 2 / 5 2 5 4 4 4 5
Cost: - / -
36 8 36 10 36 10
Abilities: Cold Immunity, Death Immunity,
Fearless, Holy Immunity, Lightning
Immunity, Magic Protection, Magic
Strike, Pass Wall, Poison Immunity,
Strike, Walking
Silver Medal Self-Destruct
Gold Medal Physical Protection

Level 4

Gold Dragon
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 5 5 6 5 7 6
Level / Upkeep: 4 / 15 7 8 8 9 8 10
Cost: - / -
36 20 32 20 32 20

Abilities: Divine Breath, Fearless, Fire Protection, Flying, Holy Immunity, Strike,
Vision IV
Silver Medal Cause Fear
Gold Medal Holy Champion

Other Evil Units


Level 2

Black Spider
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Creature 4 3 5 3 5 4
Level / Upkeep: 2 / 5 3 4 4 4 4 5
Cost: - / -
28 6 28 7 28 8
Abilities: Cave Crawling, Concealment, Monster, Poison Immunity, Poison Strike,
Strike,
Underground Concealment, Walking, Wall Climbing, Web
Silver Medal Fearless
Gold Medal Cause Fear

Level 3

Werewolf
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Unit 7 5 8 5 9 6
Level / Upkeep: 3 / 10 3 1 4 2 4 3
Cost: - / -
36 10 36 10 36 10

Abilities: Cause Fear, Cold Protection,


Concealment, Death Protection,
Fearless, Forestry, Monster, Night
Vision, Physical Protection, Poison
Protection, Regeneration, Strike,
Walking
Silver Medal
Gold Medal Extra Strike

Shadow
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Creature 5 4 6 4 7 5
Level / Upkeep: 3 / 10 4 5 5 6 5 7
Cost: 65 / 65
28 7 28 7 28 7

Abilities: Cause Fear, Cold Immunity, Death Immunity, Death Strike, Fearless,
Invisibility, Monster, Night Vision, Pass Wall, Poison Immunity, Strike,
Walking
Silver Medal
Gold Medal Physical Protection

Level 4

Black Dragon
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Creature 6 6 7 6 8 7
Level / Upkeep: 4 / 10 5 8 6 9 6 10
Cost: - / -
36 20 36 20 36 20
Abilities: Black Breath, Death Immunity, Fearless, Flying, Monster, Poison
Protection, Strike, Vision IV
Silver Medal Cause Fear
Gold Medal Monster Slaying, Unholy Champion

Resurrected Dragon

No Medal Silver Medal Gold Medal


Alignment: Pure Evil
Type: Creature 7 4 8 4 9 5
Level / Upkeep: 4 / 15 3 5 4 6 4 7
Cost: - / -
32 15 32 15 32 15

Abilities: Cause Fear, Cold Protection, Death Immunity, Fearless, Fire Protection,
Floating, Lightning Protection, Monster, Night Vision, Path of Decay, Poison
Immunity, Regeneration, Strike, Vision IV
Silver Medal
Gold Medal Strike, Monster Slaying

Builder’s Guild
Level 1
Drill
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 5 2 5 3 6
Level / Upkeep: 1 / 2 2 3 3 4 4 5
Cost: - / 15
24 15 24 15 24 15

Abilities: Cold Protection, Fearless, Poison Immunity,


Tunnelling, Walking, Wall Crushing
Silver Medal Physical Protection
Gold Medal Fire Protection

Level 2

Engineers
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 2 3 3
Cost: 45 / 45
26 7 26 7 26 7

Abilities: Cold Protection, Construct, Fearless, Hurl Boulder, Poison Immunity,


Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 3

Flame Thrower Ram


No Medal Silver Medal Gold Medal
Alignment: None 1 1 2 1 3 2
Type: Machine
2 2 3 3 3 4
Level / Upkeep: 2 / 5
Cost: 40 / 40 26 10 26 10 26 10

Abilities: Cold Protection, Fearless, Flame Throwing, Marksmanship II, Poison


Immunity, Walking, Wall Crushing
Silver Medal Marksmanship III
Gold Medal Marksmanship IV

Level 4
Guild Balloon

No Medal Silver Medal Gold Medal


Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 4 / 15 4 2 5 3 5 4
Cost: 200 / 200
32 6 32 6 32 6

Abilities: Cold Protection, Fearless, Flying, Poison Immunity, Transport (5 units),


Vision IV
Silver Medal
Gold Medal Archery

Shipyard
Level 1

Transport Ship
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 2 2 2 3 3
Level / Upkeep: 1 / 2 1 2 2 3 2 4
Cost: - / 22
28 10 28 10 28 10

Abilities: Archery, Cold Protection, Fearless, Poison Immunity, Sailing, Strike,


Transport (7 units), Vision II
Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 2

Dragon Ship
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 3 3 4 3 5 4
Level / Upkeep: 2 / 5 2 3 3 4 3 5
Cost: 35 / 35
32 15 32 15 32 15

Abilities: Cold Protection, Fearless, Poison Immunity, Sailing, Shoot Javelin, Strike,
Transport (5 units), Vision II
Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 3
Galley
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 5 5 6 5 7 6
Level / Upkeep: 3 / 10 3 4 4 5 4 6
Cost: 115 / 115
40 25 40 25 40 25

Abilities: Cold Protection, Fearless, Poison Immunity, Sailing, Shoot Javelin, Strike,
Transport (5 units), Vision II
Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 4

Galleon
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 7 7 8 7 9 8
Level / Upkeep: 4 / 15 5 4 6 5 6 6
Cost: 250 / 250
40 30 40 30 40 30

Abilities: Cold Protection, Fearless, Fire Cannon, Marksmanship I, Poison Immunity,


Sailing, Shoot Javelin, Strike, Transport (7 units), Vision II
Silver Medal Marksmanship II
Gold Medal Marksmanship III

Other Machines
Catapult
No Medal Silver Medal Gold Medal
Alignment: None
Type: Machine 1 1 2 1 3 2
Level / Upkeep: 2 / 5 2 2 3 3 3 4
Cost: - / -
26 8 26 8 26 8

Abilities: Cold Protection, Fearless, Hurl Boulder, Poison Immunity, Walking


Silver Medal Marksmanship I
Gold Medal Marksmanship II

**Raze defender only**


Detailed Spell Tables

Air Magic
Spell Casting Cost Research Type Description
/ Upkeep Cost
Level 1
Vaporize 3 40 Combat Damages units by turning parts
7ATK / 5DMG of them into vapor.
X1
Long Range
Cold Breath 3 40 Combat Blast a short-ranged area with a
8ATK / 4DMG cone of frigid, frozen air.
X1
Short Range
Bird’s View 2 30 Global Allows caster to see the details
of terrain at a great distance
around themselves.
Haste 4/3 50 Enchantment Allows the target unit to move at
a great speed.

Level 2
Winds of 4 70 Combat Summons a turbulent wind
Fury 8ATK / 5DMG storm, hurtling the target away,
X1 and damaging flying units.
Infinite Range
Watcher 40 / 3 90 Global Summons a magical entity that
watches over a large area.
Watchers can see concealed or
invisible enemies.
Freeze Water 6 60 Global Freezes a small area of water,
rendering it solid enough to
walk over.
Summon 7/3 90 Global Summons the speed and
Great Eagle scouting ability of Great Eagle.

Level 3
Chain 7 150 Combat Discharges a streaming arc of
Lightning 6ATK / 4DMG electrical energy at an enemy
X1 (+3) and through up to three other
Long Range beings near the initial target.
Wind 5/3 120 Enchantment Bestows flight upon flightless.
Walking (Not castable on machines.)

Call Hero 35 150 Global Summons a random hero to the


vicinity of the spell-caster. Hero
may serve for a fee, if conditions
are diplomatically favorable.
Shock Wave 5 100 Combat Blasts the air around the
5ATK/7DMG spellcaster with shockwaves of
ever expanding sonic
destruction.
Level 4
Lightning 50 280 Global Gathers a massive electrical
Storm storm over an area, striking
units and damaging structures
within the area of effect.
Tornado 25 230 Global Invokes a vortex over the target
party, hurling some or all
members far away. Most
effective against lower-level
units positioned in plains.
Summon Air 50 / 6 250 Global Summons an ethereal Air
Elemental Elemental.

Air Mastery 100 / 12 300 Global Air shifts to the caster's favor.
Ships and fliers move at double
speed, movement for similar
enemies is halved. Earth spells
cost double.

Earth Magic
Spell Casting Research Type Description
Cost / Cost
Upkeep
Level 1
Slow 2 30 Combat Halves the target’s mobility for
9ATK / 0DMG the duration of combat.
X1
Infinite Range
Stoning 4 48 Combat Lobs stones at the target over
5ATK / 2DMG long distances.
X6
Long Range
Concealment 3/2 40 Enchantment Gives the target unit the ability
to travel unseen in densely
vegetated terrain.
Summon 6/2 30 Global Summons a wild boar.
Boar

Level 2
Stone Skin 4/3 100 Enchantment Hardens the target unit’s body,
increasing Defense (+2).

Free 3/2 80 Enchantment Endows a unit with extreme


Movement agility, as if they possessed
mountaineering, cave crawling,
and forestry skills. (Not castable
on machines)
Poison Plants 10 60 Global Sprouts a barrier of poisonous
vegetation. Units passing
through the plants suffer poison
damage.
Gold Rush 40 / 3 100 Global Doubles a town’s gold income!

Level 3
Tremors 6 100 Combat Violently shakes the whole
3ATK / 8DMG battlefield, causing horrible
X1 (all) damage to structures.
Infinite Range
Entangle 7 150 Combat Attempts to ensnare the target
7ATK / 0DMG by summoning grasping
X1 tentacles, which restrict all
Long Range movement and lower Defense
(-2).
Level Terrain 25 120 Global Levels the earth to plains,
removing all earth-based
obstacles, such as, mountains
and hills.
Enchanted 50 / 5 140 Global Reduces the movement cost by
Roads one third for all units traveling
by foots on road.
Level 4
Town Quake 50 250 Global Triggers an earthquake
underneath the target town,
damaging the city and any
garrisoned units.
Raise Terrain 40 230 Global Raises mountains from the
earth in targetes areas.

Summon 50 / 6 250 Global Summons a hardened Earth


Earth Elemental.
Elemental
Earth 100 / 12 300 Global Forces of Earth envelop the
Mastery land, granting friendly units
Stone Skin, ans doubling the
cost of Air spells.

Water Magic
Spell Casting Cost Research Type Description
/ Upkeep Cost
Level 1
Ooze 1 30 Combat Changes a battlefield into a
Infinite Range sticky mud. Movement speed on
ooze-covered terrain is halved.
Frost Beam 3 40 Combat Icy water pours down,
9ATK/3DMG attempting to freeze units in the
x1 target area in block of ice.
Healing 7 50 Enchantment Restores all lost hit points to a
Water unit.

Summon 6/2 40 Global Summons a Mysterious Frog.


Frog

Level 2
Geyser 4 80 Combat Invokes a massive geyser under
10ATK/5DMG the target, hurling it to great
x1 height, then letting it drop with
much physical distress.
Ice Shards 4 90 Combat Flings jagged shards of ice at
6ATK/4DMG long distances at a single target.
x3
Water 3/2 80 Enchantment Allows any land-based unit to
Walking traverse water.

Vortex 10 60 Global Churns a whirling vortex in the


water, damaging all water-based
units caught therein.
Level 3
Healing 15 140 Global Restores the vigor in both units
Showers and lands, by a gentle rain of
refreshing pure water.
Great Hail 6 150 Combat Rains heavy hailstones upon the
3ATK/8DMG target area, damaging both
x3 units and structures.
Liquid Form 5/4 150 Enchantment Links the target unit to Plane of
Water, enabling it to swim, and
reducing damage from
physically-based attacks.
Fountain of 40 / 3 100 Global Creates a fountain in a town,
Life which heals all units that enter.
Wounded units residing in the
city are healed at the end of
every turn.
Level 4
Ice Storm 50 250 Global Summons a massive blizzard,
covering an area with ice and
freezing water solid. Units
caught in the storm suffer cold
damage.
Flood 120 / 15 300 Global Invokes a great flood. Existing
bodies of water surge over their
shores dramatically changing
the landscape.
Summon 50 / 6 250 Global Summons a flowing Water
Water Elemental.
Elemental
Water 100 / 12 300 Global Forces of Water envelop the
Mastery land. All Fire spells cost double.
Thick mist halves vision for all
enemies.

Fire Magic
Spell Casting Cost Research Type Description
/ Upkeep Cost
Level 1
Fire Breath 2 20 Combat Directs a torrent of fire at the
8ATK / 4DMG caster's target, igniting object
X1 Spread at its path.
Short Range
Flaming 2 20 Combat Launches a flaming arrow with
Arrow 8ATK / 5DMG a solid core at a distant target.
X1
Long Range
Fury 4/0 20 Enchantment Instills unit with a destructive
rage, battering its ability to
Attack (+3), but leaving
weakening Defense (-1).
Summon 5/2 30 Global Summons the playful Fire
Fire Sprite Sprite.

Level 2
Fire Halo 3/1 40 Enchantment Links a unit to the Plane of
Fire, giving it fire immunity,
fire strike, and the ability to
ignite flammable material.
Call Flames 2 30 Combat Targeted area bursts into
9 ATK / 4DMG flames. Flammable materials
X1 ignite and burn.
Long Range
Swarm 4 40 Combat A group of fireflies attacks the
8ATK / 1DMG target unit, and any nearby
X1 Area Effect beings, without
Long Range discrimination.
Cloud of 13 / 3 40 Global Causes the belching forth of a
Ashes thick ashen cloud, concealing
all units within.
Level 3
Fireball 5 80 Combat Throws a powerful ball of fire
8ATK / 8DMG at the target area, igniting
X1 Area Effect flammable materials and
Long Range damaging walls.
Sacrificial 5 60 Combat Channels flames through the
Flame 9ATK / 5DMG caster causing him minute
X1 Area Effect damage while devastating a
Infinite Range target area with power greatly
amplified.
Fire Barrier 15 / 3 70 Global Ignites great stretches of
terrain with raging flames. All
units passing through the fire
are subject to fire damage.
Anarchy 25 80 Global Incites the citizens oftargeted
city into rebellion. Only a well-
armed force can hold a city
against Anarchy.
Level 4
Fire Storm 40 150 Global Invokes a massive firestorm.
All units within the area of
effect suffer fire damage. Wild
fires persist and burn.
Warmonger 35 / 3 180 Global Causes all units produced at a
town to start at the veteran
(silver medal) experience level.
Summon 40 / 5 180 Global Summons the dangerous
Fire power of a Fire Elemental.
Elemental
Fire Mastery 80 / 8 200 Global Forces of Fire sear the minds
of all. Unaligned troops pillage
and ransack their neighbors.
Water spells cost double.

Life Magic
Spell Casting Cost Research Type Description
/ Upkeep Cost
Level 1
Turn Undead 3 30 Combat Hits Undead at the core of their
being, right where it hurts them
the most.
Remedy 4 40 Enchantment Removes all non-magical
handicaps from the target unit
and heals (+5 HitPoints).
Bless 4/1 50 Enchantment Shields a unit with holiness,
giving additional Defense (+1),
Resistance (+1), and Protection
from Death-based Attacks.
Rejuvenate 10 30 Global Rejuvenates desert, steppe, ice,
and wasteland to fertile
grassland.
Level 2
Solar Flare 2 80 Combat Projects a blast of Holy fire at a
8 ATK / 5 target.
DMG
1`
Recall Spirits 3 80 Combat Recalls the spirits of slain units
in the form of Spirits Puppets.

Holy 5/3 90 Enchantment Bestows Holy might with which


Champion a unit may strike against any
evil being with increased Attack
(+2) and Damage (+2) force.
Holy Woods 15 70 Global Sprouts trees that radiate holy
power. All evil units passing
through the woods suffer holy
damage.
Level 3
High Prayer 6 130 Combat Blesses all friendly units during
+2DEF/+2RES combat, increasing Defense (+2),
Blessing, and Resistance (+2) and
+5HP Healing partially healing wounds.
All friendly
Infinite Range
Sacred 6 150 Combat Calls upon the wrath of the
Wrath 6ATK/5DMG heavens to strike all units on
All the field of battle.
Infinite Range
Tranquility 50 / 8 120 Global Envelops the land with a sense
of harmony. Relations between
races improve and unrest in
town decreases.
Resurrect 35 150 Global Resurrects a deceased Hero.
Hero Dying causes a Hero to rethink
his loyalty, and he requires gold
to rekindle his allegiance.
Level 4
Divine Storm 75 250 Global Blankets an area with a tempest
of Holy energy. Terrain sprouts
verdant plant life. Affected units
are exposed to holy damage.
Crusade 50 180 Global Causes the independent forces
of light to mount attacks on all
forces of darkness.
Summon 75 / 8 300 Global Summons one of the divine Gold
Gold Dragon Dragons.

Life Mastery 100 / 12 300 Global All friendly units are blessed.
Enemy creatures of evil
alignment must resist or suffer
Fear. Death spells cost double.
Death Magic
Spell Casting Cost Research Type Description
/ Upkeep Cost
Level 1
Animate 3 40 Combat Animates the remains of the
Dead fallen on the battlefield.

Disease 3 50 Combat Envelopes the target area in a


Cloud 6ATK/3DMG deadly cloud of disease.
Area
Dark Gift 4/1 50 Enchantment Gives a single unit Death Strike
and +1 to damage.

Summon 6/3 50 Global Summons a giant Black Spider


Black Spider to fight for the caster.

Level 2
Terror 4 60 Combat Frightens enemy units on the
9ATK battlefield, gripping them with a
All enemy paralyzing fear.
Infinite Range
Death Ray 2 80 Combat Attack a distant enemy with a
8ATK/2DMG ray of death force
X1
Unholy 5/3 90 Enchantment Bestows upon the target unit
Champion unholy might when fighting
opponents of good alignment,
increasing Attack (+2) and
Damage (+2) power.
Evil Woods 15 70 Global Sprouts a barrier of evil trees
that radiate death. Good units
passing through the woods
suffer damage.
Level 3
Mind Decay 6 150 Combat Spews forth dark spawn to
5ATK attack and penetrate the target
Area unit, consuming their will, as
Infinite Range well as their body, over time
Hatred 50 / 8 120 Global Causes all race relations to
decay, wounding alliances and
destroying the chance of friendly
encounters with independents.
Pestilence 50 130 Global Spews forth a cloud of
pestilence. All units within the
cloud suffer poison damage. The
cloud drifts in a random
direction each turn.
Animate 35 150 Global Brings a fallen Hero back from
Hero death. Animated heroes demand
gold to join, as if the caster
didn't already do them a favor.
Level 4
Death Storm 75 250 Global Swallows the land in a violent
storn of corruption, changing
terrain blackened wasteland.
Units within the storm suffer
death-based damage.
Animate 50 300 Global Rebuilds a city to the player's
Ruins race, and re-animates the
population as skeleton warriors.
Summon 75 / 8 300 Global Summons the most evil of the
Black dragonkind.
Dragon
Death 100 / 12 300 Global . Forces of darkness envelop the
Mastery land, unexploring terrain,
cursing good units, and
doubling the cost of Life spells.

Cosmos Magic
Spell Casting Cost Research Type Description
/ Upkeep Cost
Level 1
Dispel Magic 2 40 Enchantment Attempts to remove
enchantments from a selected
unit.
Enchant 3/1 40 Enchantment Enchants a unit's striking
Weapon attack with a magical quality, as
well as increasing Attack (+1)
and Damage (+1) power.
Level 2
Warp Party 11 70 Global Teleports the caster's party to a
random location on the land.
Warp party is a fast, but risky
1` method of exploration or escape.
Disjunction 25 90 Global Attemps to remove opponent's
global enchantment.

Cosmagic 21 60 Enchantment Alters the appearance of any


Surgery unit, by the use of forbidden
magic too ominous to discuss at
any great length.
Level 3
Town Gate 25 150 Global Instantly transports caster's
party to a town under the
player's control.
Anti Magic 40 / 2 130 Global Creates a powerful dampening
Shell field upon a targeted city,
making the area immune to the
forces of magic.
Conceal Area 15 100 Global Makes a wide area centered on
the caster appear dark, as if
unexplored, to all other players.
Level 4
Power Leak 75 / 5 250 Global Sends the mystic forces of the
arcane back from whence they
came, halving the magic power
of all players.
Spell Ward 75 / 5 250 Global Limits use of global
enchantments. Opponents
cannot cast or disjunct any
global spells, unless the Spell
Ward is first removed.
Summon 100 / 10 350 Global Summons a powerful,
Syron mysterious Syron.
Secret Spells
Summon 6/1 - Global Summons a Mermaid.
Mermaid

VI – Modding AoWx
AoWx is not intended to be used with other engine mods or HSS rulesets, however can be modified via the
following:

DevED with the following overrides in mind (copied from AoW+ 1.45.0129):

- If the unit with the ID 23 (Elephant) has cost, Attack, and Damage at v1.36 values, Attack is set to 1.

- If the unit with the ID 92 (Pony Rider) has cost, Attack, and Damage at v1.36 values, Damage is set to 2.

- If the unit with the ID 255 (Builder) has cost at the v1.36 value, it is set to 50.

- If the spell with the ID 17 (Stone Skin) has cost and upkeep at v1.36 values, both are doubled.

- If the spell with the ID 32 (Free Movement) has cost and upkeep at v1.36 values, both are doubled.

- If the spell with the ID 43 (Wind Walking) has cost and upkeep at v1.36 values, upkeep is doubled.

- The spell with the ID 76 (Animate Ruins) has its cost multiplied by 5 and research time multiplied by
2.5.

- All spells have their research time doubled, for a net factor of 5 for Animate Ruins.

HxD / PE Explorer

HxD is a hex editor and PE Explorer is a disassembler. When viewing AoWEPACK.DLL in PE Explorer, look
for virtual offsets. If you subtract 5570 0C00 (code offsets) or 5570 1200 (data offsets) from these virtual
offsets, it will be equal to the file offset. Using HxD, navigate to your file offset within AoWEPACK.dll; you
should then see the value you are looking for, in hex format. Below are some offsets I made note of for
AoWx, though I didn’t write everything down.

Value Virtual Offset File Offset (AoWEPACK.dll)


Generic Mana 557D03C8 PowerNode.TPowerNode.GetPower
Node Income 557D03E4 B80A000000

Leader/Hero SUB_L557885EC 879F6/879FD/87A04/87A0B/8


Mana Income 7A10
Elemental node 557B E4D1 BD8D3 changed from 0 to 5
income
City Base Income 5580 D500 referenced by City.ListIncomeInfo 10C900 / 10C980
5580 D580 ref by City.UpdateIncome, same values
as above

City Upgrade 557AABCC City.TCity.UpgradeTime


558E8DE0 City.CityUpgradeCost
0x557AE9C0 City.TCityAIPA.UpgradeCity
0x557AEA73
City.TCityAIPA.ValidateUpgradeBudget
0x557AED3B City.TCityAIPA.ValidateFortifyBudget
City Unit 5575D7B8 A8572
Install/Productio AoWE.TProductionControl.UnitResearchTime
n Time 557A913C
City.TCityProductionControl.UnitProductionTime

City Migration 557A B186 time AA57B to AA5C7


City Rebuild 5580 CC40 cost 10C046

557AB50C City.TCity.GetRebuildInfo AA927

Stone Walls 5580 CA0D : Stone wall build time of 4 10BE0E and 1E81E4
558E8DE4
City.CityUpgradeStoneWallCost
Wood Walls 558E8DE8 1E7BE8
City.CityUpgradeWoodenWallCost

Generic 5575F18C
Structure AoWE.TStructure.GetRebuildInfo
Rebuild
Builder’s Guild / 557BE4E0 BD8F
Shipyard Base PrdPlace.TProductionPlace.GetBaseIncome
Income of 5
Shipyard 557C76D0 C6B4, C6B53
Construction Shipyard.TShipyardConstructionControl.GetInfo C6C98 to C6CEC
Mines 557B43E4
Mine.TMine.GetIncome
Watch Towers 557C35E8
Tower.TTower.VisibilityRange
557C381C
Tower.TTowerConstructionControl.GetInfo C2C1C

Default Race 558E83F0 AoWE.DefaultRaceRelations 1E71F0


Relations
Alignments 558E8480
AoWE.dAlignmentToStatusValue
Ranged attacks 5576 F2EC 6EB2B/6EB2D/6EB55
table Archery
6E9B1/6E9B3/6E9DB
Hurl Stones
6EB6A/6EB6C/6EB94
Poison Darts
6E63D/6E641
6E26B Breath attacks
Leadership 558E83E8
AoWE.LeadershipAttackProgression
558E83EC
AoWE.LeadershipDefenseProgression
Wall 55768924 67A03/67A08 67A74/67A79
Crushing/Self- AoWE.TWallCrushingAbility.GetOffensiveStrengt 67AA3 67B52/67B58 67B7F
Destruct h 67C33/67C38
ATK/DMG(/REP? + more relevant sections around it 67CAE/67CB2/67CC0
) 55768E10 67CEF/67CF8 67D19 67D3F
AoWE.TSelfDestructAbility.GetOffensiveStrength Change wall crushing to 4/4/2
+ more relevant sections around it didn’t work

67FA3/67FA8 68048/6804D
68077 68157/6815C 68183
681EA/681EE 6821C 6826A
self destruct
Turn Undead 5576B1F4 6A602 / 6A614
ATK/DMG/Durat AoWE.TTurnUndeadAbility.GetTouchAttack
ion 5576B214
AoWE.TTurnUndeadAbility.GetTurnUndeadDama
ge
557BA168
PassiveAb.TTurnedUndeadAbility.GetTotalDurati
on
Possess ATK 55769BE8
AoWE.TPossessAbility.GetTouchAttack
Web 5576A20C B9721 Change to -3 DEF didn’t
ATK/Duration/D AoWE.TWebAbility.GetTouchAttack work?
EF modifier 557BA318
PassiveAb.TWebbedAbility.GetTotalDuration
557BA320
PassiveAb.TWebbedAbility.GetDefense
Entangle 5576A810
(Ability) ATK AoWE.TEntangleAbility.GetTouchAttack
Invoke Death 5576B84C 6AC4D Change to 9 ATK
ATK AoWE.TInvokeDeathAbility.GetTouchAttack
Dominate ATK 55770664 6FA65 Change to 5 ATK
AoWE.TDominateAbility.GetTouchAttack
Charm ATK 55770798 6FB98 Change to 6 ATK
AoWE.TCharmAbility.GetTouchAttack
Seduce ATK 55770978
AoWE.TSeduceAbility.GetTouchAttack
Healing ability 5576C074
HP amount AoWE.THealingAbility.GetHealHitPoints

Vision Cost 557B9864 B8C98


PassiveAb.TVisionAbility.Create
Marksmanship 557BBCF8 BB167
Cost PassiveAb.TMarksmanshipAbility.Create

Nature’s 557B9CC0
Blessing PassiveAb.TNaturesBlessingAbility.GetAttack
ATK/DEF/RES 557B9CC4
PassiveAb.TNaturesBlessingAbility.GetDefense
557B9CC8
PassiveAb.TNaturesBlessingAbility.GetResistance
Bloodlust 557B9DB4
ATK/DEF/DMG PassiveAb.TBloodlustAbility.GetAttack
557B9DB8
PassiveAb.TBloodlustAbility.GetDefense
557B9DBC
PassiveAb.TBloodlustAbility.GetDamage

Poisoned Status 557B9E68


PassiveAb.TPoisonedAbility.GetAttack
557B9E6C
PassiveAb.TPoisonedAbility.GetDefense
PassiveAb.TPoisonedAbility.GetResistance
557B9E74
PassiveAb.TPoisonedAbility.GetDamage
Entangled Status 557B9FE8
PassiveAb.TEntangledAbility.GetTotalDuration
PassiveAb.TEntangledAbility.GetDefense
Frozen Status 557BA0A4 B94A4
PassiveAb.TFrozenAbility.GetTotalDuration
557BA0B4
PassiveAb.TFrozenAbility.GetDefense
Burning Status 557BA3CC B9863
PassiveAb.TBurningAbility.GetTotalDuration B97CD
557BA3D4
PassiveAb.TBurningAbility.NewCombatTurn
Stunned Status 557BA548
PassiveAb.TStunnedAbility.GetTotalDuration
557BA550
PassiveAb.TStunnedAbility.GetDefense
Holy Fear Status 557BA5FC
PassiveAb.THolyFear.GetTotalDuration
Decay Damage? PassiveAb.TDecayAbility.NewCombatTurn
Vertigo Status 557BAC54
PassiveAb.TVertigoAbility.GetTotalDuration
557BAC5C
PassiveAb.TVertigoAbility.GetAttack
557BAC60
PassiveAb.TVertigoAbility.GetDefense
Cursed Status 557BAD88
PassiveAb.TCursedAbility.GetTotalDuration
557BAD90
PassiveAb.TCursedAbility.GetDefense
557BAD94
PassiveAb.TCursedAbility.GetResistance

Combat Spells 557F94D8 F7BB7 Cold Breath


ATK/DMG/REP CombatSpells.TFlamingArrow.Create F8149 Call Flames
F81FF Fire Breath
F893A Flaming Arrow
F82BB Swarm
F8433 Fireball
F8377 / F8389 Great Hail
F7995 Mind Decay
F80AA Tremors
F837A Great Hail
F84EB Geyser
F8A05 Ooze
F8E7F Terror
F9275 Winds of Fury
F93B7 Shock Wave
F946F Sacrificial Flame

F8721 Frost Beam

Crusade 557BA230 B9630


Duration PassiveAb.TCrusaderAbility.GetTotalDuration
Stoneskin +DEF 557BAF40
PassiveAb.TStoneSkinAbility.GetDefense
Enchant 557BB0EC
Weapon PassiveAb.TEnchantedWeaponAbility.GetAttack
557BB0F0
PassiveAb.TEnchantedWeaponAbility.GetDamage
Summoned Unit 557BB1E4 BA605
Dispel PassiveAb.TSummonedAbility.GetDefaultDispelR
Resistance esistance
Fury 557BB35C BA75C
PassiveAb.TFuryAbility.GetAttack
557BB360
PassiveAb.TFuryAbility.GetDefense
Blessed 557BB5E4
PassiveAb.TBlessedEnchantment.GetDefense
557BB5E8
PassiveAb.TBlessedEnchantment.GetResistance
Dark Gift 557BB730
PassiveAb.TDarkGiftEnchantment.GetDamage
High Prayer 557BB80C BAC0C
PassiveAb.THighPrayerBlessingAbility.GetDefense
557BB810
PassiveAb.THighPrayerBlessingAbility.GetResista
nce
Watcher 5579FEA8
GlobalTargetSpells.TWatcherHS.VisibilityRange

Leader/Hero 55787628 AoWE.THero.GetLevelMax 86A28


Max Level
Leader/Hero 557877BC AoWE.THero.SetUnitAttack 86CD4
Stat Costs 55787808 86D20
AoWE.THero.SetUnitDefense
55787854
AoWE.THero.SetUnitDamage
557878A0 AoWE.THero.SetUnitHits
557878EC AoWE.THero.SetUnitMoves
55787938
AoWE.THero.SetUnitResistance

Unit level up 558E83C4 1E71C4


stats AoWE.DefenseRankProgression
558E83C8
AoWE.AttackRankProgression
558E83CC
AoWE.DamageRankProgression
558E83D0
AoWE.ResistanceRankProgression
558E83D4 AoWE.HitsRankProgression

Unit Vision 55724AD0


Range AoWE.TCombatUnit.GetVisibilityRange
55780EF8
AoWE.TAbstractUnit.VisibilityRange
“True Seeing” 55780F80
Range (normal AoWE.TAbstractUnit.TrueVisionRange
units seeing 55761060
concealed units, AoWE.TPlayerStructure.TrueVisionRange
default value 1)
True Vision 5578E16C
ability range AoWE.TArmy.TrueVisionRange
City Vision Range 557ABC48
City.TCity.VisibilityRange
Structure Vision 55761068
Range AoWE.TPlayerStructure.VisibilityRange
Tower Vision 557C35E8
Range Tower.TTower.VisibilityRange
Reflecting Pool 557D4CF4
Vision Range ReflectingPool.TReflectingPool.VisibilityRange

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