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        Age of Wonders II, The Wizard's Throne: Playable Races Guide


         Author(s):
         William Buckwalter       a.k.a.       SSJlv2Vegitaataol.com


         Platform-------->                        PC (DOS/WINDOWS)
         Game------------>  Age of Wonders II: The Wizard's Throne
         Guide Type------>                                In-Depth
         First Published->
         Last Updated---->
         Version Number-->                                    1.02

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                         _________________
                        |TABLE OF CONTENTS|
                         -----------------

____________
|Introduction|
------------
1a) Purpose of this guide
1b) Frequently Asked Questions
1c) Legal Stuff
1d) Updates and Revisions
1e) Credits/Thanks

__________________________
|The Beginning Of The Guide|
--------------------------
2a) The Basics
2b) The World Map

_________
|The Races|
---------
3a) The Humans
3b) The Tigrans
3c) The Draconians
3d) The Frostlings
3e) The Elves
3f) The Halflings
3g) The Dwarves
3h) The Archons
3i) The Dark Elves
3j) The Orcs
3k) The Goblins
3l) The Undead

___________
|Extra Units|
-----------
4a) The Monks

4b) The Machines

4c) The Summons
   4c.1) Earth Sphere
   4c.2) Air Sphere
   4c.3) Fire Sphere
   4c.4) Water Sphere
   4c.5) Death Sphere
   4c.6) Life Sphere
   4c.7) Cosmos Sphere

4d) The Heroes
   4d.1) Human Heroes
   4d.2) Tigran Heroes
   4d.3) Draconian Heroes
   4d.4) Frostling Heroes
   4d.5) Elf Heroes
   4d.6) Halfling Heroes
   4d.7) Dwarf Heroes
   4d.8) Archon Heroes
   4d.9) Dark Elf Heroes
   4d.10) Orc Heroes
   4d.11) Goblin Heroes
   4d.12) Undead Heroes

4e) The Wizards Themselves
   4e.1) Earth Sphere Wizards
   4e.2) Air Sphere Wizards
   4e.3) Fire Sphere Wizards
   4e.4) Water Sphere Wizards
   4e.5) Life Sphere Wizards
   4e.6) Death Sphere Wizards
   4e.7) Cosmos Sphere Wizards

______________________________
|Key/Legends and Miscellanneous|
------------------------------
5a) General Unit Legend
5b) Extra Unit Legends
   5b.1) Summon Legend
   5b.2) Hero Legend
   5b.3) Wizard Legend
5c) Sphere Effect Chart
5d) Projectile And Touch Ability Stats

__________
|Structures|
----------
6a) Building Chain
6b) What Units Require What Structures
6c) Structure "Stats"

___________________
|Contact Information|
-------------------
7a) Before Contacting Me
7b) How To Contact Me

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1a) Purpose of this guide

Hopefully by the time you read this, this will not be the only guide on for
AoW2. It was when I started and finished this guide. And that's why I did it.
After holding a poll on the AoW2 message board I began this In-Depth guide
since it was said to be the best thing for any beginners seeking help. And if
any1 who reads this needs help with something not covered by this guide (or is
poorly explained), feel free to E-Mail me, but read the section about
contacting me first. Also, before you head to check out the specific info on
the different races, head over to the "2a) The Basics" section, because if you
don't you will probably be confused about why I make particular choices, or
why I leave out the reasoning behind why one unit is better in one setting,
while another is better in another setting.

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1b) Frequently Asked Questions

This section is the compilation of all the questions that I have received
and/or have expected.

Q: In Campaign mode, can I choose which race I start out with?
A: No, what race Merlin starts out in each scenario as is pre-determined.

Q: Which race is better?
A: Each race has it's own pros and cons, which are explained in another section
  of this guide. But you will probably find one or more that you like better
  than the others.

Q: Can I choose which race I can be in custom scenarios?
A: It depends. Some customs may not allow you change the starting race of the
  wizard you choose, while others will.

Q: What the heck happened to the old races, and what are these new ones!?
A: The Azracs have been replaced by the Tigrans, the Lizards by the Draconians,
  and the Highmen just has a new name, which are the Archons.

Q: What are the differences between AoW and AoW2?
A: You're main leader, now called a wizard, can no longer gain levels. There
  is now a heavier emphasis on magic. The heroes have remained largely
  unchanged (except for portraits and methods of choosing stat gains), and the
  units have been slightly changed overall. Practically everything is changed
  in some way or other, so it is just better to take a look at the manual.

Q: What if I: (a)lost the manual? (b)don't have the manual because I borrowed
  this game from a friend? (c)don't have the manual for some other reason?
A: Take the tutorial, either from the main menu, or as the first sphere in the
  campaign mode.

Q: How do I use the editor?
A: E-mail me with any specific questions, but please try to figure it out on
  your own. I did, and I have doubled the number of maps in the custom folder
  with all the maps I have made, so you can too!

Q: Why did you say certain things without explaining them fully?
A: More than likely, you "forgot" (coughlazycough) to check out previous
  sections which explain in detail many things (ex: if you didn't look at
  the "2a) The Basics" section, you won't understand what gate defenders are,
  or how many you should have in a defending army). However, over the course
  of writing this guide, I do realize that you may not read all the sections
  for the different races, and that since I may refer to a tactic fully
  explained in a previous section without the full explanation in the section
  you go to, it may not be your fault that you do not understand. That said, I
  suggest you read the sections for every race (in the order I wrote them, so
  just go from top to bottom), since this will provide you with enough info
  about each race that you are more than likely to command in the Campaign
  mode, and to decide which race fits your style for Custom Scenario play.

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1c) Legal Stuff

*takes a deep breath*


This may be not be reproduced under any circumstances except for personal, or
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission from me. Use of this guide on any
other web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

This document is Copyright 2003 by William Buckwalter

Age of Wonders II: The Wizard's Throne and all related marks are copyrighted
and trademarked by their respective owners.  I had nothing to do with the
development of the game and I am not affiliated with them in any way.

You may download this guide, print it out, and even give it to a number of your
friends. However, you may not profit from selling or distributing this guide.


*turns blue, gasps, and keels over*

......... Phew! Now that that is out of the way, on with the rest of the guide.

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1d) Updates and Revisions

 Version Number 1.00: Created Table of Contents, and sections 1-7. Did not
                      finish the heroes section.

 Version Number 1.01: Fixed a few minor grammar and spelling mistakes.

 Version Number 1.02: Updated list of websites allowed to use FAQ, fixed one
                      or two other things.

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1e) Credits/Thanks

I would like to thank:

Triumph Studios for making such a great strategy game, and an Editor, both of
which were used in producing the factual information (such as the stats of the
different units) of this guide.

CJayC for creating such a wonderful site like GameFAQs which has helped me with
many gaming problems, and for providing such an easy to read and helpful..erm..
help section for making FAQs, without which I would never have attempted to
write what you are reading right now.


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2a) The Basics

AoW2 is an entirely new ball game in comparison with the first game. The
following is the list of things you will need to know before beginning to
understand my advice, and to formulate your own strategies:

* Cities now need specific structures to build newer and better troops. No more
 one step upgrades for you.

* Magic can only be cast within your domain, which extends around your Wizard,
 a reach that is greatly extended by Wizard Towers (structures built in your
 cities), and around special places called Magic Relays (sometimes found on a
 map). There is also a "mini-domain" that extends for one hexagon (a single
 space on the map) all around any of your heroes.

* Regardless of whether or not you have a spell being cast (like a Death Storm
 or a summon), you may cast spells in battle (both personal and combat
 spells).

* When one army is attacked, any armies that are allied with the player being
 attacked will join in (as will armies from the same player), if they are
 adjacent to said army. The same is true for the attacking army; any allies or
 armies of the same player will help IT in the battle, if they are adjacent to
 the ENEMY army being attacked. So it is possible for you to surround 1 enemy
 army on all 6 adjacent hexes, to bring your total number of attacking troops
 to 48!

* For those of you who have never played a game from this series, 8 is the
 maximum number of troops allowed in 1 army.

* Another new feature is the movement points, and how they relate to the
 ability of a unit to attack. When plotting a course for you to get to a point
 upon the battlefield, some dots along the way will be green, yellow, or red.
 If you're normally only allowed to attack once per turn (using an ability
 like fire cannon, for instance) you may only attack while you are still in
 the green. Yellow allows for two attacks (a human cavalry slashing his spear
 at an enemy will attack twice in this instance), and red allows for just one
 attack. Certain abilities like Healing, Entangle, Turn Undead, are called
 "touch" attacks, and can be performed in the red movement spaces as long as
 they are adjacent to the target.

* Goodbye battering rams! Gates can now be attacked by regular units, while
 units with the ability Wall Crushing can do even more damage to gates, and
 can attack the walls of cities themselves.

* I call places cities for general use, but each "city" has a different name
 that shows how big a population it has. In ascending order they are: Outpost,
 Village, Town, City. The bigger the population, the faster it builds things,
 and the more structures it can build.

* There are "basic" units (a level 1 unit, unique for each race, that can be
 built even at an outpost), level 1 units (you need a barracks for them),
 level 2 units (need a warhall), level 3 units (you need a Champion's Guild),
 and the all-powerful level 4 unit (you need a Champion's Guild, a Sanctuary,
 and a Master's Guild).

* Now the maximum for the attacking, defensive, damage, and resistance stats is
 20, instead of 10. The max for movement stats is 50, and the max for hp is
 a whopping 40 points.

* The unit that does well in breaching City walls does not necessarily do well
 out on the open field. A unit with high Defense and Resistance (and a high
 Attack helps just as much) would be good for the open field. Why? Because in
 the open field you will either want to have very fast attacking units that
 take out the enemy all at once (8 Cavalry rush outwards to take out 8 enemy
 Archers, for example), or when YOU are being attacked by 8 fast attacking
 units you would want around 3-4 projectile units shielded by high Defense
 but slow units. The latter type of units do exceptionally well as gate
 defenders, while the latter type of unit generally do better in attacking
 armies (because they can reach the gate quickly, and therefore breach the
 enemy defenses sooner. Plus, they can send excess units around to attack
 other gates). Also keep in mind that a unit that can bypass the walls
 entirely (by Having Flying, Pass Wall, or Wall Climbing), or that can destroy
 the walls quickly even without great speed (by having Wall Crushing), are
 nearly always the better choice.

+Gate Defender: A type of Unit explained in the defensive strategy section of
the beginning to the "The Races" section.

* Now, the best projectile unit for defending armies is simply the one with
 the better ability (Archery, Hurl Stones, Throw Blades, and Poison Darts are
 generally better than any 1 shot projectile, except against high defenses).
 But when in the attacking army, and having to defend against another enemy
 army, it is a better idea to have a unit that can defend itself to a degree.
 They don't have to be the best fighters in the world, because the attacking
 units in an army will usually be able to handle all the hand to hand combat,
 but it is a thing that makes Monks better than Archers (Archery is sometimes
 better, but only against high Resistance units, and Monks are better against
 low Resistance high Defense units) for having both Strike to defend
 themselves, and Healing to replenish the HP of the attacking units guarding
 them. Monks are also a better choice than Archers when storming the walls of
 a city, because your units will have to sit through at least 2 rounds of
 being hit by the enemy (so Healing is needed), and they are at least as fast
 or faster than the designated level 1 archer unit of a race (Having Fire
 Crossbow is only good when the unit with this ability doesn't have to move
 far, because these units tend to have low movement).

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2b) The World Map

BASIC WORLD MAP STRATEGY: Out of battle, it is important to pay attention to
your surroundings. If you see an enemy army on the horizon, you had better pick
it out on the map before you are caught unaware. Also, keep in mind these rules
which is true with any race:

1) Consolidate what you have. Once you capture a city, make sure it is composed
  of a friendly race, because then units produced from it will not rebel
  against you. You also need to post armies on each of your frontline cities,
  and some in the heart of your territory, so that if you are invaded, you
  will not have to divert an attacking army away from capturing enemy cities
  if you find YOURSELF attacked.

2) If you have Heroes, spread them out among your attacking armies or in
  defending armies that are outside your domain. They can quickly become a
  powerful unit, and they allow you to use very useful spells in battle.

3) Slowly spread out your armies, always making sure you follow rule # 1. It
  may be less boring to run off towards deeper enemy territory, but your
  attacking army will be more than likely surrounded and engulfed by superior
  enemy forces, dumb computer or not. Plus, once your attacking army is gone,
  and you didn't prepare the cities you captured, the enemy will quickly take
  back even more than you took in the first place.

4) Always place a defending army with your Wizard, no matter how far back and
  safe it is in your territory. You could have always overlooked a teleporter,
  underground pathway, or an army of Flying units that bypass natural barriers
  like mountains and water.

5) As the game progresses, the computer will have ever increasingly large
  armies sometimes having as many as 4-7 different armies of 8 packed in a
  close formation. And, whenever the computer does attack, it will attack in
  large groups like this. So whenever you find a lone computer army that you
  can beat, no matter how close your army would come to obliteration, take the
  opportunity to kill it. If you don't you will curse yourself when it joins
  a force 3 times as large, and then forces you out of the area.

6) Independents will never make more troops, and unless they are titled as
  Raiders or Berserkers, they will not attack structures or armies (Raiders
  will capture defenseless structures and Raze them). However, keep them away
  from your opponent. If your opponent has good relations with that race, they
  can buy both the city and the troops.

7) Save often, and try to have a backup file that you update every 5-10 turns.
  Save before a battle, and after the battle if you did well. Load your save
  if you didn't. Keep the backup file at least 5 turns or so behind your
  current file, so that if you make a mistake that goes un-noticed and then
  builds up to unstoppable proportions (not guarding a cavern, then have 20
  enemy troops pop up onto the surface that wreck havoc), you can go back to
  your other file and prevent it from happening.

8) Don't underestimate the computer. Even though there are basic mistakes it
  makes that you can take advantage of, it will slaughter the unwary. It puts
  all its effort into either defense or attacking, and it doesn't commit
  human error. True, it isn't that smart, but if you don't get to learn every
  little nuance and feature of it's strategy and of the game, then superior
  reasoning won't help you:P (of course, there are difficulty settings that
  can make it harder or easier, but it generally doesn't change much).

9) As you play the game, remember that what I provide you is just a foundation.
  You have to come up with better tactics for the more and more varied
  situations you encounter, and change my own advice into the style that suits
  you best. Don't like playing it safe? Send all your troops to the front to
  kill of your opponents quickly, before they have a chance to take any of
  your cities. Like to skip the lower levels of troops and upgrade as soon as
  you can? Go ahead. I won't cover how exactly to win with those strategies,
  so you will have to do that on your own.

10) PLAY THE TUTORIAL. I cannot stress this enough. It teaches you the basics
   of how to play the game, and fundamental rules that I may, and probably
   will not, cover.

This should do for now, as everything else concerning what is in this guide
will be explained at the appropriate section (like how all Dwarves have
mountaineering, this will be explained in the "The Dwarves" section). Also,
check out sections 5 and 6 as well. 5 provides information about what each
category in a unit table (such as the example below, which happens to be the
general unit table) represents. And section 6 provides important information
____________   about what exactly a structure costs, what units it allows you
Name:       |  to produce, and what upgrades it may or may not give your city.
Alignment:  |  There is also a chain of what structures need to be built before
Attack:     |  you are allowed to make another structure. So remember to check
Damage:     |  those sections out before you rummage through the rest of this
Defense:    |  guide. Oh, and did I mention that it covers.....blah blah blah.
Resistance: |  Seriously though, read it... Why aren't you copy and pasting the
HP:         |  section header from the table of contents into the ctrl+f search
Movement:   |  engine!? It's easy, just press ctrl+f and type in what you want
Abilities:  |  to find! PRESS THE KEYS NOW DAMNIT!..... Eh hem, sorry about
Cost/Upkeep:|  that.... why are you still reading this?
------------
                          *manic laughing ensues*


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Before I begin with each race, I need to explain a number of things. The
computer is dumb, so it will only attack one gate, and only send as many units
as it can before the 2 hexes around the gate are occupied (ex: 8 Human Cavalry
attack a city, and 2 dash up to attack the gate. The gate is now surrounded, so
the computer will now leave the other 6 units in their place until they can get
into the city, or one of their comrades dies). So the basic defensive strategy
I use is to make 2-4 attacking units, which will gather around the gate under
siege to block the entrance. The other 4-6 units will have some kind of
projectile (arrows from Archery, bullets from Fire Pistol, etc.) that they can
use to damage the attacking enemy from afar. First the unites closest to the
gates, then the others. If I have more than 2 attacking units, I replace any
of the others that die defending the gate. So the enemy units are slaughtered
and I am barely hurt. Also, using healing spells on the gate defenders or
throwing in a few combat spells to hit the enemy helps even more.

As for the basic attacking strategy, I tend to use 5 attacking units, and 3
projectile units (this is because there are barely any instances where a place
is not fortified with a wall, and I will need to break in quickly with as many
attackers as possible. The projectile units are there to guard against flying
units, and to help in defensive formations when my attacking army is the one
being attacked). I prefer to use monks for their added healing ability in both
attacking and defending armies, unless a troop from the race I'm using has far
better stats or projectile ability. It is also a good idea to include a Hero
among those 5 attacking Units. After level 5 they can contend with even level
4 units, and since they have a mini-domain, you can use spells in any battle
no matter how far away if they are in the fight. It is also a good idea to
enhance your Hero, and even some of your more powerful troops, with "personal
spells". These include Haste, Enchant Weapon, Stone Skin, Bless, and so on.
You might also want to send those not attacking the nearest gate around to
other gates, especially if the enemy has high defense units. You don't want to
be stuck at one gate if they just have 1 projectile unit firing at you, let
alone 4 or more.

Also note that I will normally not include level 4 units, because it is harder
to get any large number of them, so when you do, decide for yourself where you
put them, since they are generally good in any capacity. But I will include a
short description of each to show what their strengths are, if I don't mention
them in the Defensive and Offensive strategies. Also, when I do not mention the
numbers for the troops, assume I am using the above general guidelines.

*NOTE* Attacking units/gate defenders are better dumped for higher level troops
(when you get the choice of making them) 99% of the time. However, archery is a
great ability, especially with gold experience troops, so decide carefully when
trading them in for higher level troops, because it may not be the best thing
to do. Gold experience archers will decimate the enemy troops when shiny, brand
new Monks may only do moderately well.

*NOTE* Also keep in mind that my strategies are just for general use. If I do
not include a unit of a race often in either defense or offense, it doesn't
mean they are useless. Any unit is useful in one situation or another, so keep
that in mind when building your armies.

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3a) The Humans

The Units: You can't help but love the Humans simply because they represent our
own flexibility and ingenuity. With the best transport unit in the game that's
also one hell of a projectile unit, and Knights that can rush up and mow down
the opposing units, Humans are the best rounded of the races, excelling in
no particular field but doing well in all.


Basic Unit
----------
Name: Halberdier
Alignment: Neutral
Attack: 5
Damage: 5
Defense: 5
Resistance: 5
HP: 10
Movement: 24
Abilities: Walking, Strike, First Strike
Cost/Upkeep: 20g / 6g

Level 1 Units
-------------
Name: Infantry
Alignment: Neutral
Attack: 7
Damage: 5
Defense: 7
Resistance: 5
HP: 12
Movement: 24
Abilities: Walking, Strike, Block
Cost/Upkeep: 30g / 6g

Name: Crossbowman
Alignment: Neutral
Attack: 0
Damage: 0
Defense: 5
Resistance: 5
HP: 10
Movement: 24
Abilities: Walking, Fire Crossbow
Cost/Upkeep: 30g / 6g

Level 2 Units
-------------
Name: Cavalry
Alignment: Neutral
Attack: 9
Damage: 7
Defense: 8
Resistance: 5
HP: 16
Movement: 40
Abilities: Walking, Charge, Strike, Mounted
Cost/Upkeep: 60g / 9g

Name: Swashbuckler
Alignment: Neutral
Attack: 8
Damage: 5
Defense: 7
Resistance: 5
HP: 12
Movement: 24
Abilities: Walking, Strike, Fire Pistol, Swimming, Taunt
Cost/Upkeep: 60g / 9g

Level 3 Units
-------------
Name: Knight
Alignment: Neutral
Attack: 14
Damage: 9
Defense: 12
Resistance: 8
HP: 20
Movement: 40
Abilities: Walking, Charge, Strike, Willpower, Mounted
Cost/Upkeep: 140g / 12g

Name: Witch
Alignment: Neutral
Attack: 8
Damage: 6
Defense: 6
Resistance: 13
HP: 13
Movement: 24
Abilities: Walking, Strike, Magic Bolts, Life Stealing, Death Strike, Physical
          Protection, Poison Protection
Cost/Upkeep: 80g / 12g

Level 4 Unit
------------
Name: Air Galley
Alignment: None
Attack: 0
Damage: 0
Defense: 10
Resistance: 10
HP: 30
Movement: 40
Abilities: Shoot Javelin, Transport VII, Flying, Marksmanship I, Vision II,
          Fire Weakness, Poison Immunity
Cost/Upkeep: 330g / 15g


Defensive Strategy:
Position either Cavalry or Knights as the gate defenders. Cavalry are cheap but
effective, so they are good in the beginning, as are Swordsman even earlier.
However, Knights are the perfect gate defenders because they have a great
defense, and WillPower! This means that the only way past them is to go around
by Wall Climbing or Flying, or kill them. No possibility of them getting
dominated into betraying you. As for the projectile units, first get
crossbowman, then dump them for Swashbucklers or Monks. Monks for healing,
Swashbucklers for just pure damage, since Fire Pistol has a high attack rating
and a good damage rating, it is perfect for those critical hits. Don't ever get
Witches though, because they cost too much for such little improvement. They
are equaled in shooting by Monks, but don't have healing. They are better
fighters though, but rarely will they ever have to get into hand-to-hand
combat.

Offensive Strategy:
Cavalry are a must here. It is always a great thing to be able to attack the
gate the first turn, especially when it is heavily defended. And, of course,
Knights are an even better version of them, so get them if you have the money.
Now, get 5 of either unit. Then get 2 Witches because they are the best at
defending themselves out of all the projectile units for the Humans. Now, you
must be wondering, what happened to the 8th unit? That's where the Air Galley
comes in. It covers for the 3rd projectile unit with it's powerful Shoot
Javelin ability, it's flying so it can't be attacked by ground units, and it
is the best form of transport in the game. Give Haste to the Air Galley and all
8 units travel 20 hexes in one turn on the world map! Land small bands along
the way to take structures, and hop back in as you travel.

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3b) The Tigrans

The Units: It seems as if the national sport for this race is Archery contests
of some form or another. The Shredder has Throw Blades, the Fire Cat has Fire
Bolts, the Cat Master has Archery, and the Mystic has Magic Bolts. With average
to good attacking units, this race excels at quick attacks and defense of their
cities.


Basic Unit
----------
Name: Shredder
Alignment: Neutral
Attack: 6
Damage: 5
Defense: 5
Resistance: 5
HP: 12
Movement: 24
Abilities: Walking, Strike, Night Vision, Throw Blade
Cost/Upkeep: 30g / 6g

Level 1 Units
-------------
Name: Hunter
Alignment: Neutral
Attack: 7
Damage: 5
Defense: 6
Resistance: 5
HP: 12
Movement: 34
Abilities: Walking, Strike, Night Vision
Cost/Upkeep: 30g / 6g

Name: Fire Cat
Alignment: Neutral
Attack: 5
Damage: 0
Defense: 5
Resistance: 5
HP: 10
Movement: 24
Abilities: Walking, Night Vision, Fire Bolts, Fire Protection
Cost/Upkeep: 30g / 6g

Level 2 Units
-------------
Name: Cat Master
Alignment: Neutral
Attack: 10
Damage: 7
Defense: 7
Resistance: 6
HP: 16
Movement: 34
Abilities: Walking, Strike, Night vision, Archery, Mounted, Marksmanship I
Cost/Upkeep: 80g / 9g

Name: Prowlers
Alignment: Neutral
Attack: 9
Damage: 7
Defense: 7
Resistance: 8
HP: 14
Movement: 28
Abilities: Walking, Concealment, Wall Climbing, Strike, Night Vision
Cost/Upkeep: 70g / 9g

Level 3 Units
-------------
Name: Mystic
Alignment: Neutral
Attack: 7
Damage: 5
Defense: 9
Resistance: 14
HP: 14
Movement: 24
Abilities: Walking, Magic Strike, Strike, Night Vision, Phase, Blurred, Magic
          Bolts, Magic Protection.
Cost/Upkeep: 100g / 12g

Name: Manticore
Alignment: Neutral
Attack: 11
Damage: 8
Defense: 10
Resistance: 9
HP: 20
Movement: 40
Abilities: Night Vision, Strike, Flying, Vision II, Poison Strike
Cost/Upkeep: 150g / 12g

Level 4 Unit
------------
Name: Sphinx
Alignment: Neutral
Attack: 15
Damage: 10
Defense: 12
Resistance: 16
HP: 26
Movement: 32
Abilities: Walking, Strike, Mountaineering, Night Vision, Magic Strike,
          Dominate, Fire Immunity
Cost/Upkeep: 360g / 15g
Strengths: This guy can take a beating and then some. However, he has to take
          the long route of breaking down the gate to do any damage in
          offensive parties. But his real strength is in defending. Some unit
          breaks down the gate? Dominate it to attack it's fellow units.


Defensive Strategy:
Ah, the beautiful Tigrans. They are chock full of projectile abilities. Their
Basic Unit has Throw Blade which is very similar to archery, so they are the
perfect choice for your projectile units until you get a war hall. Then you go
with Cat Masters for both gate defenders and projectile units, or use some
monks. When you have more money, ditch the Cat Masters used as gate defenders
and replace them with Manticores. Flying units mean ground attackers will be
stuck after they break down the gate since they can't attack, and the
computer won't go to another gate. This way you can focus on killing off enemy
projectile units and Flying units. Now you have a number of choices for the
others. Choose Cat Masters if you prefer physical attacks. If you prefer the
Magic Bolts ability, go with Mystics if you are threatened by many enemy Flying
or Wall Climbing units. Go with Monks for better support of your gate defenders
(healing anyone?).

Offensive Strategy:
In the beginning, you can't go wrong with Shredders as projectile units (can't
reach the enemy with Throw Blade? Attack the gate!), and Hunters are the early
speed demons you need to reach the gate the first time through. A little later,
use Cat Masters for the same reasons as Shredders, and choose Prowlers over
more Cat Masters because they can just bypass the gate entirely with Wall
Climbing. Now, unlike the defensive strategy at this next level of gold income,
where you have many choices, there is just one choice for the makeup of this
army. 5 Manticores rush over the walls with Flying, as Mystics Phase behind the
enemy lines to deal out Magic Bolts. Since they are blurred, the Mystics won't
be hurt all that much, and Manticores will rip through any average defense unit
that isn't decimated by the Mystics' barrage the second turn. The Tigrans have
a nice defensive team and a lightning quick strike team. However, they don't
have the power to get through the high defense units. Manticores are quickly
shot down by skilled archers, while Mystics can't avoid the attacks of other
level 3 units for long. Quick and great at defending the walls of a city, their
only real fault is that they don't pack enough power.

-------------------------------------------------------------------------------

3c) The Draconians

The Units: This race has replaced the Lizards. They have some similarities, but
one major difference: None of them can swim. The emphasis is more on the Fire
Sphere. This race has average projectile units, with some exceptional attacking
units like the Flyer and the Red Dragon.

Basic Unit
----------
Name: Hatchling
Alignment: Neutral
Attack: 5
Damage: 5
Defense: 6
Resistance: 5
HP: 10
Movement: 28
Abilities: Walking, Strike, Poison Strike, Venomous Spit
Cost/Upkeep: 30g / 6g

Level 1 Units
-------------
Name: Charger
Alignment: Neutral
Attack: 7
Damage: 5
Defense: 7
Resistance: 5
HP: 12
Movement: 28
Abilities: Walking, Charge, Strike
Cost/Upkeep: 35g / 6g

Name: Flamer
Alignment: Neutral
Attack: 5
Damage: 5
Defense: 6
Resistance: 5
HP: 10
Movement: 24
Abilities: Walking, Strike, Fire Protection, Fire Strike, Cold Weakness, Fire
          Breath
Cost/Upkeep: 40g / 6g

Level 2 Units
-------------
Name: Crusher
Alignment: Neutral
Attack: 10
Damage: 8
Defense: 7
Resistance: 6
HP: 20
Movement: 24
Abilities: Walking, Strike, Wall Crushing
Cost/Upkeep: 80g / 9g

Name: Slither
Alignment: Neutral
Attack: 9
Damage: 6
Defense: 6
Resistance: 5
HP: 12
Movement: 24
Abilities: Walking, Poison Strike, Strike, Concealment, Poison Immunity, Wall
          Climbing, Venomous Spit
Cost/Upkeep: 60g / 9g

Level 3 Units
-------------
Name: Elder
Alignment: Neutral
Attack: 8
Damage: 6
Defense: 7
Resistance: 14
HP: 18
Movement: 24
Abilities: Walking, Magic Strike, Strike, Magic Bolts, Magic Protection, True
          Seeing
Cost/Upkeep: 90g / 12g

Name: Flyer
Alignment: Neutral
Attack: 13
Damage: 8
Defense: 9
Resistance: 9
HP: 18
Movement: 40
Abilities: Flying, Strike, Poison Immunity, Poison Strike, Vision II
Cost/Upkeep: 130g / 12g

Level 4 Unit
------------
Name: Red Dragon
Alignment: Neutral
Attack: 16
Damage: 10
Defense: 12
Resistance: 14
HP: 30
Movement: 40
Abilities: Flying, Cause Fear, Magic Strike, Vision II, Strike, Fire Immunity,
          Fire Breath, Dragon
Cost/Upkeep: 370g / 15g
Strengths: If I don't have a Hero handy, these do just as well. Since they have
          Flying they can go anywhere, and walls won't stop them. And with
          Fire Breath, they can take their time killing off any ground units
          that can't reach them. It is also a superb fighter, and can hold out
          against any other Flying or projectile unit with strike.


Defensive Strategy:
Early on you will want to have both Flamers and Hatchlings. Since there is only
a limited amount of space for your Flamers to attack from along the walls, the
further they are from the gate the more likely they are to hit your gate
defenders (which should be Chargers). Use only 2 Flamers, and the rest of the
projectile units should be Hatchlings. As you get more money, switch the
Chargers for Crushers, and both Hatchlings and Flamers for Monks. Then replace
the Crushers with Flyers. However, you will probably want to keep the Monks.
Elders have better stats, but once again that won't matter unless your enemy
has an abundance of Flying or Wall Climbing units.

Offensive Strategy:
Draconians have an advantage here early on. Use Chargers for the attacking unit
and Flamers for the projectile unit. Because they have Fire Breath they can hit
enemy units that are behind the walls as easily as if there were no walls at
all. Just remember to avoid hitting your Chargers (use 4 Chargers and 4 Flamers
for here, 2 Flamers for each side of the gate will do). After you get more gold
you will definitely want Crushers. They make up for their low speed by being
the juggernaut of level 2 units. With Wall Crushing both gates and walls will
be struck down fast. As for projectile units, get Slithers. After they use Wall
Climbing to get behind enemy lines they can also double as attacking units.
However, this team is horrible out in the open, so be careful. Now, when you
get that Champion's Guild, get Flyers and Elders. Since they are more likely
to be attacked in the open field the Elders are better than Monks for their
high stats. The reasons for Flyers is obvious (Flying!!!)

-------------------------------------------------------------------------------

3d) The Frostlings


The Units: Frostlings are weak soldiers. You could think of them as Goblin
popsicles. Most units have both Cold Protection and Fire Weakness. However, the
Frostlings that are mounted are quite powerful. Take the Mammoth Rider for
example. One definite plus is that they are the only Race that can grow crops
around their cities on snow.


Basic Unit
----------
Name: Snowscaper
Alignment: Neutral
Attack: 5
Damage: 5
Defense: 4
Resistance: 6
HP: 8
Movement: 20
Abilities: Walking, Cold Protection, Strike, Fire Weakness, Frost Bolts
Cost/Upkeep: 15g / 6g

Level 1 Units
-------------
Name: Raider
Alignment: Neutral
Attack: 7
Damage: 5
Defense: 6
Resistance: 6
HP: 10
Movement: 20
Abilities: Walking, Cold Protection, Strike, Block, Fire Weakness
Cost/Upkeep: 25g / 6g

Name: Shard Thrower
Alignment: Neutral
Attack: 0
Damage: 0
Defense: 4
Resistance: 6
HP: 10
Movement: 20
Abilities: Walking, Cold Protection, Archery, Fire Weakness
Cost/Upkeep: 25g / 6g

Level 2 Units
-------------
Name: Wolf Raider
Alignment: Neutral
Attack: 9
Damage: 7
Defense: 8
Resistance: 6
HP: 14
Movement: 28
Abilities: Walking, Cold Protection, Strike, Charge, Fire Weakness, Mounted
Cost/Upkeep: 65g / 9g

Name: Frost Queen
Alignment: Neutral
Attack: 6
Damage: 5
Defense: 6
Resistance: 7
HP: 12
Movement: 24
Abilities: Walking, Snow Concealment, Frost Bolts, Swimming, Fire Weakness,
          Strike, Cold Strike, Cold Immunity, Path of Frost
Cost/Upkeep: 80g / 9g

Level 3 Units
-------------
Name: Icedrake Rider
Alignment: Neutral
Attack: 9
Damage: 7
Defense: 8
Resistance: 7
HP: 18
Movement: 40
Abilities: Cold Protection, Strike, Flying, Fire Weakness, Mounted
Cost/Upkeep: 120g / 12g

Name: Mammoth Rider
Alignment: Neutral
Attack: 13
Damage: 12
Defense: 8
Resistance: 9
HP: 26
Movement: 30
Abilities: Walking, Cold Immunity, Strike, Wall Crushing, Charge, Mounted, Fire
          Weakness
Cost/Upkeep: 195g / 12g

Level 4 Unit
------------
Name: Doom Wolf
Alignment: Neutral
Attack: 15
Damage: 12
Defense: 10
Resistance: 12
HP: 24
Movement: 50
Abilities: Cold Immunity, Cold Strike, Strike, Path of Frost, Walking, Animal
Cost/Upkeep: 350g / 15g
Strengths: This thing is a speed demon. It is a good fighter, but whenever I
          use it I have the sneaking suspicion that the designers of the game
          have put Physical Weakness onto it without me being able to tell. It
          always seems to get hit more than it's fair share. However, it is
          still a good fighter, and can out distance anything else on the
          battlefield.


Defensive Strategy:
Early on it is simple enough. Raiders for gate defenders, and Shardthrowers for
your projectile units. After you get a War Hall, however, you have a choice.
Replace your Raiders with Wolf Raiders. Depending upon who your defending
against though, you have 2 choices for projectile units. Monks (better for
magic defense than Frost Witches, and have healing), while Shardthrowers are
still better for physical defense. Now, once you get a Champion's Guild, keep
the Monks or Shardthrowers that you have as projectile units, but get rid of
the Wolf Raiders. Get Icedrake Riders as gate defenders if you're not facing
many enemy projectile units (because they will get the computer stuck), but
get Mammoth Riders if you are.

Offensive Strategy:
Here the beginning is the same as defensive, get Raiders for your attacking
units and Shardthrowers for your projectile units. Then, once you have a War
Hall, trade in the Raiders for Wolf Raiders, but now you will want to get
Monks for projectile units. Frost Queens are barely any better at defending
themselves, and they have an inferior projectile. Plus they don't have healing.
If you want to, you can keep your Shardthrowers instead, if you're low on gold,
but Monks are still better for their healing ability. Once you have a
Champion's Guild, you should definitely have Monks by now, and you will want
Mammoth Riders for attacking troops.

-------------------------------------------------------------------------------

3e) The Elves

The Units: Every single Elven unit has Forestry, which comes in real handy when
you run into thick forests. They also have very good archers, and average
attacking units with high movement.


Basic Unit
----------
Name: Glade runner
Alignment: Good
Attack: 5
Damage: 4
Defense: 4
Resistance: 5
HP: 8
Movement: 36
Abilities: Walking, Forestry, Strike, Concealment
Cost/Upkeep: 20g / 6g

Level 1 Units
-------------
Name: Swordsman
Alignment: Good
Attack: 7
Damage: 5
Defense: 6
Resistance: 5
HP: 12
Movement: 24
Abilities: Walking, Forestry, Strike, Block
Cost/Upkeep: 30g / 6g

Name: Longbowman
Alignment: Good
Attack: 0
Damage: 0
Defense: 4
Resistance: 5
HP: 10
Movement: 24
Abilities: Walking, Forestry, Marksmanship I, Archery
Cost/Upkeep: 30g / 6g

Level 2 Units
-------------
Name: Nymph
Alignment: Good
Attack: 5
Damage: 4
Defense: 4
Resistance: 8
HP: 10
Movement: 24
Abilities: Walking, Forestry, Magic Strike, Strike, Swimming, Seduce
Cost/Upkeep: 30g / 9g

Name: Scout
Alignment: Good
Attack: 9
Damage: 7
Defense: 7
Resistance: 6
HP: 15
Movement: 40
Abilities: Walking, Forestry, Charge, Strike, Mounted, Vision I
Cost/Upkeep: 70g / 9g

Level 3 Units
-------------
Name: Druid
Alignment: Good
Attack: 10
Damage: 7
Defense: 8
Resistance: 14
HP: 15
Movement: 36
Abilities: Walking, Forestry, Concealment, Strike, Control Animal, Entangle,
          Swimming
Cost/Upkeep: 90g / 12g

Name: Iron Maiden
Alignment: Pure Good
Attack: 14
Damage: 9
Defense: 10
Resistance: 12
HP: 18
Movement: 40
Abilities: Walking, Forestry, Holy Champion, Magic Strike, Charge, Strike,
          Phase, Magical Mount, Willpower
Cost/Upkeep: 220g / 12g

Level 4 Unit
------------
Name: Fairy Dragon
Alignment: Good
Attack: 14
Damage: 11
Defense: 14
Resistance: 16
HP: 22
Movement: 40
Abilities: Strike, Flying, Dragon, Magic Protection, Magic Strike, Phase,
          Vision II, True Seeing
Cost/Upkeep: 340g / 15g
Strengths: This unit isn't the best fighter, but it is good. It has Flying, so
          that's always a plus, and it can Phase if something is out of it's
          reach. It is also a great scouting unit, because nothing can hide
          itself from True Seeing, and it has great range with Vision II.


Defensive Strategy:
The Longbowman is undoubtedly the best archer in the game. It starts out with
Marksmanship I, giving it an early advantage. I would keep these guys as
projectile units through all stages of your game, unless you prefer Healing
over power (in which case get High Priests). As for gate defenders, go with
Swordsman, then Scouts, and then Iron Maidens or Druids. Choose Druids for the
Entangle ability (to block the gate with entangled enemy units, allowing you
to pick off the guys in the back), and Iron Maidens just for the ability to
take a good beating.

Offensive Strategy:
As seen above, the same thing goes for projectile units, Longbowman is just
that good. At level 1, you have 2 choices for attackers. The Swordsman for
better stats, the Gladerunner for blazing speed (it's only really good for
scouting, and getting in the few extra hits on the gate the first round). At
level 2, Scouts are the only way to go, since they have much better stats and
just as good speed. At level 3, go with Iron Maidens (Phase the first turn
behind enemy walls to be able to attack once, second round you can just easily
slaughter the enemy).

-------------------------------------------------------------------------------

3f) The Halflings (they're Hobbits damnit!)

The Units: Hob...erm, Halflings are weak little folk. However, they make up
for this by having great projectile attacks. What is really funny though, is
that the manual says that Sheriffs are dressed in bright red by other Halflings
so that the Sheriffs will draw the enemies to himself and away from the other
Halflings, a great example of how unwilling they are into getting into hand to
hand combat.


Basic Unit
----------
Name: Peasant
Alignment: Good
Attack: 4
Damage: 4
Defense: 4
Resistance: 6
HP: 8
Movement: 20
Abilities: Walking, Strike, Concealment, First Strike, Forestry
Cost/Upkeep: 15g / 6g

Level 1 Units
-------------
Name: Swordsman
Alignment: Good
Attack: 6
Damage: 5
Defense: 7
Resistance: 6
HP: 10
Movement: 20
Abilities: Walking, Strike, Block, Forestry
Cost/Upkeep: 25g / 6g

Name: Slinger
Alignment: Good
Attack: 0
Damage: 0
Defense: 5
Resistance: 6
HP: 8
Movement: 20
Abilities: Walking, Hurl Stones, Marksmanship I, Forestry
Cost/Upkeep: 25g / 6g

Level 2 Units
-------------
Name: Rogue
Alignment: Good
Attack: 7
Damage: 6
Defense: 7
Resistance: 8
HP: 14
Movement: 20
Abilities: Walking, Concealment, Marksmanship I, Wall Climbing, Strike, Poison
          Darts, Forestry
Cost/Upkeep: 50g / 9g

Name: Pony Rider
Alignment: Good
Attack: 8
Damage: 6
Defense: 9
Resistance: 7
HP: 14
Movement: 28
Abilities: Walking, Charge, Strike, Mounted, Forestry
Cost/Upkeep: 60g / 9g

Level 3 Units
-------------
Name: Sheriff
Alignment: Good
Attack: 10
Damage: 7
Defense: 10
Resistance: 9
HP: 20
Movement: 28
Abilities: Walking, Strike, Charge, Leadership I, Mounted, Bard's Skills, Smoky
          Haze, Forestry
Cost/Upkeep: 110g / 12g

Name: Eagle Rider
Alignment: Good
Attack: 8
Damage: 8
Defense: 9
Resistance: 7
HP: 14
Movement: 40
Abilities: Charge, Flying, Vision II, Strike, Mounted
Cost/Upkeep: 100g / 12g

Level 4 Unit
------------
Name: Leprechaun
Alignment: Good
Attack: 10
Damage: 7
Defense: 17
Resistance: 18
HP: 14
Movement: 28
Abilities: Walking, Forestry, Magic Strike, Regeneration, Invisibility, Magic
          Bolts, Dispel Magic, Strike, Swimming, Phase, Blurred, Willpower,
          Sabotage
Cost/Upkeep: 280g / 15g

Strengths: He slices, he dices, he even cooks your meals! J/k, but this guy
          certainly does have a long list of abilities. He is also a defensive
          monstrosity. With a defense of 17, and resistance of 18, and Blurred
          (which in itself reduces the chance of being hit by 25%), he just
          never gets hit. And, with Magic Bolts, he can stay out of the hand
          to hand combat and shoot away. Plus he can Phase! He also has
          Invisibility, which means he won't be seen until he is right next to
          the enemy. Only thing this little guy can't do is cross mountains.
          If only Phase worked on the World Map.............


Defensive Strategy:
Remember when I said that the Elf Longbowman was the best archer in the game?
That was a little deceptive, because Hurl Stones is just as good or better than
Archery, and the Slinger has both Hurl Stones and Marksmanship I. So have them
as the projectile units at level 1, and Swordsmen as the gate defenders. Then
at level 2 switch the Swordsmen for Pony Riders, and consider switching the
Slingers for Rogues. Poison Darts is great because it can significantly lower
an enemy's stats if it gets poisoned. Plus, Rogues have Marksmanship I as well.
At level 3, keep the Rogues if you get Eagle Riders (Flying units make the dumb
computer get stuck at the gate). But, if you decide to get the Sheriff, go with
High Priests. Why? Because if an enemy unit strikes the Sheriff, there is a
good chance it will get poisoned, because of the nifty ability Smoky Haze
(which makes this unit look like Pig Pen from Peanuts).

Offensive Strategy:
This race is straightforward enough in attacking. For levels 1 and 2 use the
respective attacking units (Swordsman and Pony Rider) and the respective
projectile units (Slinger and Rogue). Remember that Rogues have Wall Climbing:)
Now, keep your Rogues, but switch the Pony Riders for Eagle Riders. You may
want to get Sheriffs instead, because Eagle Riders are unbearably weak.

-------------------------------------------------------------------------------

3g) The Dwarves

The Units: Short, stolid soldiers are abundant in the Dwarven armies. With one
of the best projectile units in the game, and high defense units at every
level, the Dwarves excel at both defense and offense at higher levels, with
better offense than defense in the lower levels. However, they tend to be a
little slow unless they are mounted. But, they are the only race in the game
who can cross mountains, and one of only a few that can travel quickly
underground.


Basic Unit
----------
Name: Axeman
Alignment: Good
Attack: 6
Damage: 5
Defense: 6
Resistance: 5
HP: 12
Movement: 20
Abilities: Walking, Cave Crawling, Poison Protection, Mountaineering, Strike,
          Block
Cost/Upkeep: 30g / 6g

Level 1 Units
-------------
Name: Berserker
Alignment: Good
Attack: 8
Damage: 6
Defense: 5
Resistance: 7
HP: 13
Movement: 28
Abilities: Walking, Cave Crawling, Poison Protection, Mountaineering, Strike
          Double Strike, Willpower
Cost/Upkeep: 40g / 6g

Name: Crossbowman
Alignment: Good
Attack: 0
Damage: 0
Defense: 6
Resistance: 5
HP: 10
Movement: 20
Abilities: Cave Crawling, Poison Protection, Mountaineering, Walking, Fire
          Crossbow
Cost/Upkeep: 30g / 6g

Level 2 Units
-------------
Name: Boar Rider
Alignment: Good
Attack: 9
Damage: 7
Defense: 8
Resistance: 7
HP: 17
Movement: 32
Abilities: Walking, Charge, Cave Crawling, Mountaineering, Poison Protection,
          Strike, Mounted
Cost/Upkeep: 90g / 9g

Name: Engineer
Alignment: Good
Attack: 6
Damage: 6
Defense: 6
Resistance: 6
HP: 12
Movement: 20
Abilities: Walking, Cave Crawling, Mountaineering, Poison Protection, Strike,
          Repair Machine, Sabotage
Cost/Upkeep: 60g / 9g

Level 3 Units
-------------
Name: Mole (Rider)
Alignment: Good
Attack: 12
Damage: 9
Defense: 9
Resistance: 8
HP: 21
Movement: 32
Abilities: Walking, Cave Crawling, Tunneling, Mountaineering, Poison Protection
          Night Vision, Strike, Wall Crushing, Mounted
Cost/Upkeep: 150g / 12g

Name: Runemaster
Alignment: Good
Attack: 12
Damage: 10
Defense: 14
Resistance: 13
HP: 23
Movement: 24
Abilities: Walking, Cave Crawling, Mountaineering, Fire Immunity, Fire Strike,
          Magic Protection, Strike, Poison Protection
Cost/Upkeep: 190g / 12g

Level 4 Unit
------------
Name: Steam Tank
Alignment: None
Attack: 0
Damage: 0
Defense: 14
Resistance: 14
HP: 32
Movement: 20
Abilities: Walking, Poison Immunity, Cold Protection, Steam, Fire Cannon,
          Marksmanship I, Fire Weakness
Cost/Upkeep: 300g / 15g

Strengths: This thing is exactly what it's name suggests, a tank run by steam.
          With Fire Cannon and Marksmanship I it blows apart both stone walls,
          and the flesh and bones of any units foolish enough to get in it's
          way. If it is ever attacked by ground units, it is able to use
          Steam, which is basically Round Attack, but with a cloud of Steam.
          The only weakness it really has is the Fire Sphere and it's snail
          pace. Plus, it can't fight back with it's own sword against any
          enemy units, so it falls fast to just 3 or 4 level 2 units.


Defensive Strategy:
Early on Axemen are your best bet for gate defenders, since they have a
slightly better defense than Berserkers, and Block. Crossbowman can be really
useful though, at all levels of projectile units. Fire Crossbow is a great
ability for penetrating through the armor of high defense opponents, and it has
average damage (I prefer Archery for a larger number of weaker hits). At level
2 replace Axemen with Boar Riders, and replace the Crossbowmen only if you're
fighting low resistance/high defense units with High Priests. At level 3 keep
whatever you currently have as projectile units, but switch the Boar Riders for
Runemasters, who have many defensive abilities against magic, and high defense
and resistance ratings to boot. Plus, they have 23 HP!

Offensive Strategy:
Keep Crossbowmen only as long as you don't have High Priests, because they are
just too slow (then keep the High Priests at all later levels). At level 1 you
want Berserkers for attacking units. Because of their ability Double Strike,
they tend to get more hits in both in defending themselves and attacking. They
also have above average speed for a Dwarf (low defense though!). At level 2
replace the Berserkers with Boar Riders. At level 3 you now have a choice.
Moles are better in general for breaking down gates because of their superior
speed and Wall Crushing ability, but Runemasters are a bit better at hand to
hand combat.

-------------------------------------------------------------------------------

3h) The Archons

The Units: Previously known as the Highmen, the Archons are a race of purity.
Every unit has Holy Protection and Holy Strike, and they have nice abilities
throughout all areas. The only thing that bugs me is that they look a bit too
much like the Romans...


Basic Unit
----------
Name: Militia
Alignment: Pure Good
Attack: 5
Damage: 5
Defense: 5
Resistance: 5
HP: 10
Movement: 24
Abilities: Walking, Holy Strike, Holy Protection, Strike
Cost/Upkeep: 20g / 6g

Level 1 Units
-------------
Name: Legionary
Alignment: Pure Good
Attack: 7
Damage: 5
Defense: 7
Resistance: 5
HP: 12
Movement: 24
Abilities: Walking, Holy Strike, Holy Protection, Strike, Block
Cost/Upkeep: 35g / 6g

Name: Archer
Alignment: Pure Good
Attack: 0
Damage: 0
Defense: 5
Resistance: 5
HP: 10
Movement: 24
Abilities: Walking, Holy Protection
Cost/Upkeep: 30g / 6g

Level 2 Units
-------------
Name: Paladin
Alignment: Pure Good
Attack: 9
Damage: 7
Defense: 8
Resistance: 6
HP: 16
Movement: 40
Abilities: Walking, Holy Strike, Holy Protection, Charge, Strike, True Seeing,
          Mounted, Turn Undead
Cost/Upkeep: 80g / 9g

Name: Avenger
Alignment: Pure Good
Attack: 9
Damage: 7
Defense: 9
Resistance: 13
HP: 15
Movement: 28
Abilities: Walking, Holy Strike, True Seeing, Holy Champion, Holy Immunity,
          Death Immunity, Holy Bolts, Strike, Willpower, Turn Undead
Cost/Upkeep: 80g / 9g

Level 3 Units
-------------
Name: Pegasus Rider
Alignment: Pure Good
Attack: 12
Damage: 8
Defense: 8
Resistance: 8
HP: 17
Movement: 40
Abilities: Holy Strike, Holy Protection, Charge, Vision II, Flying, Strike,
          Mounted
Cost/Upkeep: 160g / 12g

Name: Charioteer
Alignment: Pure Good
Attack: 13
Damage: 9
Defense: 12
Resistance: 8
HP: 22
Movement: 40
Abilities: Holy Strike, Strike, Holy Protection, Marksmanship I, Archery,
          Walking, Charge, Mounted
Cost/Upkeep: 130g / 12g

Level 4 Unit
------------
Name: Titan
Alignment: Pure Good
Attack: 15
Damage: 12
Defense: 15
Resistance: 12
HP: 32
Movement: 36
Abilities: Holy Strike, Holy Protection, Walking, Fire Immunity, Round Attack,
          Strike, Vision I, Willpower
Cost/Upkeep: 375g / 15g

Strengths: The tallest unit in the game, the Titan can be an imposing sight. He
          is in the top 4 in terms of physical strength. The Goblin Kharagh
          has slightly varying but equal power to the Titan, along with the
          Level 4 Earth Summon (the Basilisk). The only unit that is stronger
          is the Level 4 Cosmos Summon (the Rift Lord, my personal favorite of
          the summons, not to say the others are weak, just that they wouldn't
          do so well in a pure fist fight). With the clear-out ability Round
          Attack, the Titan can play a defensive role as well as offensive.


Defensive Strategy:
At level 1 get Legionaries as gate defenders, and Archers as projectile units.
At level 2 replace the legionaries AND Archers with Avengers. These guys are
tougher than Paladins, and have Holy Bolts. They are particularly resistant to
magic as well. At level 3 you have a few choices. Go for all Charioteers if the
city your defending is very important, but otherwise don't bother since it
would be so expensive. If you don't, get Pegasus Riders for gate defenders.

Offensive Strategy:
For level 1 get the generic army, with Legionaries and Archers. At level 2 you
will want Paladins now as attacking units because they are far faster than
Avengers, and will finish with the gate quicker. Get Avengers as projectile
units. Now for something different. Depending upon how much money you have, get
up to 5 Charioteers (you don't want more than that because Magic Bolts and the
Turn Undead ability can be very useful at times, 3 is enough for Avengers, but
not 2). I would highly suggest though, that you at least have 2 Charioteers, so
that you can have 2 units working on breaking down the gate.

-------------------------------------------------------------------------------

3i) The Dark Elves

The Units: The Dark Elves are supposedly Elves that have "died" (but since
Elves are supposed to be immortal, they just become evil...or something. Crappy
explanation from the game if you ask me). Anyway, they are a bit different from
Elves. They have one of the coolest looking units in the game, called a Shade,
which is basically a shadowy assassin. All units have Night Vision, and either
Poison Protection or Immunity. They also have the most unique level 4 unit:
the Incarnate. The cool thing about him is that his major purpose is to possess
other units (who don't have Willpower).


Basic Unit
----------
Name: Night Guard
Alignment: Evil
Attack: 5
Damage: 5
Defense: 4
Resistance: 5
HP: 10
Movement: 24
Abilities: Walking, Night Vision, Strike, Poison Protection, Magic Strike,
          First Strike
Cost/Upkeep: 20g / 6g

Level 1 Unit
------------
Name: Warrior
Alignment: Evil
Attack: 7
Damage: 5
Defense: 6
Resistance: 5
HP: 12
Movement: 24
Abilities: Walking, Night Vision, Strike, Block, Poison Protection, Magic
          Strike
Cost/Upkeep: 30g / 6g

Name: Archer
Alignment: Evil
Attack: 0
Damage: 0
Defense: 4
Resistance: 5
HP: 10
Movement: 24
Abilities: Walking, Night Vision, Marksmanship I, Archery, Poison Protection
Cost/Upkeep: 30g / 6g

Level 2 Units
-------------
Name: Executioner
Alignment: Evil
Attack: 9
Damage: 7
Defense: 7
Resistance: 6
HP: 16
Movement: 40
Abilities: Walking, Night Vision, Charge, Strike, Poison Protection, Life
          Stealing, Magic Strike, Mounted
Cost/Upkeep: 90g / 9g

Name: Bladedancer
Alignment: Evil
Attack: 9
Damage: 7
Defense: 7
Resistance: 8
HP: 18
Movement: 24
Abilities: Walking, Night Vision, Concealment, Poison Strike, Poison Immunity,
          Strike, Double Strike, Cave Crawling
Cost/Upkeep: 100g / 9g

Level 3 Units
-------------
Name: Shade
Alignment: Evil
Attack: 12
Damage: 6
Defense: 8
Resistance: 9
HP: 15
Movement: 28
Abilities: Walking, Night Vision, Trail Of Darkness, Life Stealing, Strike,
          Poison Protection, Concealment, Physical Protection, Pass Wall,
          Magic Strike
Cost/Upkeep: 160g / 12g

Name: Spider Queen
Alignment: Evil
Attack: 13
Damage: 7
Defense: 9
Resistance: 15
HP: 20
Movement: 36
Abilities: Night Vision, Magic Strike, Strike, Wall Climbing, Cave Crawling,
          Walking, Poison Immunity, Poison Strike, Death Protection, Web
Cost/Upkeep: 190g / 12g

Level 4 Unit
------------
Name: Incarnate
Alignment: Evil
Attack: 5
Damage: 2
Defense: 9
Resistance: 12
HP: 20
Movement: 32
Abilities: Night Vision, Poison Immunity, Magic Strike, Strike, Floating, Cold
          Immunity, Death Immunity, Fire Immunity, Lightning Immunity, Pass
          Wall, Possess, Willpower, Physical Protection
Cost/Upkeep: 300g / 15g

Strengths: The only strength this unit has before it uses Possess to capture
          another unit, is it's spell defense. It has a good Resistance
          rating, and has a number of Immunities. However, when it takes
          control of another unit, it will take on all the abilities of that
          unit while losing it's own. But don't worry. At anytime you can
          "exit" your current body, and take on another. And, when the body it
          currently has is killed in battle, it results with no damage to the
          Incarnate itself.

Defensive Strategy:
Throughout all levels of play, it is wise to keep the Archers as your
projectile units (they are nearly identical, and just as good as the Elven
Longbowman), unless you prefer Dark Priests. Gate defenders are another story.
At level 1 get Swordsmen, at level 2 get Bladedancers, at level 3 get Shades.
The first 2 levels are just plain better fighters than the alternatives, but
the reason to get Shades is mainly because of Physical Protection (which cuts
the damage they take in half). They are only slightly less adept fighters than
Spider Queens, but they cost a bit less. Plus, they get Unholy Champion at gold
level experience.

Offensive Strategy:
Here, the same thing goes for projectile units as above in the Defensive
Strategy section. Level 1 is obvious, go with the Warriors as attacking units.
At level 2 you will want Executioners, because they get more hits on the gate,
especially early on, and can effectively and quickly deploy outwards to other
gates. For level 3, go for Spider Queens since they are the better fighters,
and have the nifty ability to incapacitate ANY foe with the ability Web, as
long as they can get past the Defense rating of said unit (as with all similar
touch abilities).

-------------------------------------------------------------------------------

3j) The Orcs

The Units:


Basic Unit
----------
Name: Impaler
Alignment: Evil
Attack: 5
Damage: 5
Defense: 5
Resistance: 4
HP: 10
Movement: 24
Abilities: Walking, Strike, Night Vision, First Strike
Cost/Upkeep: 20g / 6g

Level 1 Units
-------------
Name: Axeman
Alignment: Evil
Attack: 7
Damage: 5
Defense: 7
Resistance: 4
HP: 12
Movement: 24
Abilities: Walking, Strike, Block, Night Vision
Cost/Upkeep: 30g / 6g

Name: Archer
Alignment: Evil
Attack: 0
Damage: 0
Defense: 5
Resistance: 4
HP: 10
Movement: 24
Abilities: Walking, Archery, Night Vision
Cost/Upkeep: 30g / 6g

Level 2 Units
-------------
Name: Heavy Cavalry
Alignment: Evil
Attack: 9
Damage: 7
Defense: 8
Resistance: 5
HP: 17
Movement: 36
Abilities: Walking, Charge, Strike, Night Vision, Mounted
Cost/Upkeep: 75g / 9g

Name: Abomination
Alignment: Evil
Attack: 7
Damage: 5
Defense: 6
Resistance: 8
HP: 12
Movement: 24
Abilities: Walking, Concealment, Poison Protection, Poison Strike, Swimming,
         Strike, Night Vision, Entangle, Venomous Spit.
Cost/Upkeep: 80g / 9g

Level 3 Units
-------------
Name: Shaman
Alignment: Evil
Attack: 14
Damage: 8
Defense: 8
Resistance: 7
HP: 13
Movement: 28
Abilities: Walking, Wall Climbing, Concealment, Poison Strike, Strike, Control
          Animal, Energy Drain
Cost/Upkeep: 120g / 12g

Name: Warlord
Alignment: Evil
Attack: 16
Damage: 12
Defense: 13
Resistance: 8
HP: 22
Movement: 24
Abilities: Walking, Round Attack, Strike, Night Vision
Cost/Upkeep: 190g / 12g

Level 4 Unit
------------
Name: Glutton
Alignment: Evil
Attack: 17
Damage: 13
Defense: 8
Resistance: 15
HP: 25
Movement: 36
Abilities: Strike, Cave Crawling, Night Vision, Poison Immunity, Swimming,
          Walking, Death Protection, Swallow Whole
Cost/Upkeep: 340g / 15g

Strengths: It's Jabba The Hut!! For a huge...worm thingy... this thing can move
          fast. Plus, it has a huge Attack rating, and a very nice Damage
          rating. However, although it has a nice spell defense going, it's
          defense sucks (come on, seriously, how well can a big slug avoid
          getting hit?). Two more things are going for ole' Jabba here. One,
          it somehow has the ability Swimming. Two, it has the unique ability
          Swallow Whole. This gives it an added chance of swallowing a unit
          whole while attacking, in effect an instant death.


Defensive Strategy:
This is an easy and straightforward race when it comes to defense. Pick Archers
and then Black Priests when you can get them for your projectile units, same
thing goes for the Offensive Strategy section so I won't even mention them
there. As for gate defenders, continually upgrade in the following path:
Axeman--->Heavy Cavalry--->Warlord. Warlords are one of the best gate defenders
in the game, since they have great HP, Attack, Damage, and Defense. They're a
little low on resistance though, so be wary of Magic Bolts or other such
projectiles.

Offensive Strategy:
Check the Defensive Strategy section for choice of projectile units. The
following is a path in which to get attacking units:
Axeman--->Heavy Cavalry--->Shaman or Warlord. At level 3 you have a choice,
which is this: Do I want speedy average attackers, or slow behemoths? Choose
Shamans for good attacking units who can quickly scale the walls of a fortified
city, or slow Warlords who, once through the gates of a city, slaughter all
projectile units, and most attacking units. Warlords are the sure bet here,
because Black Priests can use Healing to replenish any damage taken while
breaking down the walls, and nothing but high level Heroes or level 4 units can
beat back a concerted Warlord attack.

-------------------------------------------------------------------------------

3k) The Goblins

The Units: The only race with all units to have Cave Crawling (or Flying in one
case) and Night Vision, these wide eyed runts are meant to stay underground.
Ugly, weak by nature, and short, most units have Poison Strike to make their
opponents as weak as they are, and they have in turn either Poison Protection
or Poison Immunity. The strongest units they have are either not Goblins or
they are Mounted. The evil equivalent of the Frostlings and Halflings, these
guys have one unique unit that is a thing that is best avoided: the Bomber. The
Manual says that the weaker Goblins of society are strapped to explosives and
sent out onto the battlefield on suicide missions. Self Destruct is a powerful
ability that hits ground units, flying units, and walls. These cheap units can
pack a deadly punch to any army when in great numbers.


Basic Unit
----------
Name: Grunt
Alignment: Evil
Attack: 5
Damage: 4
Defense: 4
Resistance: 6
HP: 8
Movement: 20
Abilities: Walking, Strike, First Strike, Poison Immunity, Cave Crawling, Night
          Vision, Poison Strike
Cost/Upkeep: 15g / 6g

Level 1 Units
-------------
Name: Swordsman
Alignment: Evil
Attack: 7
Damage: 5
Defense: 6
Resistance: 6
HP: 10
Movement: 20
Abilities: Walking, Strike, Poison Immunity, Block, Cave Crawling, Night
          Vision, Poison Strike
Cost/Upkeep: 20g / 6g

Name: Darter
Alignment: Evil
Attack: 0
Damage: 0
Defense: 5
Resistance: 6
HP: 8
Movement: 20
Abilities: Walking, Poison Darts, Poison Immunity, Cave Crawling, Night Vision
Cost/Upkeep: 25g / 6g

Name: Bomber
Alignment: Evil
Attack: 0
Damage: 0
Defense: 5
Resistance: 6
HP: 10
Movement: 28
Abilities: Walking, Poison Immunity, Cave Crawling, Night Vision, Self Destruct
Cost/Upkeep: 30g / 6g

Level 2 Units
-------------
Name: Wolf Rider
Alignment: Evil
Attack: 9
Damage: 6
Defense: 7
Resistance: 7
HP: 14
Movement: 28
Abilities: Walking, Charge, Strike, Cave Crawling, Poison Protection, Night
          Vision, Mounted
Cost/Upkeep: 60g / 9g

Name: Butcher
Alignment: Evil
Attack: 8
Damage: 8
Defense: 5
Resistance: 6
HP: 12
Movement: 20
Abilities: Strike, Walking, Round Attack, Life Stealing, Poison Immunity, Cave
          Crawling, First Strike, Night Vision
Cost/Upkeep: 70g / 9g

Level 3 Units
-------------
Name: Big Beetle (Rider)
Alignment: Evil
Attack: 12
Damage: 10
Defense: 8
Resistance: 9
HP: 18
Movement: 36
Abilities: Poison Immunity, Strike, Walking, Tunneling, Wall Crushing, Cave
          Crawling, Night Vision, Poison Strike, Mounted
Cost/Upkeep: 120g / 12g

Name: Wyvern Rider
Alignment: Evil
Attack: 9
Damage: 6
Defense: 7
Resistance: 7
HP: 18
Movement: 40
Abilities: Poison Immunity, Strike, Vision II, Flying, Charge, Night Vision,
          Mounted, Poison Strike
Cost/Upkeep: 100g / 12g

Level 4 Unit
------------
Name: Kharagh
Alignment: Evil
Attack: 17
Damage: 14
Defense: 11
Resistance: 13
HP: 30
Movement: 40
Abilities: Charge, Night Vision, Poison Immunity, Strike, Walking, Cave
          Crawling
Cost/Upkeep: 360g / 15g

Strengths: With a huge Attack (Charge makes the first strike have a rating of
          19!), and a substantial Damage rating of 14, this unit is meant
          for one thing only, and that is to be in the thick of the fight. It
          has huge HP, allowing it to take a beating, and has a good Defense
          and even better Resistance. It's a wonder why this unit doesn't have
          Cause Fear.


Defensive Strategy:
Although the possibility of poisoning your opponents is a great thing, Poison
Darts is not quite as good as Magic Bolts, especially since Black Priests also
have Healing (more units have Poison Protection than Death Protection), so only
use Darters for as long as you can't get Black Priests for projectile units.
As for gate defenders, use Swordsmen at level 1, Butchers at level 2, and Big
Beetles at level 3, because they are all better fighters than their same level
competitors.

Offensive Strategy:
The same thing for projectile units here as above in the Defensive Strategy
section. At level 1, use both Swordsmen and Bombers for offensive units. Why?
Because 3 Self Destructs will usually destroy the gate of a Stone wall, and
only about 2 are needed for the gates of a Wooden Wall. Keep the Swordsman well
behind them though, you don't want them to be hurt in the blast (the more
Bombers you use, the less projectile units you should have, there should be
about a 3:2 ratio of attackers (not including Bombers) to projectile units).
At level 2 dump the Bombers, and replace all of your attackers with Wolf Riders
or Butchers (if you prefer slightly better fighting units that are much slower
than the Wold Riders). And at level 3, you have a tough choice. Wyvern Riders
don't have to break down the walls of a city, while Big Beetles are much better
at fighting, and have Wall Crushing and fast movement to get to the gate
quickly. I would choose the Big Beetles, because they are much better when the
battle is on the open field.

-------------------------------------------------------------------------------

3l) The Undead

The Units: The epitimy of evil, the Undead are all Pure Evil. The most glaring
weakness they have is that they have the ability Undead, which means they can
be panicked by monks of every alignment. They are also a little on the weak
side in terms of physical strength (face it, they are just a pile of bones
without any muscles attached), except for their later units. They also have the
most balanced level 4 unit in terms of stats (all at 13, HP at 26).


Basic Unit
----------
Name: Zombie
Alignment: Pure Evil
Attack: 4
Damage: 4
Defense: 4
Resistance: 4
HP: 10
Movement: 20
Abilities: Walking, Strike, Undead, Death Strike, Cave Crawling, Resurgence
Cost/Upkeep: 15g / 6g

Level 1 Units
-------------
Name: Swordsman
Alignment: Pure Evil
Attack: 6
Damage: 5
Defense: 5
Resistance: 5
HP: 10
Movement: 24
Abilities: Walking, Strike, Undead, Block
Cost/Upkeep: 20g / 6g

Name: Archer
Alignment: Pure Evil
Attack: 0
Damage: 0
Defense: 4
Resistance: 5
HP: 10
Movement: 24
Abilities: Walking, Archery, Undead
Cost/Upkeep: 25g / 6g

Level 2 Units
-------------
Name: Death Knight
Alignment: Pure Evil
Attack: 8
Damage: 6
Defense: 7
Resistance: 6
HP: 15
Movement: 40
Abilities: Walking, Charge, Strike, Death Strike, Undead, Magical Mount
Cost/Upkeep: 70g / 9g

Name: Vampire
Alignment: Pure Evil
Attack: 9
Damage: 5
Defense: 6
Resistance: 10
HP: 14
Movement: 28
Abilities: Walking, Strike, Concealment, Death Strike, Undead, Fire Weakness,
          Wall Climbing, Holy Weakness, Life Stealing, Seduce
Cost/Upkeep: 90g / 9g

Level 3 Units
-------------
Name: Spectre
Alignment: Pure Evil
Attack: 8
Damage: 5
Defense: 10
Resistance: 10
HP: 14
Movement: 28
Abilities: Undead, Strike, Pass Wall, Death Strike, Cold Immunity, Energy
          Drain, Floating, Physical Protection
Cost/Upkeep: 120g / 12g

Name: Bone Horror
Alignment: Pure Evil
Attack: 13
Damage: 11
Defense: 9
Resistance: 8
HP: 30
Movement: 28
Abilities: Walking, Cause fear, Strike, Death Strike, Undead, Wall Crushing
Cost/Upkeep: 190g / 12g

Level 4 Unit
------------
Name: Dread Reaper
Alignment: Pure Evil
Attack: 13
Damage: 13
Defense: 13
Resistance: 13
HP: 26
Movement: 36
Abilities: Walking, Cause Fear, Strike, Death Strike, Magic Strike, Path of
          Decay, Life Stealing, Undead, True Seeing, Energy Drain, Floating
Cost/Upkeep: 360g / 15g

Strengths: The Dread Reaper's biggest strength is being able to debilitate it's
          foes. Energy Drain decreases the enemy unit's stats. Life Stealing
          replenishes more HP the more the Dread Reaper attacks. And finally,
          Cause Fear has the chance of panicking the foe with each strike
          (which means it won't attack for a full turn, and run away, giving
          you a chance to hit it for a fourth time!). No natural barriers can
          stop this thing, since it has Floating, and Path of Decay rots away
          the crops of any cities it passes by.


Defensive Strategy:
For all levels, choose either Archers or Black Priests (see  the "The Basics"
section for pros and cons of both) for projectile units. For your gate
defenders, get Swordsmen at level 1, Death Knights at level 2 (better defense
and HP than Vampires, plus they're cheaper), and either Spectres or Bone
Horrors at level 3. Spectres, believe it or not, have better defense than Bone
Horrors, and Physical Protection gives them 28 HP against purely Physical
attacks. Plus, they have Cold Immunity. So if you're fighting against
Frostlings, the Spectre is definitely better. However, the Bone Horror is
better in general.

Offensive Strategy:
Dump the Archers as soon as you can get Black Priests for projectile units. As
for the attacking units, first get Swordsmen at level 1, then Vampires (just as
good or even better fighters than Death Knights, plus they have Wall Climbing)
at level 2, then Bone Horrors at level 3 (they are better fighters than the
Spectres, while they have Wall Crushing which means the inability to bypass
gates won't matter after the second turn).


-------------------------------------------------------------------------------
                         ----------------------<

---> 4c.1) Earth Sphere

    Name: Dire Boar
    Alignment: Neutral
    Sphere: Earth
    Attack: 8
    Damage: 6
    Defense: 7
    Resistance: 4
    HP: 16
    Movement: 40
    Abilities: Strike, Walking, Forestry, Animal, Charge, Summoned
    Cost/Upkeep: 50m/6m

    Name: Minotaur
    Alignment: Neutral
    Sphere: Earth
    Attack: 11
    Damage: 9
    Defense: 9
    Resistance: 6
    HP: 18
    Movement: 32
    Abilities: Walking, Strike, Night Vision, Summoned
    Cost/Upkeep: 120m/9m

    Name: Earth Elemental
    Alignment: Neutral
    Sphere: Earth
    Attack: 12
    Damage: 10
    Defense: 14
    Resistance: 12
    HP: 25
    Movement: 24
    Abilities: Walking, Strike, Poison Immunity, Tunneling, Fire Protection,
               Magic Strike, Wall Crushing, Summoned, Cave Crawling
    Cost/Upkeep: 275m/12m

    Name: Basilisk
    Alignment: Neutral
    Sphere: Earth
    Attack: 13
    Damage: 12
    Defense: 14
    Resistance: 14
    HP: 32
    Movement: 36
    Abilities: Walking, Strike, Poison Immunity, Fire Protection, Wall
               Crushing, Dominate, Magic Strike, Summoned, Willpower
    Cost/Upkeep: 400m/15m

---> 4c.2) Air Sphere

    Name: Zephyr Bird
    Alignment: Neutral
    Sphere: Air
    Attack:
    Damage:
    Defense:
    Resistance:
    HP:
    Movement:
    Abilities: Animal, Flying, Strike, Vision II, Summoned
    Cost/Upkeep: 60m/6m

    Name: Northern Glow
    Alignment: Neutral
    Sphere: Air
    Attack: 8
    Damage: 5
    Defense: 8
    Resistance: 8
    HP: 10
    Movement: 36
    Abilities:  Cold Immunity, Strike, Pass Wall, Vision II, Lightning
                Immunity, Physical Protection, Static Shield, Floating,
                Lightning Strike, Summoned
    Cost/Upkeep: 140m/9g

    Name: Air Elemental
    Alignment: Neutral
    Sphere: Air
    Attack: 14
    Damage: 8
    Defense: 10
    Resistance: 13
    HP: 17
    Movement: 40
    Abilities: Flying, Physical Protection, Poison Immunity, Vision II,
               Strike, Lightning Immunity, Lightning Strike, Magic Strike,
               Summoned
    Cost/Upkeep: 300m/12m

    Name: Ice Dragon
    Alignment: Neutral
    Sphere: Air
    Attack: 14
    Damage: 12
    Defense: 12
    Resistance: 13
    HP: 26
    Movement: 40
Abilities: Cold Breath Cold Immunity, Flying, Night Vision, Strike, True
               Seeing, Vision II, Cause Fear, Summoned
    Cost/Upkeep: 450m/15m

---> 4c.3) Fire Sphere

    Name: Hell Hound
    Alignment: Neutral
    Sphere: Fire
    Attack: 7
    Damage: 7
    Defense: 5
    Resistance: 6
    HP: 12
    Movement: 32
    Abilities: Walking, Fire Strike, Strike, Fire Immunity, Summoned
    Cost/Upkeep: 50m/6m

    Name: Efreet
    Alignment: Neutral
    Sphere: Fire
    Attack: 12
    Damage: 8
    Defense: 7
    Resistance: 8
    HP: 16
    Movement: 32
    Abilities: Cold Weakness, Fire Immunity, Fire Strike, Poison Immunity,
               Strike, Floating, Summoned
    Cost/Upkeep: 100m/9m

    Name: Fire Elemental
    Alignment: Neutral
    Sphere: Fire
    Attack: 15
    Damage: 10
    Defense: 9
    Resistance: 13
    HP: 20
    Movement: 32
    Abilities: Walking, Fire Immunity, Strike, Poison Immunity, Fire Strike,
               Cold Weakness, Magic Strike, Summoned
    Cost/Upkeep: 250m/12m

    Name: Pheonix
    Alignment: Neutral
    Sphere: Fire
    Attack: 16
    Damage: 10
    Defense: 12
    Resistance: 14
    HP: 26
    Movement: 40
    Abilities: Flying, Vision II, Strike, Fire Immunity, Fire Breath,
               Resurgence, Cold Weakness, Magic Strike, Summoned
    Cost/Upkeep: 450m/15m

---> 4c.4) Water Sphere

    Name: Lurker
    Alignment: Lurker
    Sphere: Water
    Attack: 6
    Damage: 5
    Defense:  4
    Resistance: 8
    HP: 11
    Movement: 24
    Abilities: Strike, Walking, Poison Protection, Swimming, Water Concealment
               Poison Strike, Venomous Spit, Summoned
    Cost/Upkeep: 50m/6m

    Name: Water Dancer
    Alignment: Neutral
    Sphere: Water
    Attack: 10
    Damage: 6
    Defense: 8
    Resistance: 9
    HP: 14
    Movement: 40
    Abilities: Strike, Poison Immunity, Swimming, Walking, Summoned
    Cost/Upkeep: 40m/9m

    Name: Water Elemental
    Alignment: Neutral
    Sphere: Water
    Attack: 12
    Damage: 10
    Defense: 12
    Resistance: 14
    HP: 25
    Movement: 36
    Abilities: Strike, Poison Immunity, Swimming, Walking, Magic Strike, Water
               Concealment, Fire Weakness, Summoned
    Cost/Upkeep: 275m/12m

    Name: Great Wyrm
    Alignment: Neutral
    Sphere: Water
    Attack: 14
    Damage: 11
    Defense: 10
    Resistance: 14
    HP: 30
    Movement: 40
    Abilities: Strike, Poison Immunity, Lightning Immunity, Swimming, Walking,
               Fire Weakness, Lightning Strike, Water Concealment, Static
               Shield, Summoned
    Cost/Upkeep: 400m/15m

---> 4c.5) Death Sphere

    Name: Black Spider
    Alignment: Evil
    Sphere: Death
    Attack: 6
    Damage: 6
    Defense: 5
    Resistance: 6
    HP: 12
    Movement: 26
    Abilities: Walking, Strike, Poison Strike, Wall Climbing, Night Vision,
               Web, Summoned
    Cost/Upkeep: 60m/6m

    Name: Bone Dragon
    Alignment: Evil
    Sphere: Death
    Attack: 15
    Damage: 11
    Defense: 10
    Resistance: 14
    HP: 27
    Movement: 40
    Abilities: Death Strike, Flying, Life Stealing, Strike, Dragon, Cause Fear
               Undead, Vision II, Black Breath, Death Immunity
    Cost/Upkeep: 375m/12m

    Name: Black Angel
    Alignment: Pure Evil
    Sphere: Death
    Attack: 16
    Damage: 10
    Defense: 13
    Resistance: 13
    HP: 28
    Movement: 40
    Abilities: Death Immunity, Death Strike, Flying, Life Stealing, Poison
               Immunity, Strike, True Seeing, Unholy Champion, Vision II,
               Summoned
    Cost/Upkeep: 450m/15m

---> 4c.6) Life Sphere

    Name: Fairy
    Alignment: Good
    Sphere: Life
    Attack: 8
    Damage: 5
    Defense: 10
    Resistance: 9
    HP: 11
    Movement: 32
    Abilities: Flying, Strike, Magic Strike, Magic Protection, Summoned
    Cost/Upkeep: 90m/6m

    Name: Unicorn
    Alignment: Good
    Sphere: Life
    Attack: 7
    Damage: 6
    Defense: 7
    Resistance: 10
    HP: 12
    Movement: 40
    Abilities: Strike, Walking, Forestry, Phase, Charge, Magic Strike,
               Summoned
    Cost/Upkeep: 60m/9m

    Name: Angel
    Alignment: Pure Good
    Sphere: Life
    Attack: 16
    Damage: 10
    Defense: 13
    Resistance: 13
    HP: 28
    Movement: 40
    Abilities: Flying, Healing, Holy Champion, Holy Immunity, Holy Strike,
               Strike, True Seeing, Vision II, Summoned
    Cost/Upkeep: 550m/15m

---> 4c.7) Cosmos Sphere

    Name: Magic Servant
    Alignment: Neutral
    Sphere: Cosmos
    Attack: 6
    Damage: 4
    Defense: 6
    Resistance: 10
    HP: 10
    Movement: 24
    Abilities: Walking, Magic Strike, Magic Bolts, Poison Immunity, Summoned
    Cost/Upkeep: 40m/9m

    Name: Rift Spawn
    Alignment: Neutral
    Sphere: Cosmos
    Attack: 8
    Damage: 6
    Defense: 8
    Resistance: 11
    HP: 12
    Movement: 40
    Abilities: Strike, Death Immunity, Cold Immunity, Walking, Magic Strike,
               Willpower, Lightning Immunity, Holy Immunity, Mountaineering,
               Night Vision, Poison Immunity, Magic Protection, Summoned
    Cost/Upkeep: 90m/9m

    Name: Rift Lord
    Alignment: Neutral
    Sphere: Cosmos
    Attack: 14
    Damage: 12
    Defense: 13
    Resistance: 15
    HP: 30
    Movement: 30
    Abilities: Strike, Death Immunity, Cold Immunity, Walking, Magic Strike,
               Willpower, Lightning Immunity, Holy Immunity, Mountaineering,
               Night Vision, Poison Immunity, Magic Protection, Summoned,
               Cause Fear, Wall Crushing
    Cost/Upkeep: 400n/15m

Strengths: Even level 1 summons are a nice addition to any army. This is
          because summons are generally stronger than the corresponding race
          unit of the same level. They are an even greater idea to have when
          when you are strapped for cash, but have plenty of mana. The only
          downside they have is that they can only heal naturally while within
          your domain.

-------------------------------------------------------------------------------

4d) The Heroes

At level 1, Heroes are as good or better fighters than your Wizard, and any
level 1 unit. As they progress past level 10, they become godlike, as they gain
monumental stats equal to or greater than those of any other unit in the game.
If you are fortunate enough to bring a Hero to level 30, then you will realize
how powerful these units can be. Heck, a max stat hero with good transport
vehicles or Wind Walking could defeat the rest of the map, without any help
from other units! Plus, they have their own mini-domain around them (1 hex
radius) when your Wizard is in a city with a Wizard's Tower, which means they
can get a lot of spell support. Also, each Hero has their own specific combat
spell that only they can use in battle (if they have the ability Spell Casting
of course). You may notice this when a Shooting Stars spell is performed by
Avernus the Beastmaster, and your Wizard cannot do the same spell. Another
nifty thing about Heroes is that they don't require any upkeep, and they
actually provide some extra mana income themselves (+5m)!

When a Hero offers to join you, and you don't have the 125g (normal amount for
a level 1 hero, may change with special events in scenario) to accept, cancel
anything that is being produced, especially when it's early in the game, so
that you will have the money. And even if you don't have the money that turn,
but will have it the next, don't worry. The Hero will just wander around your
territory. Just catch up to him/her with one of your units, and the option to
recruit them will come up again.

*NOTE* The stats for the following Heroes are those if they were level 1,
without any added spell effects or items.

                         >----------------------<

---> 4d.1) Human Heroes

    Name: Belendor
    Title: the Warrior
    Class: Warrior
    Alignment: Neutral
    Race: Human
    Gender: Male
    Combat Spell: None
    Attack: 9
    Damage: 8
    Defense: 9
    Resistance: 8
    Movement: 40
    HP: 21
    Abilities: Charge, Leadership I, Mounted, Strike, Walking

    Name: Estra
    Title: the Bard
    Class: Rogue
    Alignment: Neutral
    Race: Human
    Gender: Female
    Combat Spell: Enchant Weapon
    Attack:
    Damage:
    Defense:
    Resistance:
    Movement:
    HP:
    Abilities: Bard's Skills, Mounted, Spell Casting I, Strike, Walking

    Name: Taberu
    Title: the Ranger
    Class: Ranger
    Alignment: Neutral
    Race: Human
    Gender: Male
    Combat Spell: Stone Skin
    Attack: 9
    Damage: 8
    Defense: 8
    Resistance: 8
    Movement: 40
    HP: 20
    Abilities: Control Animal, Mounted, Spell Casting I, Strike, Walking

                         >----------------------<

---> 4d.2) Tigran Heroes

    Name: Jasfar
    Title: the Priest
    Class: Priest
    Alignment: Neutral
    Race: Tigran
    Gender: Male
    Combat Spell: Blazing Comet
    Attack: 9
    Damage: 8
    Defense: 8
    Resistance: 9
    Movement: 40
    HP: 20
    Abilities: Mounted, Night Vision, Spell Casting I, Strike, Walking

    Name: Shira
    Title: the Bard
    Class: Rogue
    Alignment: Neutral
    Race: Tigran
    Gender: Female
    Combat Spell: Healing Showers
    Attack:
    Damage:
    Defense:
    Resistance:
    Movement:
    HP:
    Abilities: Bard's Skills, Mounted, Night Vision, Spell Casting I, Strike,
               Walking

    Name: Karzen
    Title: the Warrior
    Class: Warrior
    Alignment: Neutral
    Race: Tigran
    Gender: Male
    Combat Spell: None
    Attack: 8
    Damage: 9
    Defense: 9
    Resistance: 8
    Movement: 40
    HP: 20
    Abilities: Marksmanship I, Mounted, Night Vision, Strike, Throw Blade,
               Walking

                         >----------------------<

---> 4d.3) Draconian Heroes

    Name: Dragor
    Title: the Destroyer
    Class: Warrior
    Alignment: Neutral
    Race: Draconian
    Gender: Male
    Combat Spell: None
    Attack: 9
    Damage: 9
    Defense: 7
    Resistance: 8
    Movement: 40
    HP: 21
    Abilities: Fire Breath, Flying, Strike, Walking

    Name: Kaskar
    Title: the Rogue
    Class: Rogue
    Alignment: Neutral
    Race: Draconian
    Gender: Male
    Combat Spell: Vengeful Vapor
    Attack: 9
    Damage: 8
    Defense: 7
    Resistance: 8
    Movement: 40
    HP: 20
    Abilities: Flying, Spell Casting I, Strike, Vision I, Walking

    Name: Tsi Iri
    Title: the Shaman
    Class: Shaman
    Alignment: Neutral
    Race: Draconian
    Gender: Male
    Combat Spell: Death Ray
    Attack:
    Damage:
    Defense:
    Resistance:
    Movement:
    HP:
    Abilities: Flying, Healing, Spell Casting I, Strike, Walking

                         >----------------------<

---> 4d.4) Frostling Heroes

    Name: Eklo
    Title: the Rogue
    Class: Rogue
    Alignment: Neutral
    Race: Frostling
    Gender: Male
    Combat Spell: Weaken
    Attack: 9
    Damage: 7
    Defense: 8
    Resistance: 10
    Movement: 40
    HP: 20
    Abilities: Cold Protection, Fire Weakness, Forestry, Mounted, Spell
               Casting I, Strike, Walking

    Name: Khitan
    Title: the Ranger
    Class: Ranger
    Alignment: Neutral
    Race: Frostling
    Gender: Male
    Combat Spell: Vengeful Vapor
    Attack: 9
    Damage: 7
    Defense: 8
    Resistance: 9
    Movement: 40
    HP: 21
    Abilities: Cold Protection, Fire Weakness, Forestry, Mounted, Spell
               Casting I, Strike, Walking

    Name: Shenga
    Title: the Shaman
    Class: Shaman
    Alignment: Neutral
    Race: Frostling
    Gender: Female
    Combat Spell: Weaken
    Attack:
    Damage:
    Defense:
    Resistance:
    Movement:
    HP:
    Abilities: Cold Protection, Fire Weakness, Forestry, Frost Bolts, Mounted,
               Spell Casting I, Strike, Walking

                         >----------------------<

---> 4d.5) Elf Heroes

    Name: Avernus
    Title: the Beastmaster
    Class: Rogue
    Alignment: Good
    Race: Elf
    Gender: Male
    Combat Spell: Shooting Stars
    Attack: 8
    Damage: 8
    Defense: 8
    Resistance: 8
    Movement: 40
    HP: 20
    Abilities: Control Animal, Forestry, Mounted, Spell Casting I, Strike,
               Walking

    Name: Elme
    Title: the Priest
    Class: Priest
    Alignment: Good
    Race: Elf
    Gender: Female
    Combat Spell: Bless
    Attack:
    Damage:
    Defense:
    Resistance:
    Movement:
    HP:
    Abilities: Forestry, Healing, Mounted, Spell Casting I, Strike, Walking

    Name: Torgal
    Title: the Hunter
    Class: Ranger
    Alignment: Good
    Race: Elf
    Gender: Male
    Combat Spell: None
    Attack: 8
    Damage: 8
    Defense: 8
    Resistance: 8
    Movement: 40
    HP: 20
    Abilities: Archery, Forestry, Marksmanship III, Mounted, Strike, Walking

                         >----------------------<

---> 4d.6) Halfling Heroes

    Name: Ham
    Title: the Priest
    Class: Priest
    Alignment: Good
    Race: Halfling
    Gender: Male
    Combat Spell: Vengeful Vapor
    Attack:
    Damage:
    Defense:
    Resistance:
    Movement:
    HP:
    Abilities: Healing, Mounted, Spell Casting I, Strike, Walking

    Name: Lily
    Title: the Ranger
    Class: Ranger
    Alignment: Good
    Race: Halfling
    Gender: Female
    Combat Spell: Shooting Stars
    Attack:
    Damage:
    Defense:
    Resistance:
    Movement:
    HP:
    Abilities: Bard's Skills, Mounted, Spell Casting I, Strike, Walking

    Name: Winger
    Title: Lightfinger
    Class: Rogue
    Alignment: Good
    Race: Halfling
    Gender: Male
    Combat Spell: Shooting Stars
    Attack: 9
    Damage: 7
    Defense: 8
    Resistance: 9
    Movement: 40
    HP: 20
    Abilities: Hurl Stones, Mounted, Spell Casting I, Strike, Walking

                         >----------------------<

---> 4d.7) Dwarf Heroes

    Name: Grogmir
    Title: the Drunk
    Class: Rogue
    Alignment: Good
    Race: Dwarf
    Gender: Male
    Combat Spell: Stoning
    Attack:
    Damage:
    Defense:
    Resistance:
    Movement:
    HP:
    Abilities: Cave Crawling, Mountaineering, Mounted, Poison Protection,
               Sabotage, Spell Casting I, Strike, Walking

    Name: Sanra
    Title: the Warrior
    Class: Warrior
    Alignment: Good
    Race: Dwarf
    Gender: Female
    Combat Spell: None
    Attack: 8
    Damage: 8
    Defense: 10
    Resistance: 8
    Movement: 40
    HP: 21
    Abilities: Cave Crawling, Charge, Hurl Boulder, Mountaineering, Mounted,
               Poison Protection, Strike, Walking

    Name: Tengar
    Title: the Priest
    Class: Rogue
    Alignment: Good
    Race: Dwarf
    Gender: Male
    Combat Spell: Stoning
    Attack: 7
    Damage: 8
    Defense: 10
    Resistance: 9
    Movement: 40
    HP: 20
    Abilities: Cave Crawling, Mountaineering, Mounted, Poison Protection,
               Spell Casting I, Strike, Walking

                         >----------------------<

---> 4d.8) Archon Heroes

    Name: Arcos
    Title: the Warrior
    Class: Priest
    Alignment: Pure Good
    Race: Archon
    Gender: Male
    Combat Spell: None
    Attack: 9
    Damage: 8
    Defense: 8
    Resistance: 10
    Movement: 40
    HP: 20
    Abilities: Holy Protection, Holy Strike, Leadership I, Mounted, Strike,
               Turn Undead, Walking

    Name: Chanta
    Title: the Priestess
    Class: Priest
    Alignment: Pure Good
    Race: Archon
    Gender: Female
    Combat Spell: Shooting Stars
    Attack: 8
    Damage: 8
    Defense: 8
    Resistance: 10
    Movement: 40
    HP: 20
    Abilities: Holy Protection, Holy Strike, Mounted, Spell Casting I, Strike,
               Walking

    Name: Frederic
    Title: the Paladin
    Class: Priest
    Alignment: Pure Good
    Race: Archon
    Gender: Male
    Combat Spell: Healing Showers
    Attack: 8
    Damage: 8
    Defense: 8
    Resistance: 9
    Movement: 40
    HP: 20
    Abilities: Holy Protection, Holy Strike, Mounted, Spell Casting I, Strike,
               Turn Undead, Walking

                         >----------------------<

---> 4d.9) Dark Elf Heroes

    Name: Laladria
    Title: the Priestess
    Class: Priest
    Alignment: Evil
    Race: Dark Elf
    Gender: Female
    Combat Spell: Weaken
    Attack: 8
    Damage: 8
    Defense: 8
    Resistance: 10
    Movement: 40
    HP: 20
    Abilities: Mounted, Night Vision, Poison Protection, Spell Casting I,
               Strike, Walking

    Name: Morrandir
    Title: the Warrior
    Class: Priest
    Alignment: Evil
    Race: Dark Elf
    Gender: Male
    Combat Spell: None
    Attack: 9
    Damage: 9
    Defense: 8
    Resistance: 9
    Movement: 40
    HP: 20
    Abilities: Life Stealing, Mounted, Night Vision, Poison Protection,
               Strike, Walking

    Name: Rytha
    Title: the Rogue
    Class: Rogue
    Alignment: Evil
    Race: Dark Elf
    Gender: Female
    Combat Spell: Death Ray
    Attack: 9
    Damage: 8
    Defense: 8
    Resistance: 9
    Movement: 40
    HP: 20
    Abilities: Mounted, Night Vision, Poison Protection, Spell Casting I,
               Strike, Walking

                         >----------------------<

---> 4d.10) Orc Heroes

    Name: Bogga
    Title: the Shaman
    Class: Shaman
    Alignment: Evil
    Race: Orc
    Gender: Female
    Combat Spell: Weaken
    Attack:
    Damage:
    Defense:
    Resistance:
    Movement:
    HP:
    Abilities: Mounted, Night Vision, Poison Immunity, Spell Casting I,
               Strike, Walking

    Name: Grar
    Title: the Warrior
    Class: Warrior
    Alignment: Evil
    Race: Orc
    Gender: Male
    Combat Spell: None
    Attack: 10
    Damage: 10
    Defense: 9
    Resistance: 7
    Movement: 40
    HP: 21
    Abilities: Mounted, Night Vision, Strike, Walking

    Name: Wazzz
    Title: the Rogue
    Class: Rogue
    Alignment: Evil
    Race: Orc
    Gender: Male
    Combat Spell: Fury
    Attack: 8
    Damage: 10
    Defense: 8
    Resistance: 7
    Movement: 36
    HP: 20
    Abilities: Mounted, Night Vision, Spell Casting I, Strike, Walking

                         >----------------------<

---> 4d.11) Goblin Heroes

    Name: Petrog
    Title: the Leper
    Class: Warrior
    Alignment: Evil
    Race: Goblin
    Gender: Male
    Combat Spell: None
    Attack: 9
    Damage: 8
    Defense: 9
    Resistance: 9
    Movement: 40
    HP: 21
    Abilities: Block, Cave Crawling, Cold Protection, Mounted, Night Vision,
               Poison Immunity, Strike, Walking

    Name: Jattah
    Title: the Leper
    Class: Rogue
    Alignment: Evil
    Race: Goblin
    Gender: Male
    Combat Spell: Weaken
    Attack: 7
    Damage: 8
    Defense: 8
    Resistance: 9
    Movement: 40
    HP: 21
    Abilities: Cave Crawling, Cold Protection, Mounted, Night Vision, Poison
               Immunity, Spell Casting I, Strike, Walking

    Name: Danah
    Title: the Shaman
    Class: Shaman
    Alignment: Evil
    Race: Goblin
    Gender: Female
    Combat Spell: Stone Skin
    Attack:
    Damage:
    Defense:
    Resistance:
    Movement:
    HP:
    Abilities: Cave Crawling, Healing, Mounted, Night Vision, Poison Immunity,
               Spell Casting I, Strike, Walking

                         >----------------------<

---> 4d.12) Undead Heroes

    Name: Jack
    Title: the Stiffy
    Class: Rogue
    Alignment: Pure Evil
    Race: Undead
    Gender: Male
    Combat Spell: Death Ray
    Attack: 7
    Damage: 7
    Defense: 8
    Resistance: 9
    Movement: 40
    HP: 20
    Abilities: Mounted, Night Vision, Spell Casting I, Strike, Undead, Walking

    Name: Joseph
    Title: the Warrior
    Class: Warrior
    Alignment: Pure Evil
    Race: Undead
    Gender: Male
    Combat Spell: None
    Attack: 8
    Damage: 8
    Defense: 8
    Resistance: 9
    Movement: 40
    HP: 20
    Abilities: Charge, Mounted, Night Vision, Strike, Undead, Walking

    Name: Ymbria
    Title: the Priest
    Class: Priest
    Alignment: Pure Evil