Professional Documents
Culture Documents
AoWx Manual
AoWx Manual
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)
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
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.
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.
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.
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
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
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
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
**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
Level 3
Human Musketeer
No Medal Silver Medal Gold Medal
Alignment: Neutral
Type: Human Unit 4 2 5 2 6 3
Level / Upkeep: 3 / 10 2 2 3 3 3 4
Cost: 0 / 25
26 5 26 7 26 9
Level 4
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
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
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
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
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
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
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
**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
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
Alignment: Neutral
Type: Azrac Leader Hero
Leader/Hero *4 3 5 3
Level / Upkeep: *1 3 1 3
1-50 / 1 per level
Cost: Free Join 40 10 40 10
Units: Azrac units are quick due to their lack of armor, at the expense of reduced defense. They field
fierce and fearless warriors, and make use of many powerful, monstrous units. The Yaka Avatar is 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
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
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
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
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
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
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
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
Key changes:
- Most units have Water Concealment
- Battering Ram replaced with Turtle Ram
- Giant Slug has Wall Climbing
- Salamander improved
- Basilisk has added abilities
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
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
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
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
**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
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
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
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
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
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
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
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
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
**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
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
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
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
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
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
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
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
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
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
**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
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
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
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
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
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
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
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
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
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
**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
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
Level 4
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
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
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
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
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 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
**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
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
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
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
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
Level 2
**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
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, 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
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
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
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
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
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
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
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
**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
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
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
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
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
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
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
**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
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, Charge, Flying, Monster, Night Vision, Poison Protection,
Poison Strike, Strike, Underground Concealment, Vision III
Silver Medal Cause Fear
Gold Medal Fearless, Monster Slaying
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
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
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
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
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
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
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: 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
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
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
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)
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
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
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
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
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
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
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: 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
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
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
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
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
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
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
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
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: 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
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
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
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
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
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
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
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
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
Level 3
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
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
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
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 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
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.
Level 2
Stone Skin 4/3 100 Enchantment Hardens the target unit’s body,
increasing Defense (+2).
Level 3
Tremors 6 100 Combat Violently shakes the whole
3ATK / 8DMG battlefield, causing horrible
X1 (all) damage to structures.
Infinite Range
Entangle 7 150 Combat Attempts to ensnare the target
7ATK / 0DMG by summoning grasping
X1 tentacles, which restrict all
Long Range movement and lower Defense
(-2).
Level Terrain 25 120 Global Levels the earth to plains,
removing all earth-based
obstacles, such as, mountains
and hills.
Enchanted 50 / 5 140 Global Reduces the movement cost by
Roads one third for all units traveling
by foots on road.
Level 4
Town Quake 50 250 Global Triggers an earthquake
underneath the target town,
damaging the city and any
garrisoned units.
Raise Terrain 40 230 Global Raises mountains from the
earth in targetes areas.
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.
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.
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.
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