Professional Documents
Culture Documents
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)
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
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
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.
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.
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
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
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
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
**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
Level 3
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
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
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
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
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
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: Cave Crawling, Fearless, Fire Protection, Monster, Poison Immunity, Poison
Strike, Strike, Walking, Wall Climbing
Silver Medal
Gold Medal Cause Fear
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
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
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
**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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
**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
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
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
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
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
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
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
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
**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
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
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
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
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
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
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
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
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
**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
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
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
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
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
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
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
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
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
**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
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
Level 4
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
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,
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
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
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
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
**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
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
Dark Elves
Level 1
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
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
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
**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
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
Stormlord
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
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
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
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
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
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
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
**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: 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
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
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
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
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
**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
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, 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
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
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
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
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
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
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: 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
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, 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
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
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
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
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
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
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
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
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
Silver Dragon
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
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
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
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
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
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
Level 3
Level 4
Guild Balloon
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
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
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
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.)
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).
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.
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.
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.
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.
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.
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.
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.
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
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
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