You are on page 1of 105

- Paradoxnrt & Alcedes1611 (my LAN group): Playtesting / Troubleshooting /

Creative Input
- And G: Introducing the AoW community to hex editing engine files and
paving the way for the modern modding era, creating AoW+
- Ziggurat Mason aka Bing Xi Lao: Creating the premiere community hub for
Age of Wonders multiplayer/modding, creative contributions, item GFX,
campaign scenarios (Mirrored Oasis of Nathyazik [edited], Desolate Maugogom
[edited], Frozen Waters of Seshedut [edited] )
- The Chosen One aka Codyksp: Pushing collaborative hex editing to new
heights, creative contributions
- Lagi: Units GFX
- Ig: creating/sharing the AoW Stable Diffusion model for AI generated portraits
- Laurentius: Units GFX (various misc)
- Lord_Athos: Unit portrait (Goblin Waste Spewer)
- naru blutwind: Item GFX
- Zarlex: campaign scenario (Mountain Dive [edited])
- The Jerk: campaign scenario (Urgath [edited])
Age of Wonders X is an engine modpack, built upon AoW+ engine files with some
vanilla functions restored, as well as some added code/hex edits (plenty of which is
borrowed from Ziggurat Engine Mod and AoW Evolved). It introduces new content and
rebalanced gameplay, while retaining the unique atmosphere and timeless charm of
the original Age of Wonders. It is first and foremost the collaborative effort of three
veteran players to develop a more diverse meta-game for competitive LAN multiplayer
at the highest level, however it also includes a custom campaign and challenge mode.
"A Human Perspective", a canon-inspired custom campaign, is played via the Keepers
campaign. There are eight different endings, each ranging from 17 to 20 scenarios in
length. The first nine scenarios are shared between all endings, but not fully linear. ie:
You can make choices to play different scenarios/recruit different heroes, but
ultimately they will all bring you to the same major event in the campaign, at which
point the campaign branches off into vastly different paths.
"Challenge Mode" is played via the Cult of Storms campaign. It is a series of difficult
challenges intended for only the most experienced players. There are 7 challenge
scenarios in total. Can you hope to complete them all and challenge The Group of
Three?

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). You
can simply merge the “Age of Wonders” folder from the ZIP file with your existing one.
***Change game language to English via AoWSetup.exe*** (important)
Run AoWx.exe to play.
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 purchased but are much more expensive than Polite cities.
- Neutral cities can rebel.
- Neutral independent units can be recruited but are much 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 terrain preferences can deviate from these rules where
thematically appropriate (see Unit Tables for full details).

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 Orc Warlord is not).
- 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 -/50/100/150 gold depending on city size and takes -/1/2/3 turns.
(ex: for level 2 cities, upgrading costs 50 gold and takes 1 turn whereas level 4 cities
cost 150 gold and take 3 turns for all tiers of upgrading)
- All units take 1 turn to install at no cost.
- 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 3 turns.
- Stronger occupation forces are required to raze cities and suppress rebellion.
- More units are spawned when razing cities.
- Structure raze defenders revised.
- Walls and terrain no longer affect city rebellions.
- Dungeon, crypt, ziggurat, monster lair defenders/prisoners revised.
- New structures added (no effect on regular maps/gameplay, these were added for
campaign and custom maps - Pantheon, Tower of the Rift, Tabernacle, Great Eagle’s
Nest, explorable Elven Court Ruins, Pyramid, Divine Gate, Cave, Master Guild)

Magic:
- Leader/Hero mana income changed to 5/10/20/40/80 for Spellcasting I/II/III/IV/V,
respectively.
- Elemental nodes grant 5 mana regardless of sphere selection, plus 5 per sphere
- 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 costs 7 mana.
- Level 1 summon spells cost 6/3 mana (except Fire Sprite, which costs 5/2)
- Level 2 summon spells cost 15/10 (Summon Great Eagle).
- Rejuvenate changed to Scorch Terrain (Fire Spell).
- Summon Mermaid changed to Summon Spirit (Life Spell)
- Town Gate cost increased to 75.
- Fire spells are especially cheaper.
- Fire Mastery grants Fire Halo instead of Fire Protection.
- Unit spells cannot 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 8 ATK / 3 DMG, Infinite Range.
- Chain Lightning changed to 7 ATK / 3 DMG.
- Shock Wave changed to 9 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, Fire/Physical/Wall damage.
- Sacrificial Flame changed to 8 ATK / 1 DMG and Infinite Range.
- Ooze changed to Infinite Range.
- Geyser changed to 10 ATK / 5 DMG.
- Great Hail changed to 3 ATK / 8 DMG.
- Terror changed to 9 ATK.
- Mind Decay changed to Infinite Range.
- High Prayer combat blessing changed to +2 DEF / +2 RES.
- Sacred Wrath changed to 8 ATK / 1 DMG
- Vaporize changed to 9 ATK / 2 DMG / 5 projectiles / Short Range
- Spell Level & Sphere Changes:
- Cold Breath changed to level 1
- Fire Breath changed to level 1
- Turn Undead changed to level 1
- Animate Dead changed to level 1
- Stoning changed to level 1
- Concealment changed to level 1
- Freeze Water change to level 1
- Conceal Area changed to Cosmos level 2
- Watcher changed to level 2
- Stone Skin changed to level 2
- Call Flames changed to level 2
- Solar Flare changed to level 2
- Death Ray changed to level 2
- Wind Walking changed to level 2
- Fountain of Life changed to level 2
- Vaporize changed to level 3
- Entangle changed to level 3
- Chain Lightning changed to level 3
- Hatred changed to level 3
- Cosmagic Surgery changed to Cosmos level 3
- Spell Ward changed to Cosmos level 3
- Frost Beam changed to level 3
- Animate Ruins changed to level 4
- Summon Syron changed to Cosmos level 4
- Town Gate change 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 and lost
art, as well as from newly introduced hero portraits)
- Max Hero level raised to 50
- Max Hero join level raised to 10 (hero library ranges from level 1 to 5, except for the
Undead hero Lord Inioch)
- Amount of turns required per hero decreased.
- Heroes gain 1 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 10. (requires 15 XP)
- Heroes gain 2 experience per day from level 10 to level 20. (requires 30 XP)
- Heroes gain 1 experience per day from level 20 to level 30. (requires 50 XP)
- Heroes gain 0 experience per day from level 30 to level 40. (requires 75 XP)
- Heroes gain 0 experience per day from level 40 to level 50. (requires 100 XP)
- 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 much more expensive ex:
Lightning Strike etc, more available abilities to select from).
- 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: 5 skill points
- MP: 2 skill points
- All Leader/Hero maximum stats increased to 50.

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.
- A silver/gold medal unit is ranked as one/two additional level(s).
- 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 - Each additional 10XP
- ATK: + 1 ATK + 1 ATK -----
- DEF: + 1 DEF ----- -----
- DMG: ----- + 1 DMG -----
- RES: +1 RES + 1 RES -----
- HP: + 2 HP + 2 HP + 2 HP

Ranged Attacks:
- Archery changed to 3 ATK / 2 DMG / 2 projectiles.
- Hurl Stones changed to 3 ATK / 1 DMG / 4 projectiles.
- Poison Darts changed to 3 ATK / 1 DMG / 3 projectiles.
- Cosmic Breath added (Flamethrowing deleted)
4 ATK / 3 DMG / 1 projectile.
Lightning + Magic Damage
- Breath Attacks changed to 4 ATK / 4 DMG / 1 projectile.
- Magic Bolts changed to 6 ATK / 2 DMG / 2 projectiles.
- Holy Bolts changed to 5 ATK / 2 DMG / 2 projectiles.
- Black Bolts changed to 5 ATK / 2 DMG / 2 projectiles.
- Lightning Bolts changed to 5 ATK / 2 DMG / 2 projectiles.
- Frost Bolts changed to 5 ATK / 2 DMG / 2 projectiles.
- Call Flames changed to 5 ATK / 2 DMG / 2 projectiles.
- Venomous Spit changed to 8 ATK / 2 DMG / 2 projectile.
- Hurl Boulder changed to 3 ATK / 8 DMG / 1 projectile.
- Shoot Javelin changed to 8 ATK / 6 DMG / 1 projectile.
- Shoot Black Javelin changed to Seeker Bolts (removed from Shredder Bolt)
6 ATK / 2 DMG / 3 projectiles.
Holy + Magic Damage
- Doom Gaze changed to Death + Lightning damage, 6 ATK / 2 DMG / 2 projectiles.

Abilities:
- Marksmanship level up revised:
- I: +1ATK, +0DMG
- II: +2ATK, +1DMG
- III: +3ATK, +1DMG
- IV: +4ATK, +2DMG
- Self Destruct increased to 8 ATK / 8 DMG, Fire+Physical+Wall Damage.
- Turn Undead I/II//III/IV changed to ATK/DMG of 6/4, 7/5, 8/6, 9/7, respectively.
- Invoke Death increased to 9 ATK.
- Possess increased to 7 ATK.
- Dominate decreased to 5 ATK.
- Charm increased to 6 ATK.
- Cause Fear hidden ATK value increased to 6 ATK.
- Cold hidden ATK value increased to 3 ATK.
- Charge increased to +3 DMG.
- Parry increased to +3 DEF.
- 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).
- Leadership grants +1 ATK / +1 DEF to every unit in the party.
- Lifestealing grants +2 HP.

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

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.
- Flying units have Vision III or higher.

General Unit changes


- Stats no longer capped at 10.

General Level 1 Unit changes


- Most small infantry units get Concealment
- Frostlings also get Snow Concealment
- Azracs also get Desert Concealment
- Lizardmen 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
- Battering Ram has -1 Resistance, +5HP, and +6MP, and bonus abilities at
Silver/Gold Medal
- Lizards have a Turtle Battering Ram
- Dwarves have Drill instead of Battering Ram
- Goblins no longer have Battering Ram, only Goblin Bombers
- Goblin Wolf Rider moved to Level 1.
- Necromancer added (replaces Undead Archer, produceable non-melee Black Bolts)
- Dire Wolf added (exploration sites, not produceable)
- Mammoth added (raze defender, not produceable)
- Dwarf Miner added (raze defender, not produceable)
- Dark Elf Night Guard added (exploration sites, not produceable)
- Elf Sentry added (exploration sites, not produceable)
- Highman Sentinel added (exploration sites, not produceable)
- Human Greatsword added (raze defender, exploration sites, not produceable)
- 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/DEF “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, True Seeing 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, -1 Defense and Vision I.
- Added Fearless, Parry and Vision II at Silver Medal
- Added bonus abilities 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
- Frostlings, Lizardmen, Goblins and Undead do not have Engineers
- Frostlings have Mammoth Rider instead of Catapult
- Goblins have Waste Spewer instead of Engineers
- Dwarves have Engineers instead of Ballista
- Undead have Mummy instead of Ballista, and better Skull Thrower
- Ballista cost halved, -1 Resistance, +6 Movement
- Goblin Butcher added (produceable)
- Greater Spirit Puppet added (raze defender, exploration sites)
- Frost Blower added (raze defender)
- Crocodile added (raze defender, exploration sites)
- Some level 2 units have additional changes (see unit tables for full details).
General Level 3 changes
- Human Charlatan changed to Great Explorer.
- 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 (exploration sites)
- Elven Druidess added (not produceable, exploration sites)
- 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 Karagh).
- All produced Level 4 units have wall breaching capabilities.
- Hydra added (exploration sites, raze defender)
- Succubus added (exploration sites, raze defender)
- Resurrected Dragon added (exploration sites, raze defender)
- Minotaur added (exploration sites, raze defender)
- Silver Dragon added (exploration sites, raze defender)
- Elder Dragon added (exploration sites, raze defender)
- Forest Dragon added (exploration sites, raze defender)
- Ancient Feral Dragon added (exploration sites, raze defender)
- Frost Dragon added (exploration sites, raze defender)
- Shadow Dragon added (exploration sites, raze defender)
- Ent added (exploration sites, raze defender)
- Some units have Leadership (All units with Leadership have ATK and DEF lowered by
1, which they regain from the ability itself):
- Yaka Avatar
- First Born
- Red Dragon
- 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).
- Carrack added (not produceable, level 4 unit)

Items
- Dozens of all-new item GFX (GFX by naru blutwind, Bing Xi Lao, and myself).
- Most existing items edited, but ‘crowd favourites’ left unchanged.

AI:
- AI Emperor Leaders/Heroes level up much faster (every turn until level 10, every two
turns until level 20, etc).
- AI bonus XP increased:
- Lord: 3xp per turn until level 30
- King: 5xp per turn until level 50
- Emperor: 12xp bonus per turn until level 50
- AI Hero Upgrade priorities revised
- Leadership replaced with Monster Slaying
- Archery replaced with Parry
- ATK stat priority decreased
- 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
- Slippery Bridge glitch fixed (frozen underground bridges couldn’t be crossed)
- Flying/floating underground movement cost increased to 6 movement points.
(underground structures still costs 4 movement points).
- Flying/floating movement cost on mountains reduced to 6 movement points.
- Tunneling costs 6 movement points instead of 10 movement points.
- Underground light vegetation costs 3 movement points instead of 4 movement points
with Cave Crawling.
- Revised unit GFX:
- Dwarf First Born armor revised
- Spider Queen revised
- Executioner revised
- Dark Elf units skin colour revision
- Dwarf Archer replaced with Crossbow
- Orc Swordsman replaced with Axeman
- All generic unit portraits replaced (work in progress, some need revisiting)
- New halo/shadow GFX created and added to Hell Hound, Spirit Puppet, Greater
Spirit Puppet, Djinn, Frost Queen. Salamander. Storm Lord, Valkyrie, Ancient Dragon,
Astra, Black Dragon, First Born, Gold Dragon, Reaper, Yaka Avatar
- Leader/hero hit/death SFX revised.
- Some unit SFX revised.
- Doom Gaze GFX/SFX revised.
- Invoke Death SFX revised.
- Hidden campaign portraits can be selected when creating leaders, along with new
portraits created with AI modelled after original AoW artwork.
- 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 desktop icon
- Revised Editor start-up image
- Save location changed to Age of Wonders/X/Save folder
- Revised intro screen
- Revised tutorial scenario.

Custom Campaign
AoWx loads all campaign files from the “Age of Wonders/X/Campaign” folder. In order
to play a different campaign, simply backup and replace the entire folder.

“A Human Perspective” Keepers Campaign:


- New custom Human campaign with eight fully playable endings.
- It is always possible to spend all transfer points on gold.
- Limited amounts of mana can be transferred.
- Player always starts scenarios with 250 gold.
- Heroes cost 100 points to transfer regardless of level.
- Items always cost 10 points to transfer.
- Level 4 units can be transferred.
- Units to transfer can be selected from a list containing up to 50 units.

Challenge Mode (Cult of Storms Campaign):


- For experienced players only.
- Complete the seven trials and defeat The Group of Three.
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 7 26 9

Abilities: Archery, Concealment,


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

Human Infantry
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 7 26 9

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 17 26 19

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: 0 / 8
26 5 26 7 26 9

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 *1 4 *2 5 *2 6
Cost: 0 / 17
26 5 26 7 26 9

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


Strike, Poison Protection, Strike, True Seeing, 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: 0 / 17
36 8 36 10 36 12

Abilities: Charge, First Strike, Strike,


Walking, Vision I
Silver Medal Fearless, Parry, Vision II
Gold Medal Leadership
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: 0 / 45
26 7 26 9 26 11

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: 0 / 36
26 7 26 9 26 11

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 *2 4 *3 5 *3 6
Cost: 0 / 50
30 7 30 9 30 11

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


Monster Slaying, Mountaineering, Poison Protection, Strike, Swimming,
Vision II, Walking
Silver Medal Dominate, Fearless, Marksmanship I, Vision III
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: 0 / 95
36 12 36 14 36 16

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


Silver Medal Extra Strike, Vision I
Gold Medal Leadership, 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: 0 / 25
26 5 26 7 26 9

Abilities: Concealment, Fire Musket, Marksmanship I,


Strike, Walking
Silver Medal Fearless, Marksmanship II
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: 0 / 230
40 10 40 12 40 14

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: *2 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 inexpensive Musketeer, and the powerful Cavalier. The
Air Galley, though fragile, remains a 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)
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 7 30 9

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


Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II, Strike

Azrac Light Infantry


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 7 30 9

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


Walking
Silver Medal Extra Strike
Gold Medal Fire Strike

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: 0 / 19
30 9 30 11 30 12

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 6 1 7 1 8 2
Level / Upkeep: 1 / 2 3 3 4 4 4 5
Cost: - / 8
24 3 24 5 24 7

Abilities: Cave Crawling, Concealment, Desert Concealment, Fearless, Fire


Protection, Monster, Physical Protection, Poison Immunity, Poison Strike,
Steppe Concealment, Strike, Underground Concealment, 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: 0 / 17
30 5 30 7 30 9

Abilities: Call Flames, Concealment, Desert Concealment, Dispel Magic I, Fearless,


Fire Immunity, Fire Strike, Healing, *Leadership, Magic Bolts, Magic Strike,
Strike, True Seeing, Turn Undead II, Walking
Silver Medal Dispel Magic II, Marksmanship I
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: 0 / 17
40 8 40 10 40 12

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


Vision I
Silver Medal Parry, Vision II
Gold Medal Extra Strike, Fire Strike
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: 0 / 39
30 9 30 11 30 12

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: 0 / 45
26 7 26 9 26 11

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: Evil
Type: Creature 5 6 6 6 7 7
Level / Upkeep: 3 / 10 2 7 3 8 3 9
Cost: 0 / 106
24 15 24 17 24 19

Abilities: Cause Fear, Death Immunity, Death Strike, Doom Gaze, Fire Protection,
Floating, Monster, Night Vision, Strike, True Seeing, Vision III, Wall
Crushing
Silver Medal Marksmanship I, Vision IV
Gold Medal Marksmanship III
Djinn
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 7 3 8 3 9 4
Level / Upkeep: 3 / 10 4 7 5 8 5 9
Cost: 0 / 70
32 7 32 9 32 11

Abilities: Bard’s Skills, Charm, Dispel Magic II, Floating, Healing, Invisibility, Magic
Bolts, Magic Protection, Magic Strike, Physical Protection, Strike
Silver Medal Dispel Magic III, Marksmanship I
Gold Medal Magic Immunity, Marksmanship II

Sandworm
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 4 5 5 5 6 6
Level / Upkeep: 3 / 10 3 3 4 4 4 5
Cost: 0 / 55
30 12 30 15 30 17

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


Grass Concealment, Monster, Mountaineering, 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 *4 8 *5 9 *5 10
Cost: 0 / 200
32 20 32 22 32 24

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


Magic Bolts, Magic Strike, Monster Slaying, Strike, Vision I, True Seeing,
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. 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 a
versatile 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)
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 7 26 9

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


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

Lizardman Warrior
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 7 26 9

Abilities: Concealment, Parry, Strike,


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

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 17 20 19

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


Silver Medal Fearless, Strike
Gold Medal
Giant Slug
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 3 3 4 3 4 4
Level / Upkeep: 1 / 2 1 2 2 2 2 4
Cost: 0 / 10
20 8 20 10 20 12

Abilities: Cave Crawling, Monster, Poison Immunity, Poison Strike, Regeneration,


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: 0 / 18
26 5 26 7 26 9

Abilities: Concealment, Dispel Magic I, Healing, Magic Bolts, Magic Strike, Poison
Immunity, Poison Strike, Strike, Swimming, True Seeing, Turn Undead I,
Venomous Spit, 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: 0 / 15
32 7 32 9 32 11

Abilities: Charge, Poison Strike, Strike, Swimming, Vision I, Walking, Water


Concealment

Silver Medal Fearless, Parry, Vision II


Gold Medal Concealment
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: 0 / 30
20 8 20 10 20 12

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: 0 / 34
20 8 20 10 20 12

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 8 5 9 5 10 6
Level / Upkeep: 3 / 10 4 5 5 6 5 7
Cost: 0 / 65
30 10 30 12 30 14

Abilities: Fearless, Fire Immunity, Fire Strike, Ignition, Monster, Monster Slaying,
Parry, Strike, Walking
Silver Medal Extra Strike
Gold Medal Round Attack
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: 0 / 55
32 10 32 12 32 14

Abilities: Cave Crawling, Concealment, Grass Concealment, Monster, Night Vision,


Poison Protection, Poison Strike, Steppe Concealment, Strike, Swimming,
Underground Concealment, Venomous Spit, Walking, Water Concealment
Silver Medal Marksmanship I, Poison Immunity
Gold Medal Gas Breath, Marksmanship II

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: 0 / 98
36 12 36 14 36 16

Abilities: Monster, Fearless, Flying, Poison Immunity, Poison Strike, Strike,


Vision III
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: 0 / 203
36 24 36 26 36 28

Abilities: Cause Fear, 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 *3 3 4 3
Level / Upkeep: *2 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 Hateful towards 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)
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 7 24 9

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 6 4
Level / Upkeep: 1 / 2 3 2 4 3 4 4
Cost: - / 5
24 5 24 7 24 9

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


Strike, Walking
Silver Medal Fearless
Gold Medal Cold 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 17 26 19

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: Evil
Type: Creature 3 2 4 2 5 3
Level / Upkeep: 1 / 2 1 3 2 4 2 5
Cost: 0 / 7
24 6 24 8 24 10

Abilities: Cold Protection, Fearless, Monster, Strike, Swimming, Walking,


Water Concealment

Silver Medal Cause Fear, Extra Strike, Snow Concealment


Gold Medal Concealment, Lifestealing

Level 2
Frostling Shaman
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Frostling *2 2 *3 2 *4 3
Unit *1 4 *2 5 *2 6
Level / Upkeep: 2 /
5 24 5 24 7 24 9
Cost: 0 / 15

Abilities: Cold Immunity, Cold Strike, Concealment, Dispel Magic I, Frost Bolts,
Healing, *Leadership, Magic Bolts, Magic Strike, Poison Protection, Snow
Concealment, Strike, True Seeing, 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: 0 / 16
32 7 32 9 32 10

Abilities: Charge, Cold Protection, Concealment, Forestry,


Snow Concealment, Strike, Vision I, Walking
Silver Medal Fearless, Parry, Vision II
Gold Medal Extra Strike
Frostling Mammoth
Rider No Medal Silver Medal Gold Medal
3 4 4 4 5 5
Alignment: Neutral
Type: Humanoid 2 2 3 3 3 4
Level / Upkeep: 2 / 5 28 12 28 16
28 14
Cost: 0 / 37

Abilities: Archery, Charge, Cold Protection, Monster, Strike, Walking,


Wall Crushing, Vision I

Silver Medal Fearless, Marksmanship I, Vision II


Gold Medal Cold Immunity, 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: 0 / 36
26 7 26 9 26 11

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: 0 / 85
32 13 32 15 28 17

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 *5 3 *6 3 *7 4
Level / Upkeep: 3 / 10 *2 6 *3 7 *3 8
Cost: 0 / 65
28 8 28 10 28 12

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

Nordic Glow
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 4 4 5 4 6 5
Level / Upkeep: 3 / 10 5 6 6 7 6 8
Cost: 0 / 78
36 7 36 9 36 11

Abilities: Cold Immunity, Fearless, Fire Protection, Flying, Holy Strike, Lightning
Protection, Physical Protection, Poison Immunity, Regeneration, Strike,
Vision III
Silver Medal Death Protection, Holy Protection
Gold Medal Magic Protection

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 6 6 7 6 8
Cost: 0 / 225
36 17 36 19 36 21

Abilities: Cold Breath, Cold Immunity, Cold Strike, Marksmanship III,


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

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

Leader: Cold Protection, Concealment, Forestry, *Leadership, Snow


Concealment, 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.
Mammoth Riders provide support to sieges. Frost Queens 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/desertion
- Mammoth Rider replaces Catapult

- Two Leadership units (Shaman, Frost Queen)


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

Elf Longbowman
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 7 26 9

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


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

Elf Longswordsman
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 7 26 9

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 17 26 19

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: 0 / 7
26 5 26 7 26 9

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 *1 5 *2 6 *2 7
Cost: 0 / 18
26 5 26 7 26 9

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


Magic Bolts, Path of Life, Poison Protection, Magic Strike, Strike, True
Seeing, Turn Undead I, Walking
Silver Medal Dispel Magic II, Fearless, Magic Protection, Marksmanship I,
Poison Immunity, Turn Undead II
Gold Medal Dispel Magic III, Entangle Strike, Marksmanship II, 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: 0 / 17
36 7 36 9 36 11

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


Walking
Silver Medal Fearless, Parry, Vision III
Gold Medal Archery, Marksmanship I, Vision IV
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: 0 / 45
26 7 26 9 26 11

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: 0 / 36
26 7 26 9 26 11

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 1 6 1 7 2
Level / Upkeep: 3 / 10 5 6 6 7 6 8
Cost: 0 / 40
32 6 32 8 32 10

Abilities: Bard’s Skills, Concealment, Dispel Magic I, Extra


Strike, Flying, Grass Concealment, Healing, Holy
Strike, Magic Protection, Magic Strike, Strike,
Vision III
Silver Medal Dispel Magic II, Entangle, Fearless
Gold Medal Dispel Magic III, Parry, Physical Protection
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: 0 / 55
30 8 30 10 30 12

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


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

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: 0 / 90
36 10 36 12 36 14

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: 0 / 210
32 15 32 17 32 19

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: *1 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)
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 7 24 9

Abilities: Concealment, Hurl Stones, Walking

Silver Medal Fearless, Marksmanship I


Gold Medal Marksmanship II, Parry, Strike

Halfling Recruit
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Halfling Unit 4 2 5 2 5 3
Level / Upkeep: 1 / 2 4 4 5 4 5 5
Cost: - / 5
24 5 24 7 24 9

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 17 26 19

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: 0 / 12
32 6 32 8 32 10

Abilities: Charge, Strike, Vision I, Walking


Silver Medal Fearless, Vision II
Gold Medal Parry

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: 0 / 15
24 5 24 7 24 9

Abilities: Bard’s Skills, Concealment, Dispel Magic I, Healing, Magic Bolts, Magic
Protection, Magic Strike, Poison Protection, Strike, True Seeing, 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 6 2 7 2 8 3
Level / Upkeep: 2 / 5 2 6 3 7 3 8
Cost: 0 / 16-*/
26 7 26 9 26 11

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


Night Vision, 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: 0 / 45
26 7 26 9 26 11

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: 0 / 36
26 7 26 9 26 11

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 7 2 8 2 9 3
Level / Upkeep: 3 / 10 5 4 6 5 6 6
Cost: 0 / 40
28 6 28 8 28 10

Abilities: Concealment, Desert Concealment, Extra Strike, 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: 0 / 55
36 8 36 10 36 12

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 7 5 8
Cost: 0 / 80
36 12 36 14 36 16

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


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

Level 4

Leprechaun
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Humanoid 10 2 11 2 12 3
Level / Upkeep: 4 / 15 15 15 16 16 16 17
Cost: 0 / 150
30 7 30 9 30 11

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

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

Leader: Bard’s Skills, *Leadership, Parry, 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 they
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)
- One monster slayer (Rogue)
Level 1

Dwarf Arbalist
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 8 24 10

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 8 24 10

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 17 24 19

Abilities: Cave Crawling, 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: 0 / 9
28 7 28 9 28 11
Abilities: Cave Crawling, Cause Fear, Concealment, Fearless, Mountaineering, Night
Vision, Poison Protection, Round Attack, Strike, Walking
Silver Medal Parry
Gold Medal Extra Strike, Monster Slaying

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 *1 5 *2 6 *2 7
Cost: 0 / 23
24 6 24 8 24 10

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


*Leadership, Magic Bolts, Magic Strike, Mountaineering, Night Vision,
Poison Protection, Strike, True Seeing, 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: 0 / 21
32 9 32 11 32 13

Abilities: Cave Crawling, Charge, Mountaineering, Night


Vision, Poison Protection, Strike, Vision I, Walking
Silver Medal Fearless, Parry, Vision II
Gold Medal 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: 0 / 42
24 10 24 12 24 14

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: 0 / 45
26 7 26 9 26 11

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: 0 / 105
32 15 32 17 32 19

Abilities: Hurl Boulder, Mountaineering, Monster, Strike, Vision I, 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: 0 / 55
36 6 36 8 36 10

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 4 4 5 4 6 5
Level / Upkeep: 3 / 10 4 4 5 5 5 6
Cost: 0 / 75
40 14 40 16 40 18

Abilities: Cave Crawling, Charge, Concealment, Extra Strike, Monster,


Mountaineering, Night Vision, Poison Protection, Strike, Tunneling,
Underground Concealment, Walking, Wall Crushing
Silver Medal Fearless, Poison Immunity
Gold Medal Vision I, Wall Climbing

Level 4

Dwarf First Born


No Medal Silver Medal Gold Medal
Alignment: Good
Type: Dwarf Creature *6 8 *7 8 *8 9
Level / Upkeep: 4 / 15 *4 6 *5 7 *5 8
Cost: 0 / 205
28 24 28 26 28 28

Abilities: Call Flames, Cave Crawling, Cold Immunity, Fearless, Fire Immunity, Fire
Strike, Ignition, *Leadership, Lightning Protection, Magic Protection, Magic
Strike, Marksmanship II, Monster Slaying, Mountaineering, Night Vision,
Poison Immunity, Strike, Walking, Wall Crushing
Silver Medal Cause Fear, Marksmanship III
Gold Medal Charge, Marksmanship IV
Leader / Hero Default

Alignment: Good
Type: Dwarf Leader Hero
Leader/Hero *2 3 3 3
Level / Upkeep: *2 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 buffed

- Two Leadership units (Cleric, First Born)


- No Bard’s Skills units
- Two monstrous units (Giant, Mole)
- One monster slayer (First Born)
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 7 30 9

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


Silver Medal Marksmanship I
Gold Medal Marksmanship II, Strike

Highman Legionary
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 7 30 9

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 17 26 19

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 3 4 4 5 4 6
Cost: 0 / 10
30 3 30 5 30 7

Abilities: Cold Immunity, Death Immunity, Fearless, Holy Immunity, Holy Strike,
Lightning Immunity, Magic Protection, Pass Wall, Physical Protection,
Poison Immunity, Strike, Walking
Silver Medal Magic Strike
Gold Medal Self-Destruct

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 *1 5 *2 6 *2 7
Cost: 0 / 20
30 5 30 7 30 9

Abilities: Charm, Concealment, Dispel Magic I, Fearless, Healing, Holy Bolts, Holy
Protection, Holy Strike, *Leadership, Magic Bolts, Magic Strike, Path of Life,
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: 0 / 25
40 8 40 10 40 12

Abilities: Charge, Fearless, Healing, Holy Protection, Strike, True Seeing, Turn
Undead I, Vision I, Walking
Silver Medal Holy Strike, Turn Undead II, Vision II
Gold Medal Holy Immunity, Parry, Turn Undead 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: 0 / 45
26 7 26 9 26 11

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: 0 / 36
26 7 26 9 26 11

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: 0 / 105
36 15 36 17 36 19

Abilities: Fearless, Fire Immunity, First Strike, Monster, Round Attack, Strike,
Vision I, Walking
Silver Medal
Gold Medal Parry
Valkyrie
No Medal Silver Medal Gold Medal
Alignment: Pure Good
Type: Creature 7 3 8 3 9 4
Level / Upkeep: 3 / 10 4 6 5 7 5 8
Cost: 0 / 75
40 8 40 10 40 12

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

Highman Avenger
No Medal Silver Medal Gold Medal
Alignment: Pure Good
Type: Highman Unit 5 3 6 3 7 4
Level / Upkeep: 3 / 10 4 7 5 8 5 9
Cost: 0 / 50
32 8 32 10 32 12

Abilities: Cave Crawling, Concealment, Death Immunity, Fearless, Forestry, Holy


Champion, Holy Immunity, Holy Strike, Monster Slaying, Mountaineering,
Seeker Bolts, 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: 0 / 200
36 20 36 22 36 24

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

Alignment: Pure Good


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

Leader: Fearless, Holy Immunity, *Leadership, 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)
- Two monster slayers (Avenger, Valkyrie)
Level 1

Dark Elf Longbowman


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 7 26 9

Abilities: Archery, Cave Crawling, Concealment, Marksmanship I, Night Vision,


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

Dark Elf Longswordsman


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 7 26 9

Abilities: Cave Crawling, 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 17 26 19

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 5 2 6 2 7 3
Level / Upkeep: 1 / 2 1 2 2 3 2 4
Cost: 0 / 7
26 5 26 7 26 9

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 *1 6 *2 7 *2 8
Cost: 0 / 17
26 5 26 7 26 9

Abilities: Cave Crawling, Concealment, Dispel Magic I, Healing, *Leadership,


Lightning Bolts, Lightning Protection, Lightning Strike, Magic Bolts, Magic
Strike, Night Vision, Poison Protection, Strike, True Seeing, 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 Night Rider


No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Dark Elf Unit 6 2 7 2 8 3
Level / Upkeep: 2 / 5 2 5 3 6 3 7
Cost: 0 / 18
36 7 36 9 36 11

Abilities: Cave Crawling, Charge, Concealment, Forestry, Magic Strike,


Night Vision, 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: 0 / 45
26 7 26 9 26 11

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: 0 / 36
26 7 26 9 26 11

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: 0 / 105
36 12 36 14 36 16

Abilities: Cave Crawling, Charge, Concealment, Death Immunity, Fearless,


Forestry, Life Stealing, Monster, Monster Slaying, Night Vision, Strike,
Trail of Darkness, True Seeing, Vision I, Walking
Silver Medal Extra Strike, Vision II
Gold Medal Unholy Champion
Shadow
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Creature 6 2 7 2 8 3
Level / Upkeep: 3 / 10 4 5 5 6 5 7
Cost: 0 / 65
28 7 28 9 28 11

Abilities: Cave Crawling, Cause Fear, Cold Immunity, Death Immunity, Death Strike,
Extra Strike, Fearless, Invisibility, Lifestealing, Monster, Night Vision,
Parry, Pass Wall, Physical Protection, Poison Immunity, Regeneration,
Strike, Walking
Silver Medal
Gold Medal

Spider Queen
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Dark Elf *5 4 *6 4 *7 5
Creature *2 7 *3 8 *3 9
Level / Upkeep: 3 / 10
28 10 28 12 28 14
Cost: 0 / 70

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

Level 4
Stormlord

Alignment: Pure Evil No Medal Silver Medal Gold Medal


Type: Dark Elf Unit *4 2 *5 2 *6 3
Level / Upkeep: 4 / 15
*2 10 *3 11 *3 12
Cost: 0 / 200
32 10 32 12 32 14

Abilities: Cause Fear, Cave Crawling, Concealment, Death Protection, Dominate,


Dispel Magic III, Fearless, Floating, Healing, *Leadership, Lifestealing,
Lightning Bolts, Lightning Immunity, Magic Protection, Magic Strike,
Marksmanship III, Night Vision, Physical Protection, Poison Protection,
Poison Strike, Possessed, Self-Destruct, Strike, True Seeing, Vision I
Silver Medal Cold Protection, Death Immunity, Fire Protection, Lightning Strike,
Marksmanship IV, Poison Immunity
Gold Medal Bard's Skills, Charm, Monster Slaying, Unholy Champion, Vision II

** Spawns an Incarnate upon dying**


Incarnate
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Creature 7 1 8 1 9 2
Level / Upkeep: 4 / 15 3 5 4 6 4 7
Cost: 0 / 200
36 10 36 12 36 14

Abilities: Cause Fear, Cave Crawling, 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: *1 5 2 5
1-50 / 1 per level
Cost: Free Join 36 10 36 10

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


Strike, Strike, Underground Concealment, Walking
Hero: Cave Crawling, 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 spawns upon the death of their new level 4 unit, the Stormlord.

Key changes:
- Catapult replaced by Engineers
- Spider Queen buffed
- Incarnate “replaced” by Stormlord

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


- Two Bard’s Skills units (Lady of Pain, Spider Queen)
- Three monstrous units (Spider Queen, Executioner, Incarnate)
- One monster slayer (Executioner)
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 7 26 9

Abilities: Archery, Concealment,


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

Orc Grunt
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 7 26 9

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 17 26 19

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: 0 / 7
28 4 28 6 28 6

Abilities: Cave Crawling, Concealment, Extra Strike, Monster, Mountaineering,


Night Vision, Poison Immunity, Poison Strike, Strike, Underground
Concealment, Walking, Wall Climbing
Silver Medal
Gold Medal Vision 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: 0 / 17
26 5 26 7 26 9

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


Protection, Strike, True Seeing, 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: 0 / 21
32 9 32 11 32 13

Abilities: Charge, Strike, Vision I, Walking


Silver Medal Fearless, Parry, Vision II
Gold Medal Cause Fear, Extra Strike
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: 0 / 45
26 7 26 9 26 11

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 9 26 11

Abilities: Cold Protection, Fearless, Marksmanship II, Poison Immunity, Shoot


Javelin, Walking
Silver Medal Marksmanship III
Gold Medal Marksmanship IV

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: 0 / 105
26 14 26 16 26 18

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 5 2 6 2 7 3
Level / Upkeep: 3 / 10 4 3 5 4 5 5
Cost: 0 / 60
32 7 32 9 32 11
Abilities: Cause Fear, Cave Crawling, Concealment, Flying, Lifestealing, Monster,
Night Vision, Poison Protection, Poison Strike, Strike, Underground
Concealment, Vision III
Silver Medal Death Protection, Extra Strike
Gold Medal Monster Slaying, Poison Immunity

Orc Assassin
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Orc Unit 6 4 7 4 8 5
Level / Upkeep: 3 / 10 4 2 5 3 5 4
Cost: 0 / 45
30 8 30 10 30 12

Abilities: Concealment, Desert Concealment, Extra Strike, 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 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 *6 8 *7 9 *7 10
Cost: 0 / 235
36 18 36 20 36 22

Abilities: Fearless, Fire Breath, Fire Immunity, Fire Strike, Flying, *Leadership,
Marksmanship III, Monster, Strike, Vision III
Silver Medal Cause Fear
Gold Medal Charge, Marksmanship IV, Monster Slaying
Leader / Hero Default

Alignment: Evil
Type: Orc Leader Hero
Leader/Hero *3 4 4 4
Level / Upkeep: *1 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)
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 6 24 8

Abilities: Cave Crawling, Concealment, Night Vision, Poison Darts, Poison Protection,
Underground Concealment, Walking
Silver Medal Marksmanship I
Gold Medal Fearless, Marksmanship II, Poison Strike, 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 6 24 8

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

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
24 4 24 4 24 4

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


Destruct, Wall Crushing, Underground Concealment, Walking
Silver Medal Wall Climbing
Gold Medal Fearless

Goblin Wolf Rider


No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Goblin Unit 5 3 6 3 7 4
Level / Upkeep: 1 / 2 2 1 3 2 3 3
Cost: 0 / 12
32 6 32 8 32 10
Abilities: Charge, Concealment, Forestry, Night Vision, Poison Protection, Strike,
Underground Concealment, Vision I, Walking
Silver Medal Parry, Vision II
Gold Medal Fearless, Poison 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: 0 / 15
24 4 24 6 24 8

Abilities: Cave Crawling, Concealment, Dispel Magic I, Healing, Magic Bolts, Magic
Strike, Night Vision, Poison Immunity, Poison Strike, Self Destruct, Strike,
True Seeing, Turn Undead I, Underground Concealment, Venomous Spit,
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 Butcher
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Goblin Unit 5 4 6 4 7 5
Level / Upkeep: 2 / 5 2 2 3 3 3 4
Cost: - / 17
24 6 24 8 24 10

Abilities: Cave Crawling, Concealment, Death Strike, Fearless, Life Stealing,


Monster Slaying, Night Vision, Poison Immunity, Strike, Round Attack,
Underground Concealment, Walking
Silver Medal Cause Fear, Death Protection
Gold Medal Extra Strike

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: 0 / 37
24 8 26 10 26 12

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: 0 / 36
26 7 26 9 26 11

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: 0 / 75
28 12 28 14 28 16

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


Silver Medal Charge, Poison Protection, Wall Crushing
Gold Medal Cause Fear, Fearless, 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: 0 / 55
36 8 36 10 36 12

Abilities: Cave Crawling, Charge, Flying, Monster, Night Vision, Poison Protection,
Poison Strike, Strike, Underground Concealment, Vision III
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 7 5
Level / Upkeep: 3 / 10 3 2 4 4 4 5
Cost: 0 / 90
40 14 40 16 40 18
Abilities: Cave Crawling, Charge, Concealment, Monster, Mountaineering, 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: 0 / 195
44 21 44 23 44 25

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: *2 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. Their early production can
be overwhelming in the early game. 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), gain Wall Crushing, replace Battering Ram.
- Wolf Rider moved to Level 1.
- New Level 2 unit: Goblin Butcher.
- 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)
- One monster slayer (Butcher)
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 7 26 9

Abilities: Black Bolts, Concealment, Death Protection,


Poison Protection, Walking

Silver Medal Fearless, Marksmanship I, Poison Immunity


Gold Medal Life Stealing, Marksmanship II, Strike

Undead Draugr
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 8

Abilities: Cause Fear, Cold Protection, Concealment, Death Immunity, Fearless, Fire
Protection, Lightning Protection, Night Vision, 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 17 26 19

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: 0 / 10
32 5 32 7 32 9

Abilities: Cold Immunity, Death Protection, Fearless, Fire Breath, Fire Immunity,
Fire Strike, Ignition, Monster, Night Vision, Poison Protection,
Regeneration, Strike, True Seeing, Walking
Silver Medal Cause Fear, Marksmanship I
Gold Medal Marksmanship III

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 *1 4 *2 5 *2 6
Cost: 0 / 18
26 5 26 7 26 9

Abilities: Bard’s Skills, Black Bolts, Cold Protection, Concealment, Death Immunity,
Death Strike, Dispel Magic I, Dominate, Fearless, Fire Protection,
*Leadership, Magic Bolts, Magic Strike, Lightning Protection, Night Vision,
Path of Decay, Poison Immunity, Regeneration, Strike, True Seeing,
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: 0 / 17
32 7 32 9 32 11

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


Fearless, Fire Protection, Lightning Protection, Night Vision, Poison
Immunity, Regeneration, Strike, Vision I, Walking
Silver Medal Death Strike, Vision II
Gold Medal Extra Strike, Parry
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: 0 / 45
26 6 26 8 26 10

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 Abomination
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: 0 / 40
24 10 24 12 24 14

Abilities: Cause Fear, Cold Protection, Concealment, Death Immunity, Death Strike,
Fearless, Life Stealing, Lightning Protection, Magic Protection, Monster,
Night Vision, Poison Immunity, Regeneration, Strike, Walking
Silver Medal
Gold Medal 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: 0 / 66
26 19 26 21 26 23

Abilities: Black Breath, Cause Fear, Cold Protection, Death Immunity, Death Strike,
Fearless, Fire Protection, Lightning Protection, Monster, Night Vision,
Poison Immunity, Regeneration, Strike, Walking, Wall Crushing
Silver Medal Charge, Marksmanship I
Gold Medal Marksmanship II
Demon
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Creature *5 6 *6 6 *7 7
Level / Upkeep: 3 / 10 *3 4 *4 5 *4 6
Cost: 0 / 105
30 10 30 12 30 14

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


Immunity, Fire Strike, Flying, Ignition, *Leadership, Monster, Monster
Slaying, Night Vision, 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 8 3 9 3 10 4
Level / Upkeep: 3 / 10 2 4 3 4 3 5
Cost: 0 / 75
26 6 26 9 26 11

Abilities: Cause Fear, Cold Immunity, Concealment, Death Immunity, Death Strike,
Extra Strike, Fearless, Fire Immunity, Life Stealing, Lightning Protection,
Monster, Night Vision, 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 11 6 12
Cost: 0 / 210
28 15 28 17 28 19

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

Alignment: Pure Evil Evil


Type: Undead Leader Hero
Leader/Hero *1 2 2 2
Level / Upkeep: *1 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, 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 Fire Breath.
- 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)


- One Bard’s Skills unit (Doom Priest)
- Five monstrous units (Hell Hound, Mummy, Bone Horror, Wraith, Demon)
- Two monster slayers (Demon, Reaper)
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 7 28 9

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 7 26 9

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 7 36 9

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 6 36 8

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 8 36 10

Abilities: Cause Fear, Cold Protection, Concealment, Forestry, Monster,


Night Vision, Strike, Walking

Silver Medal Fearless


Gold Medal Extra Strike

Wild Mammoth
No Medal Silver Medal Gold Medal
Alignment: None 3 4 4 4 5 5
Type: Creature
2 2 3 3 3 4
Level / Upkeep: 1 / 2
Cost: - / - 28 10 28 12 28 14

Abilities: Charge, Cold Protection, Monster, Strike, Walking, Wall Crushing

Silver Medal Fearless


Gold Medal Cold Immunity
Human Greatsword
No Medal Silver Medal Gold Medal
Alignment: Neutral
4 4 5 4 6 5
Type: Unit
Level / Upkeep: 1 / 2 2 3 3 3 4
2
26 6 26 8 26 10
Cost: - / -

Abilities: Concealment, Round Attack, Strike, Walking

Silver Medal Cause Fear, Fearless


Gold Medal Extra Strike

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 10 26 12

Abilities: Concealment, Dispel Magic I, Entangle, Entangle Strike, Forestry, Healing,


Lightning Bolts, Lightning Protection, Magic Strike, Poison Protection,
Strike, True Seeing, 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

Crocodile
No Medal Silver Medal Gold Medal
Alignment: None
4 4 5 4 6 5
Type: Creature
Level / Upkeep: 2 / 5 3 2 4 3 4 4
Cost: - / - 24 8 24 10 24 12

Abilities: Cause Fear, Concealment, Monster, Night Vision,


Strike, Swimming, Walking, Water Concealment

Silver Medal Fearless


Gold Medal Extra Strike
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 3 26 5 26 7

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

Great Eagle
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 5 3 6 3 7 4
Level / Upkeep: 2 / 5 2 4 3 5 3 6
Cost: - / -
36 6 36 8 36 10

Abilities: Flying, Strike, Vision IV


Silver Medal Fearless
Gold Medal Charge, Monster 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 17 40 19

Abilities: Monster, Strike, Swimming, Water Concealment


Silver Medal Charge, Fearless
Gold Medal 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 5 3 6 4 6 5
Cost: - / -
36 7 36 9 36 11

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


Immunity, Poison Immunity, Regeneration, Strike, Vision IV
Silver Medal Fearless
Gold Medal Death Protection, Holy Protection, Parry

Earth Elemental
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Creature 6 8 7 8 8 9
Level / Upkeep: 4 / 15 4 3 5 4 5 5
Cost: - / -
24 24 24 26 24 28

Abilities: Cave Crawling, Cold Protection, Concealment, Fire Protection, Hurl


Boulder, Lightning Immunity, Monster, Mountaineering, Poison Immunity,
Regeneration, Strike, Tunneling, Underground Concealment, 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: - / -
28 17 28 19 28 21

Abilities: Cold Immunity, Fire Breath, Fire Immunity, Fire Strike, Ignition, Lightning
Immunity, Monster, Marksmanship I, Physical Protection, Poison
Immunity, Regeneration, Self Destruct, Strike, Walking
Silver Medal Call Flames, Fearless, Marksmanship II
Gold Medal Death Protection, Holy Protection, Marksmanship III
Syron
No Medal Silver Medal Gold Medal
Alignment: Pure Neutral
Type: Creature 15 5 16 5 17 6
Level / Upkeep: 4 / 15 6 10 7 11 7 12
Cost: - / -
28 20 28 22 28 24

Abilities: Cold Immunity, Death Immunity, Fearless, Fire Immunity, Holy Immunity,
Lightning Immunity, Magic Immunity, Monster Slaying, Parry, Poison
Immunity, Strike, Walking
Silver Medal Cause Fear
Gold Medal Round Attack

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 20 30 22

Abilities: Charge, Extra Strike, Fire Immunity, Grass Concealment, Monster, Pass
Wall, Physical Protection, Regeneration, 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 22 36 24

Abilities: Cause Fear, Cosmic Breath, Monster, Monster Slaying, Fearless, Flying,
Lightning Immunity, Lightning Strike, Marksmanship III, Strike, Vision IV
Silver Medal Marksmanship IV
Gold Medal Parry
Minotaur
No Medal Silver Medal Gold Medal
Alignment: None
Type: Creature 6 7 7 7 8 8
Level / Upkeep: 4 / 15 2 2 3 3 3 4
Cost: - / -
32 18 32 20 32 22

Abilities: Cause Fear, Cave Crawling, Charge, Concealment, Forestry, Monster, Night
Vision, Strike, Underground Concealment, Walking
Silver Medal Fearless, Round Attack
Gold Medal Extra Strike

Hydra
No Medal Silver Medal Gold Medal
Alignment: Pure Neutral 6 8 7 8 8 9
Type: Creature
Level / Upkeep: 4 / 15 2 5 3 6 3 7
Cost: - / - 28 25 28 27 28 29

Abilities: Cause Fear, Cave Crawling, Death Protection, Death Strike, Extra Strike,
Fearless, Gas Breath, Lifestealing, Marksmanship II, Monster, Night Vision,
Path of Decay, Poison Immunity, Poison Strike, Regeneration, Round
Attack, Strike, Swimming, Vision I, Walking, Wall Crushing
Silver Medal Marksmanship III
Gold Medal Marksmanship IV, Physical Protection

Frost Dragon
No Medal Silver Medal Gold Medal

Alignment: Pure Neutral 6 6 7 6 8 7


Type: Creature
5 7 6 8 6 9
Level / Upkeep: 4 / 15
Cost: - / - 36 20 36 22 36 24

Abilities: Cold Breath, Cold Immunity, Cold Strike, Marksmanship IV,


Monster, Fearless, Flying, Path of Frost, Strike, Vision III
Silver Medal Cause Fear
Gold Medal Snow Concealment
Elder Dragon
No Medal Silver Medal Gold Medal
Alignment: Pure Neutral
5 4 6 4 7 5
Type: Creature
Level / Upkeep: 4 / 15 4 9 5 10 5 11
Cost: - / -
32 17 32 19 32 21

Abilities: Charm, Cold Protection, Death Protection, Fearless, Fire Protection, Holy
Protection, Lightning Protection, Magic Protection, Monster, Monster
Slaying, Fearless, Flying, Lightning Immunity, Lightning Strike, Magic
Strike, Marksmanship III, Poison Protection, Strike, True Seeing, Vision II
Silver Medal Death Immunity, Holy Immunity
Gold Medal Cold Immunity, Fire Immunity, Lightning Immunity, Poison Immunity

Level 1

Dwarf Miner
No Medal Silver Medal Gold Medal
Alignment: Good
Type: Dwarf Unit 3 3 4 3 5 4
Level / Upkeep: 1 / 2 3 4 4 5 4 6
Cost: - / -
24 6 24 8 24 10

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


Poison Protection, Strike, Tunneling, Walking, Wall Crushing
Silver Medal Fearless
Gold Medal Extra Strike

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

Abilities: Concealment, First Strike, Forestry, Parry, Strike, Walking


Silver Medal Fearless,
Gold Medal Extra Strike
Highman Sentinel

Alignment: Pure Good No Medal Silver Medal Gold Medal


Type: Highman Unit 4 3 5 3 6 4
Level / Upkeep: 1 / 2 3 3 4 4 4 5
Cost: - / 8
30 5 30 7 30 9

Abilities: Concealment, Fearless, First Strike, Holy Protection,


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

Level 2

Elf Druidess
No Medal Silver Medal Gold Medal
Alignment: Good
*3 2 *4 2 *5 3
Type: Elf Unit
Level / Upkeep: 2 / 5 *1 6 *2 7 *2 8
Cost: 0 / 24 36 7 36 9 36 11

Abilities: Charge, Concealment, Dispel Magic II, Entangle, Forestry, Healing,


*Leadership, Magic Bolts, Path of Life, Poison Protection, Magic Strike,
Marksmanship I, Strike, True Seeing, Turn Undead II, Vision I, Walking

Silver Medal Fearless, Magic Protection, Marksmanship II,


Poison Immunity, Turn Undead III
Gold Medal Dispel Magic III, Entangle Strike, Marksmanship III, Turn Undead IV

Greater Spirit Puppet


No Medal Silver Medal Gold Medal
Alignment: Good
Type: Creature 5 3 6 3 7 4
Level / Upkeep: 2 / 5 2 5 3 6 3 7
Cost: - / -
30 5 30 7 30 9

Abilities: Cold Immunity, Death Immunity, Fearless, Holy Immunity, Holy Strike,
Lightning Immunity, Magic Protection, Pass Wall, Physical Protection,
Poison Immunity, Strike, Walking
Silver Medal Magic Strike
Gold Medal Self Destruct

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 36 22 36 24

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

Forest Dragon
No Medal Silver Medal Gold Medal

Alignment: Good 5 6 6 6 7 7
Type: Creature
4 6 5 7 5 8
Level / Upkeep: 4 / 15
Cost: - / - 32 25 32 27 32 29

Abilities: Entangle, Entangle Strike, Gas Breath, Marksmanship III,


Monster, Fearless, Flying, Path of Life, Poison Immunity,
Poison Strike, Strike, Vision III
Silver Medal Cause Fear
Gold Medal Cold Protection, Marksmanship IV

Level 1

Undead Archer
No Medal Silver Medal Gold Medal
Alignment: Pure Evil
Type: Undead Unit 2 1 3 1 4 2
Level / Upkeep: 1 / 2 2 2 3 3 3 4
Cost: - / -
26 4 26 6 26 8

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


Fearless, Fire Protection, Lightning Protection, Night Vision, Poison
Immunity, Regeneration, Walking
Silver Medal Marksmanship I
Gold Medal Marksmanship II, Strike
Dark Elf Night Guard

Alignment: Evil No Medal Silver Medal Gold Medal


Type: DarkElf Unit 5 2 6 2 7 3
Level / Upkeep: 1 / 2 3 5 4 6 4 7
Cost: - / -
26 5 26 7 26 9

Abilities: Cave Crawling, Concealment, First Strike, Night


Vision, Parry, Strike, Walking
Silver Medal Fearless
Gold Medal Extra Strike

Level 2

Black Spider
No Medal Silver Medal Gold Medal
Alignment: Evil
Type: Creature 4 3 5 3 6 4
Level / Upkeep: 2 / 5 3 2 4 3 4 4
Cost: - / -
28 6 28 8 28 10

Abilities: Cave Crawling, Concealment, Monster, Night Vision, 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 12 36 14

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

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 22 36 24

Abilities: Black Breath, Death Immunity, Fearless, Flying, Monster, Poison


Protection, Strike, Vision III
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 17 32 19

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

Succubus
No Medal Silver Medal Gold Medal
Alignment: Pure Evil 8 5 9 5 10 6
Type: Creature
4 6 5 7 5 8
Level / Upkeep: 4 / 15
Cost: - / - 36 18 36 20 36 22

Abilities: Bard’s Skills, Cause Fear, Cave Crawling, Death Immunity, Death
Strike, Flying, Life Stealing, Monster, Night Vision, Poison Immunity,
Regeneration, Seduce, Strike, Underground Concealment, Vision II
Silver Medal Extra Strike, Fearless
Gold Medal Charm, Magic Protection

Shadow Dragon
No Medal Silver Medal Gold Medal
Alignment: Pure Evil 7 3 8 3 9 4
Type: Creature
Level / Upkeep: 4 / 5 6 6 7 6 8
10
Cost: - / - 40 15 40 17 40 19
Abilities: Cause Fear, Cave Crawling, Cosmic Breath, Death Immunity, Extra Strike,
Fearless, Flying, Marksmanship III, Monster, Night Vision, Physical
Protection, Poison Immunity, Strike, Trail of Darkness, Unholy Champion,
Vision III
Silver Medal
Gold Medal Marksmanship IV

Ancient Feral Dragon


No Medal Silver Medal Gold Medal

Alignment: Evil 6 8 7 8 8 9
Type: Creature
4 4 5 5 5 6
Level / Upkeep: 4 / 15
Cost: - / - 32 24 32 26 32 28

Abilities: Cause Fear, Charge, Fire Immunity, Fire Strike, Fearless,


Flying, Monster, Monster Slaying, Strike, Vision III,
Wall Crushing
Silver Medal
Gold Medal

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 17 24 19

Abilities: Cave Crawling, 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: 0 / 45
26 7 26 9 26 11

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: 0 / 40 26 10 26 12 26 14

Abilities: Cold Protection, Fearless, Fire Breath, 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: 0 / 200
32 6 32 8 32 10

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


Vision III
Silver Medal Vision IV
Gold Medal Archery

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 12 28 14

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


Transport (7 units), Vision I
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: 0 / 35
32 15 32 17 32 19

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 4 4 5 5 6 6
Cost: 0 / 115
40 25 40 27 40 29

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 32 40 34

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

Level 2
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 10 26 12

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


Silver Medal Marksmanship I
Gold Medal Marksmanship II

**Raze defender only**


Frost Blower 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: - / - 26 10 26 12 26 14

Abilities: Cold Breath, Cold Immunity, Fearless, Poison Immunity, Walking, Wall
Crushing
Silver Medal Marksmanship I
Gold Medal Marksmanship II

Level 4

Carrack
No Medal
Alignment: None Silver Medal Gold Medal
6 6
Type: Machine 8 7 9 8
Level / Upkeep: 4 / 15 5 4 6 5 6 6
Cost: 255 / 255
40 35 40 37 40 39

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
Spell Casting Cost Research Type Description
/ Upkeep Cost
Level 1

Winds of 3 40 Combat Summons a turbulent wind


Fury 8ATK / 3DMG storm, hurtling the target away,
X1 and damaging flying units.
Infinite 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.

Freeze Water 6 40 Global Freezes a small area of water,


rendering it solid enough to
walk over.
Level 2
Wind 5/3 80 Enchantment Bestows flight upon flightless.
Walking (Not castable on machines.)

Watcher 40 / 3 90 Global Summons a magical entity that


watches over a large area.
Watchers can see concealed or
invisible enemies.
Winds of 3 70 Combat Summons a turbulent wind
Fury 8ATK / 3DMG storm, hurtling the target away,
X1 and damaging flying units.
Infinite Range
Summon 15 / 10 90 Global Summons the speed and
Great Eagle scouting ability of Great Eagle.

Level 3
Chain 6 150 Combat Discharges a streaming arc of
Lightning 7ATK / 3DMG electrical energy at an enemy
X1 (+3) and through up to three other
Long Range beings near the initial target.
Vaporize 6 130 Combat Damages units by turning parts
9ATK / 2DMG of them into vapor.
X5
Short Range
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 6 100 Combat Blasts the air around the
9ATK/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.

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.

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.
Healing 7 50 Enchantment Restores all lost hit points to a
Water unit.

Summon 6/2 40 Global Summons a Mysterious Frog.


Frog

Ice Shards 4 50 Combat Flings jagged shards of ice at


6ATK/4DMG long distances at a single target.
x3
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.
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.
Fountain of 25 / 3 70 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 3
Healing 15 120 Global Restores the vigor in both units
Showers and lands, by a gentle rain of
refreshing pure water.
Great Hail 6 140 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.
Frost Beam 6 130 Combat Icy water pours down,
9ATK/1DMG attempting to freeze units in the
x1 target area in block of ice.
Area Effect
Infinite Range
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 100 / 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.

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.
Scorch 10 60 Global Sears a large area, desiccating
Terrain the terrain.
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 fire through the
Flame 8ATK / 1DMG caster, inflicting minute
X1 Area Effect damage, to smother a target
Infinite Range area with flames.

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 / 5 180 Global Causes all units produced at a
town to start at the veteran
(gold 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.

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.
Summon 6/3 50 Global Summons a Greater Spirit
Spirit Puppet from the afterlife.
Level 2
Solar Flare 2 80 Combat Projects a blast of Holy fire at a
8 ATK / 5 target.
DMG
1`
Recall Spirits 3 70 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 8ATK/1DMG 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.
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 enemies 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.

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 80 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 Attempts to remove opponent's
global enchantment.

Conceal Area 15 70 Global Makes a wide area centered on


the caster appear dark, as if
unexplored, to all other players.
Level 3
Spell Ward 75 / 5 130 Global Limits use of global
enchantments. Opponents
cannot cast or disjunct any
global spells, unless the Spell
Ward is first removed.
Anti Magic 40 / 2 120 Global Creates a powerful dampening
Shell field upon a targeted city,
making the area immune to the
forces of magic.
Cosmagic 21 / 5 150 Enchantment Alters the appearance of any
Surgery unit, by the use of forbidden
magic too ominous to discuss at
any great length.
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.
Town Gate 75 300 Global Instantly transports caster's
party to a town under the
player's control.
Summon 100 / 12 350 Global Summons a powerful,
Syron mysterious Syron.
AoWx is not intended to be used with other engine mods or HSS rulesets, however
anyone is more than welcome to modify it to their liking. This can be achieved 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.

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.

Community Help
All known hex editing addresses are now compiled in The Chosen One’s notes.
https://docs.google.com/spreadsheets/d/1juYOD4KgKigtf5OmIa-
B2YWUcbQz1PyuSynkiKZ1Rc8/edit#gid=1885058577

Please feel free to join our Age of Wonders server on Discord!


https://discord.gg/884dcYgw7E

You might also like