Age of Wonders: Battle Tactics FAQ 1.9 Started: 05/06/01 Copyright 2001 by AverMan Email: AverMan62@Hotmail.com | Warning | Anyone may reproduce this FAQ electronically, but don't sell it for money. If you want to use this FAQ for your website you must ask my permission, email me at AverMan62@Hotmail.com, and you must not modify it in any way and do it with this the Warning in it. Also specify that you want to use the Age of Wonders: Battle Tactics FAQ in your email. I can't stress this enough, PLEASE keep my FAQ updated. If you do use it and I find out, trust me I WILL, you'll be in some serious legal trouble!!! Thanks to all who cooperate. ^^ Age of Wonders is a trademark of Triumph Studios | Intro | This FAQ shows a list of the good and bad features of the races in Age of Wonders. I did this by giving an overall description of the race then the pros and cons. Then I listed their units and gave a list their pros and cons. I went in depth on the units level three and up because that's where the races shine. I mentioned some strategies you can use in and out of Combat Mode. The special units are also listed here like the dragons and the elementals. On top of all that I have the special traits of all of the units in the game. But why make a FAQ on Age of Wonders: Battle Tactics? I feel that this game deserves it. After all it is the best turn-based strategy game that was ever released. Well it's the best turn-based I've ever played. ^^ Plus, I would like to share my knowledge of Age of Wonders units and battling strategies. I hope some people might become inspired by my walkthrough and, hopefully, make other FAQS about Age of Wonders. Well now that we got that cleared up, lets begin. ||| Updates ||| | 6/19/01 | - Added the "Special Units Guide" - Minor changes to the whole FAQ Comments: Now that the Race Guide is finished, I will now be working on the "Spell Guide". I would have had it done and posted earlier but I had a little problem over the weekend. | 6/24/01 | - Added the "Spell Guide" section | 6/26/01 | - Added the "Battling Tips" section - Added "Unit Stats" - Fixed many, many errors - Other changes to the FAQ Comments: Many errors make Averman look bad. Anyway, I added the "Unit Stats" section and the Battling Tips section. The Unit Stats section tells everything about statistics. Battling Tips section has tips on battles. If anyone wants to submit any battling tips, please email me at Averman62@Hotmail.com. The overall game play FAQ is coming along just fine. It should be done soon. | 7/06/01 | - Added in-depth stats for Highmen & Orcs - Added more battle tips - Updated Unit Stats section - Updated Special Units section Comments: A big thanks to SnaPnTaP for providing me with the in-depth stats. There are more to come so keep checking. | 8/03/01 | - Updated Warning - Updated Dark Elves & Goblin Stats Comments: Sorry for the delay but here are the Dark Elf and Goblin stats. I started work on the special trait FAQ and I will be posting it soon. I will also be adding a list of places that you can find my FAQ at. The next few updated will be big ones. | 8/10/01 | - Updated Intro - Updated Special Traits - The List Comments: As I was doing "The List" section, I noticed my of the sites aren't keeping my FAQ updated. Yes that is bad and yes I am very upset!! If you want to find up-to-date versions of this FAQ got to Gamefaqs.com or Neoseeker.com. Anyway, I'm going get it straightened out but I would like to announce that someone finnaly submited a tip!! Thanks Shorty3788 for submiting your tip and I hope more people decide to do the same. Please submit more tips!! | 9/08/01 | - Updated Lizardmen, Special Units & Azracs stats Comments: Sorry for the delay but here are more stats. | 10/19/01 | - Updated Elves, Halflings, & Dwarves stats - Updated Battling Tips section Comments: I got three more stats: Elf, Dwarves and the Halflings. I also got another tip from Jim Smith. Thanks | 1/15/02 | - Revised Whole FAQ - Added Stats for Frostlings, Undead, & Humans - Added Strategy section for each race Comments: I added a strategy guide for each race exept the Undead and finished all the stats for all the races. Sorry for the delay for this update, I know it's been a while. Anyway, I'm gonna try to finish this FAQ real soon so look for more updates. ||| Table of Contents ||| ||| 1. Race Guide ||| - Recently Updated Elves Halfings Dwarves Highmen Humans Azracs Lizardmen Frostlings Dark Elves Goblins Orcs Undead Special Units ||| 2. Spell Guide ||| Life Death Earth Air Fire Water Cosmos Magic Secret Magic ||| 3. Unit Stats ||| ||| 4. Special Traits ||| ||| 5. Battling Tips ||| ||| 6. Thanks, The List & The Warning || ||| 1. Race Guide ||| This section is describes all 12 races plus the special units that you find in the game. For each race I give you the overall description, pros, cons, and the stats of each unit. This is provided for those who don't have an instruction booklet and thanks to SnaPnTaP911 for providing the stats. Note: When you see a "..." by any unit is means it is a standard unit and is basically the same throughout all of the other races. Or it means that I can't find anything wrong with this unit. This mostly applies to level one units but there are few exceptions. Priestly abilities apply for priests. This is a broad description of the common abilities a priest may have. Examples: Dispel Magic 1, Turn Undead 1, Healing || Elves || | Overall | Elves are best in hand-to-hand combat and archery. Their archers can do more damage than many of the other races and their level one swordsman have higher attack. Unfortunately they are a little weaker in defense than most of the other races. When leading the race of elves into battle, you must plan your moves carefully because it could mean the difference between winning and losing. It is also advised that you ally with another race, which makes up for the Elves low defense like the Dwarves. | Pros | - Higher attack then most other races - All humaniod races have the forestry ability - Archers have the Markmanship I ability - Many of their units have magic abilities | Cons | - Very weak on defense | Strategies | Since the Elves have so many advantages, winning shouldn't be a problem. Be aware of their lower defense. To make up for this you should pick the Life and/or Earth spheres for their defensive spells. When picking skills for your leader consider giving him more defenses, the leadership ability, or more spells casting ability. When starting out your first adventuring party should consist of 4 swordsman, 3 archers, and either a nymph or a battering ram. Nymphs are useful only in the beginning of the game so don't invest lots of time producing them. As you begin to move up to producing level two/three units, continue to produce archers. They can prove vital in combat and give you the advantage you need. Use the Fairy and the Ranger as scouts for new cities and spying on your enemies. When taking out enemy leaders, use the ranged attackers and Earth spell entangle to your advantage. | Level One Units | Elf Swordsman Attack: 5 Walking Forestry Defense: 2 Strike Damage: 2 Resistance: 4 Life: 5 Moves: 26 Pros: High attack Cons: Frail Nymph Attack: 4 Walking Forestry Defense: 1 Strike Seduce Damage: 2 Resistance: 5 Life: 5 Moves: 26 Pros: Seduce ability Cons: Frail Elf Archer Attack: 3 Walking Forestry Defense: 2 Archery Marksmanship I Damage: 1 Resistance: 4 Life: 5 Moves: 26 Pros: Marksmanship 1 ability Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Elven Scout Attack: 6 Walking Forestry Defense: 3 Strike Vision I Damage: 2 Charge Resistance: 4 Life: 7 Moves: 36 Pros: Lots of movement points, high attack, Vision 1 ability Cons: Low defense Elf Cleric Attack: 3 Walking Forestry Defense: 2 Magic Strike Strike Damage: 2 Turn Undead I Entangle Resistance: 5 Healing Dispel Magic I Life: 5 Magic Bolts Moves: 26 Pros: Priestly abilities Cons: ... Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Fairy Attack: 3 Flying Magic Strike Defense: 5 Strike Concealment Damage: 3 Resistance: 6 Life: 6 Moves: 32 Pros: Magic strike, flyer, concealment, lots of movement points Cons: Takes a while to produce Unicorn Attack: 6 Walking Forestry Defense: 4 Magic Strike Strike Damage: 4 Healing Resistance: 8 Life: 10 Moves: 36 Pros: Healing, high attack Cons: Takes a while to produce Elf Ranger Attack: 6 Walking Swimming Defense: 3 Forestry Mountaineering Damage: 3 Strike Archery Resistance: 5 Marksmanship II Concealment Life: 8 Moves: 32 Pros: Lots of different abilities Cons: Takes a while to produce, weak | Level Four Unit | Nature Elemental Attack: 5 Walking Forestry Defense: 7 Poison Immunity Strike Damage: 5 Healing Regeneration Resistance: 8 Path of Life Fire Protection Life: 15 Cold Protction Lightning Protection Moves: 32 Entangle Strike Pros: Lots of abilities and immunities Cons: Costly, really long time to produce || Halflings || | Overall | Halflings are and aren't the best race but they do have their ups. Halfling's level 1 swordsmen have the parry ability, which let's them dodge the first attack done to them. Due to their low cost you can have an army of Halflings in no time. Where the Halflings lack in strength, they make up in ranged or magical attacks. | Pros | - They have the best level one ranged attacker, the Slinger - Many of the units have ranged attacks and many unique abilities - Cheap units - Leprechaun is one of the most powerful units in the game. | Cons | - Low attack points - None really, they are the most well rounded among all of the other races | Strategies | The Haflings have the best advantage starting out because they get cavalry, the Pony Rider, at level one. They also have the best level one ranged attacker, the Slinger. It throws rocks at the opponent several times instead of two like archers do. Your first party should be 3 slingers, 3 pony riders, and 2 swordsman. The satyr is the useless unit that the Halflings posses but it does have its uses. The Eagle Rider is the best scout but is very weak in combat. The rogue and the centaur are good ranged attackers and the Leprechaun is nearly invincible. The spheres you should consider are Fire or Air, for their attack spells, and Life for defensive spells. For you leader, leadership or more spells casting ability are your best bet. | Level One Units | Halfling Slinger Attack: 3 Walking Hurl Stones Defense: 2 Damage: 2 Resistance: 4 Life: 5 Moves: 24 Pros: Can throw rocks Cons: You can only throw so far Halfling Pony Rider Attack: 5 Walking Strike Defense: 2 Charge Damage: 3 Resistance: 4 Life: 7 Moves: 32 Pros: High hit points, attack, and movement Cons: Low defense Halfling Swordsman Attack: 4 Walking Strike Defense: 2 Parry Damage: 2 Resistance: 4 Life: 5 Moves: 24 Pros: ... Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail Halfling Cleric Attack: 3 Walking Magic Strike Defense: 2 Strike Turn Undead I Damage: 2 Healing Dispel Magic I Resistance: 5 Magic Protect. Magic Bolts Life: 5 Moves: 24 Pros: Priestly abilities Cons: ... Satyr Attack: 4 Walking Forestry Defense: 2 Strike Bard's Skills Damage: 3 Charm Resistance: 6 Life: 6 Moves: 26 Pros: Charm, bard skills, and high resistance Cons: ... | Level Three Units | Halfling Rogue Attack: 5 Walking Strike Defense: 4 Hurl Stones Marksmanship I Damage: 4 Wall Climbing Parry Resistance: 4 Concealment Life: 6 Moves: 26 Pros: Throw stones, climbs walls, concealment Cons: Takes a while to produce, not very strong Centaur Attack: 6 Walking Forestry Defense: 4 Strike Archery Damage: 3 Marksmanship I Charge Resistance: 6 Life: 11 Moves: 36 Pros: Archery and lots of movement points Cons: Takes a while to produce, frail Halfling Eagle Rider Attack: 5 Flying Strike Defense: 2 Vision II Charge Damage: 4 Resistance: 4 Life: 8 Moves: 36 Pros: Great scout and a flyer Cons: Takes a while to produce, very weak | Level Four Unit | Leprechaun Attack: 5 Walking Forestry Defense: 10 Magic Strike Strike Damage: 3 Regeneration Invisibility Resistance: 10 Dispel Magic I Fearless Life: 8 Death Protect. Poison Protection Moves: 26 Parry Magic Bolts Pros: High defense and tons of abilities Cons: Costly, really long time to produce || Dwarves || | Overall | The Dwarves use machines and such to win their battles. Most of their humanoid units are good for close-quarter combat, travel through mountains, and have poison protection. As for their machines, the Bombardier is very useful during castle sieges and the Balloon can get slower units from place to place faster. With careful planning, Dwarves can dominate the underground and the surface. | Pros | - Units are perfect fighters - All humanoid units have mountaineering - All humanoid have higher hit points | Cons | - Units a little more expensive than normal | Strategies | For the Dwarves, starting out can be a little rough due to the cost of their units. Once you do get going, explore the above world along with the underground world because you'll never know what you'll find. Dwarves have many advantages over the other races in castle sieges by utilizing the bombardier, mole, and the giant units. Capture many cities and mines to make up for the cost of dwarven units. You can use the balloon to scout and move units over land and non-flying threats. The spheres to pick are Air and Earth. You can also choose Fire, if you have more spheres, or if you don't want to choose Earth. It is totally up to you on what stats you want to give your leader. | Level One Units | Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail Dwarf Berserker Attack: 4 Walking Cave Crawling Defense: 1 Mountaineering Strike Damage: 4 Fearless Poison Protection Resistance: 4 Round Attack Life: 6 Moves: 24 Pros: Round Attack ability Cons: Frail Dwarf Axeman Attack: 4 Walking Cave Crawling Defense: 2 Mountaineering Strike Damage: 3 Poison Protection Resistance: 4 Life: 5 Moves: 24 Pros: ... Cons: ... Dwarf Archer Attack: 3 Walking Cave Crawling Defense: 2 Mountaineering Archery Damage: 2 Poison Protection Resistance: 4 Life: 5 Moves: 24 Pros: Ranged attacker Cons: ... | Level Two Units | Dwarf Boar Rider Attack: 5 Walking Mountaineering Defense: 3 Strike Poison Protection Damage: 3 Charge Resistance: 4 Life: 8 Moves: 32 Pros: High attack Cons: Kinda Frail Bombardier Attack: 1 Walking Poison Immunity Defense: 2 Fire Cannon Fearless Damage: 1 Cold Protection Resistance: 3 Life: 10 Moves: 20 Pros: Can damage walls from far away Cons: Frail Dwarf Cleric Attack: 3 Walking Cave Crawling Defense: 2 Mountaineering Magic Strike Damage: 2 Strike Turn Undead I Resistance: 5 Healing Dispel Magic I Life: 5 Fearless Poison Protection Moves: 24 Magic Bolts Pros: Priestly abilities Cons: ... Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail | Level Three Units | Dwarven Balloon Attack: 2 Flying Poison Immunity Defense: 2 Transport (5 Units) Vision III Damage: 8 Resistance: 3 Life: 12 Moves: 32 Pros: Flyer, gets units around Cons: Takes a while to produce, can't attack Dwarf Mole Attack: 5 Walking Cave Crawling Defense: 3 Mountaineering Strike Damage: 4 Night Vision Tunneling Resistance: 4 Poison Protect. Wall Crushing Life: 14 Moves: 32 Pros: Good for underground and can damage walls Cons: Takes a while to produce Giant Attack: 6 Walking Mountaineering Defense: 3 Strike Hurl Boulder Damage: 7 Resistance: 4 Life: 15 Moves: 32 Pros: High damage and ranged attack Cons: Takes a while to produce | Level Four Unit | Dwarf First Born Attack: 7 Walking Mountaineering Defense: 5 Fire Immunity Poison Immunity Damage: 7 Fire Strike Strike Resistance: 6 Fearless Magic Protection Life: 24 Moves: 24 Pros: Many immunities and lots of hit points Cons: Costly, really long time to produce || HighMen || | Overall | In combat, the Highmen rely mostly on their super natural abilities and their effectiveness against the evil races. Highmen are most effective against their archrivals, the Undead. With their healing abilities, holy protection, true seeing, and flying units Highmen are extremely powerful especially if you have your leader use the magic spheres of life. With all these advantages could the Highmen be the perfect race? | Pros | - Holy protection - Lots of different abilities and protections - Very effective against undead - Excellent with the Life sphere | Cons| - Some of the units are kind of expensive | Strategies | The almost perfect race is the funniest race to play. With every humanoid unit possessing ability it's hard not to like playing as the HighMen. Your first parties should consist of a few spirit puppets, swordsman, and archers. Get as many cities early on in the game, especially level 2 and above, to get your income going and to get those level 2+ units going. Once you get a pretty big army, start taking out surrounding leaders. Many of the HighMen units have the healing ability, so it's almost impossible to lose battles. Use the Valkyrie and the Avenger as scouts and the Titan as your powerhouse. For you leader, it's highly suggested that you pick four life spheres and use you points on spell casting. This is because you can use the Sacred Wrath spell with a small chance of it damaging your units. | Level One Units | Spirit Puppet Attack: 4 Walking Cold Immunity Defense: 2 Lightning Imu. Poison Immun. Damage: 2 Death Immun. Holy Immunity Resistance: 4 Magic Strike Strike Hits: 4 Magic Protection Moves: 30 Pros: Many immunities Cons: Low hit points Archer Attack: 3 Walking Archery Defense: 2 True Seeing Holy Protection Damage: 1 Resistance: 4 Hits: 5 Moves: 30 Pros: Low cost Cons: Low damage Swordsman Attack: 4 Walking Strike Defense: 2 True Seeing Damage: 3 Resistance: 4 Hits: 5 Moves: 30 Pros: Low cost Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Saint Attack: 3 Walking Holy Strike Defense: 2 Magic Strike Strike Damage: 2 Turn Undead II True Seeing Resistance: 5 Healing Dispel Magic II Hits: 5 Holy Protection Holy Bolts Moves: 30 Charm Pros: Many useful abilities Cons: Can only heal once, kind of expensive Paladin Attack: 5 Walking Strike Defense: 3 Turn Undead I True Seeing Damage: 3 Healing Holy Protection Resistance: 5 Charge Hits: 8 Moves: 40 Pros: Healing ability Cons: Kinda frail Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Avenger Attack: 5 Walking Swimming Defense: 4 Forestry Cave Crawling Damage: 4 Mountaineering Death Immunity Resistance: 7 Holy Immunity Holy Strike Hits: 7 Magic Strike Strike Moves: 32 Pros: Lot and lots of abilities and very, VERY useful Cons: Takes a while to produce Valkyrie Attack: 7 Flying Holy Immunity Defense: 4 Holy Strike Strike Damage: 3 Vision II Fearless Resistance: 5 Charge Hits: 8 Moves: 36 Pros: High attack and a flyer Cons: Low damage and takes a while to produce Titan Attack: 6 Walking Fire Immunity Defense: 5 Strike Holy Protection Damage: 6 Round Attack First Strike Resistance: 5 Hits: 15 Moves: 36 Pros: High hit points and damage Cons: Takes a while to produce | Level Four Unit | Astra Attack: 7 Flying Holy Immunity Defense: 4 Fire Strike Strike Damage: 6 True Seeing Healing Resistance: 8 Dispel Magic I Vision II Hits: 20 Fearless Fire Protection Moves: 36 Pros: Flyer, ranged attacker and has high hit points Cons: Costly, really long time to produce, low defense || Humans || | Overall | Humans are the "vanilla ice cream" of all of the races. None of their humanoid units have any immunities or protections and they don't have as many abilities. But don't count out the humans, though. Humans may have average swordsman, clerics, and cavalry but as you move up to level 3, you start to see where the humans shine. The Charlatan and the Musketeer are good for ranged attacks, the Cavalier is a fast and good all around, and the Air Galley is a flyer that can carry units. The Cavalier is the best unit that the Humans have to offer so, when possible, have as many of these as possible in your army. | Pros | - Units provide new tactics to use - Cheap units | Cons | - Not as many abilities and protections as the other races | Strategies | For the humans, playing against other races can be difficult. You should utilize the fact that the units are cheap and attack in groups to overwhelm your opponents. Try to use the Air Galley in and out of combat to give you an advantage of having a flyer. For you leader, choose any skill that you think will give you an advantage. Good examples are more defense, leadership, and first strike. The magic spheres to use are fire and air for attack purposes. In order to win maps, you'll have to utilize your heroes. Instead of giving your leader the load of spell casting and fighting, split it up between your heroes. Also forge alliances with other neutral races and the HighMen whenever possible. | Level One Units | Pikeman Attack: 4 Walking Defense: 2 Strike Damage: 3 First Strike Resistance: 3 Hits: 5 Moves: 26 Pros: Good level one unit, first strike Cons: ... Swordsman Attack: 4 Walking Defense: 2 Strike Damage: 3 Resistance: 3 Hits: 5 Moves: 26 Pros: ... Cons: ... Archer Attack: 3 Walking Defense: 2 Archery Damage: 2 Resistance: 3 Hits: 5 Moves: 26 Pros: Ranged attacker Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Priest Attack: 3 Walking Healing Defense: 2 Magic Strike Dispel Magic I Damage: 2 Strike Magic Bolts Resistance: 4 Turn Undead I Hits: 5 Moves: 26 Pros: Priestly abilities Cons: Can only heal once Medium Calvary Attack: 5 Walking Defense: 3 Strike Damage: 3 Charge Resistance: 3 Hits: 8 Moves: 26 Pros: Average unit Cons: Can't move far Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Musketeer Attack: 3 Walking Defense: 2 Fire Musket Damage: 2 Resistance: 3 Hits: 5 Moves: 20 Pros: Excellent ranged attacker Cons: Frail, takes a while to produce Charlton Attack: 4 Walking Defense: 3 Strike Damage: 3 Bard's Skill Resistance: 5 Hits: 7 Moves: 26 Pros: Has a few useful abilities, ranged attacker Cons: Takes a while to produce Calvary Attack: 6 Walking Parry Defense: 6 Strike Damage: 4 Fearless Resistance: 4 Charge Hits: 12 Moves: 36 Pros: Strong, fast, the best human unit Cons: Takes a while to produce | Level Four Unit | Air Galley Attack: 6 Flying Vision I Defense: 6 Poision Imun. Fearless Damage: 5 Markmanship I Cold Protection Resistance: 5 Shoot Javelin Hits: 18 Moves: 36 Pros: Very powerful, flyer, ranged attacker Cons: Really expensive, really long time to produce || Azracs || | Overall | Azracs are a neutral race of desert people who look much like humans. Since they live in deserts, Azracs get protection from heat and fire. Azracs can easily dominate early into the game by using the Elephant unit. It can crush walls and attack which makes it better than any battering ram. Azracs don't believe much in armor, which makes them extremely venerable. So defensively they are weak but on offense they are stronger than most races. Most of their units beyond level two have long ranged attacks, so use this to your advantage. Plus the Yaka Avatar, their most powerful unit, can take control of other units making them part of your own army. Get a few Yaka Avatars out; supported by the ranged abilities of the Djinn and the Beholder, you should be able to dominate most of the battles you engage. | Pros | - Fire Protection - Can dominate early into the game with Elephant unit - High attack points | Cons | - Most units have low defense | Strategies | As I mentioned earlier, the Azracs can dominate early if you play it out right. Using the Elephant unit, accompanied with some Scorpion units and a few swordsman and archers, taking over level one and two cities will be no problem. As you move up to producing level two units, you can use the Rider to scout further. Take advantage of the Djinn's and the Beholder's ranged abilities. The Yaka Avatar is incredibly powerful and you should take advantage of its unit possessing ability. You can take control of weak units and weak heroes. The sphere to pick is the fire sphere. The spell Sacrificial Flame does massive damage to several units and buildings but does damage to the caster. Since Azracs have Fire Protections, you won't take damage for casting this spell. | Level One Units | Scorpion Attack: 3 Walking Poison Immunity Defense: 3 Poison Strike Strike Damage: 3 Fire Protection Resistance: 2 Hits: 5 Moves: 24 Pros: Poisonous Cons: Good all around Azrac Swordsman Attack: 5 Walking Strike Defense: 1 Fire Protection Damage: 3 Resistance: 3 Hits: 5 Moves: 26 Pros: High attack Cons: Very frail Azrac Archer Attack: 3 Walking Archery Defense: 1 Fire Protection Damage: 1 Resistance: 3 Hits: 5 Moves: 26 Pros: Ranged attacker Cons: Very frail Elephant Attack: 3 Walking Strike Defense: 3 Wall Crushing Damage: 3 Resistance: 3 Hits: 9 Moves: 30 Pros: Can knock down walls Cons: Costly | Level Two Units | Azrac Priest Attack: 3 Walking Fire Immunity Defense: 1 Magic Strike Strike Damage: 2 Turn Undead I Healing Resistance: 4 Dispel Magic I Magic Bolts Hits: 5 Moves: 26 Pros: Priestly abilities Cons: Frail Azrac Rider Attack: 5 Walking Strike Defense: 3 Fire Protection Charge Damage: 3 Resistance: 3 Hits: 8 Moves: 40 Pros: High movement points Cons: ... Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Sand Worm Attack: 4 Walking Cave Crawling Defense: 3 Fire Strike Strike Damage: 5 Tunneling Fire Protection Resistance: 4 Desert Concealment Hits: 12 Moves: 26 Pros: Tunneling, Desert Concealment Cons: Takes a while to produce Djinn Attack: 5 Magic Strike Strike Defense: 4 Floating Magic Bolts Damage: 4 Resistance: 6 Hits: 10 Moves: 32 Pros: Flyer, ranged attacker Cons: Takes a while to produce Beholder Attack: 5 Strike Night Vision Defense: 3 True Seeing Cause Fear Damage: 3 Doom Gaze Floating Resistance: 6 Vision I Hits: 15 Moves: 24 Pros: Ranged attacker Cons: Slow, takes a while to produce | Level Four Unit | Yaka Avatar Attack: 8 Walking Fire Immunity Defense: 5 Magic Strike Strike Damage: 6 Dominate Vision II Resistance: 8 Fearless Magic Bolts Hits: 20 Moves: 32 Pros: Dominate ability, ranged attacker Cons: Costly, really long time to produce || Lizardmen || | Overall | Lizardmen are the neutral reptilian race of Age of Wonders. They are the only race that can swim giving them a key advantage on the World Map. With this in mind, you should use all out attacks on opponents using the water as an escape route or to bring in more units to overwhelm your opponent. Another advantage the Lizards have stronger ballista and catapults that can also travel on the water. Their level three units are very standard. The Lurker is a good surprise attacker, Salamander is a good fighter unit, and the Green Wyvern is an excellent scout. The most expensive unit in the game, the Basilisk, has a lot of attack and defense but falls a little short on the special abilities. | Pros | - Can travel on the water - Stronger siege weapons | Cons | - Costly level 4 unit - Low magic resistance - Not allot of ranged attackers | Lizards | For the Lizards, using the ability to walk on water is a must. A large portion of water covers almost every map. You MUST use this to your advantage and control the waterways as soon as possible. Use the Turtle Catapult and the Turtle Ballista, whenever possible. The magic spheres to pick are air and water. Pick Air for its haste spell and water for the flood spell. Flood increases how much water that covers the world map. (Very useful) The haste spells will help your units travel the waterways faster. If you want, produce a Basilisk, but are warned that it does cost a lot and can't travel on water without magic. For you leader choose more magic resistance or more spell casting abilities. | Level One Units | Giant Slug Attack: 3 Walking Cave Crawling Defense: 1 Poison Strike Strike Damage: 3 Venomous Spit Poison Protection Resistance: 2 Hits: 5 Moves: 20 Pros: Ranged attacker Cons: Low defense Lizardmen Swordsman Attack: 4 Walking Swimming Defense: 2 Strike Damage: 3 Resistance: 2 Hits: 5 Moves: 26 Pros: Can walk on water Cons: ... Lizard Archer Attack: 3 Walking Swimming Defense: 2 Archery Damage: 2 Resistance: 2 Hits: 5 Moves: 26 Pros: Ranged attacker Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Shaman Lizard Shaman Attack: 3 Walking Swimming Defense: 2 Magic Strike Strike Damage: 2 Turn Undead I Healing Resistance: 3 Dispel Magic I Poison Protection Hits: 5 Magic Bolts Moves: 26 Pros: Healing ability, Turn Undead 1, Dispel Magic 1 Cons: Can only heal once Lizardmen Frog Rider Attack: 5 Walking Swimming Defense: 3 Strike Charge Damage: 3 Resistance: 2 Hits: 7 Moves: 32 Pros: Lots of movement points Cons: ... Turtle Ballista Attack: 6 Walking Swimming Defense: 3 Shoot Javelin Damage: 5 Resistance: 3 Hits: 7 Moves: 20 Pros: Good defense/offense Cons: Slow Turtle Catapult Attack: 5 Walking Swimming Defense: 3 Hurl Boulder Damage: 8 Resistance: 3 Hits: 8 Moves: 20 Pros: Can break walls, good defense/offense Cons: Slow | Level Three Units | Lurker Attack: 5 Walking Swimming Defense: 3 Poison Strike Strike Damage: 6 Poison Protection Water Concealment Resistance: 3 Hits: 10 Moves: 24 Pros: Water concealment Cons: Takes a while to produce, kind of slow Salamander Attack: 7 Walking Fire Immunity Defense: 4 Fire Strike Strike Damage: 4 Parry Resistance: 5 Hits: 10 Moves: 26 Pros: High attack, parry Cons: Takes a while to produce, can't walk on water Green Wyvern Attack: 4 Flying Poison Immunity Defense: 4 Strike Fearless Damage: 5 Vision II Resistance: 6 Poison Strike Hits: 12 Moves: 36 Pros: Flyer, Vision 2 Cons: Takes a while to produce | Level Four Unit | Basilisk Attack: 7 Walking Swimming Defense: 6 Poison Immunity Strike Damage: 5 Night Vision True Seeing Resistance: 5 Doom Gaze Fearless Hits: 22 Moves: 36 Pros: High attack, defense, and movement Cons: Really costly, takes long time to produce || Frostling || | Overall | This race of neutral nomads has a wide variety of units, which allow for a different type of play. Since they live in the northern parts of the Age of Wonders realm, all of their units have cold protection. With their diverse units traveling through different areas is no problem. The Wolf Rider can travel easily through forests, the Yeti unit can travel through mountains plus it's a good fighter unit with the ability to crush walls. The Frost Queen can travel anywhere as well as the flying Nordic Glow and, the ever powerful, Ice Drake. | Pros | - Frostlings provide lots of diverse units for allot of different tactics - All humanoid units have Cold Protection | Cons | - Most humanoid units have low movement points | Strategies | Using the Frostlings wide variety of units, you can get anywhere on the map. Early on you'll have a swimming unit at a low level. The only other race with the advantage is the Lizards. With the Nordic Glow, you have a scout that is almost invincible with lots of movement, the Yeti can travel over mountains and break walls, and the Snow Queen can travel anywhere while taking 7 other units with it. The Drake is very powerful so try to produce as many as you can afford. The spheres of magic to pick are air and water for their offensive spells and earth for its defensive spells and the movement spell. | Level One Units | Archer Attack: 3 Walking Defense: 2 Archery Damage: 2 Cold Protection Resistance: 3 Hits: 5 Moves: 24 Pros: Ranged attacker Cons: ... Dire Penguin Attack: 5 Walking Defense: 2 Swimming Damage: 2 Strike Resistance: 3 Cold Protection Hits: 5 Moves: 24 Pros: High attack, swimmer Cons: Low defense Swordsman Attack: 4 Walking Defense: 2 Strike Damage: 3 Cold Protection Resistance: 3 Hits: 5 Moves: 24 Pros: Standard unit Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Wolf Rider Attack: 5 Walking Charge Defense: 3 Forestry Damage: 3 Strike Resistance: 3 Cold Protection Hits: 7 Moves: 32 Pros: Forestry Cons: ... Shaman Attack: 3 Walking Turn Undead I Defense: 2 Cold Imm. Healing Damage: 2 Magic Strike Dispel Magic I Resistance: 4 Strike Frost Bolts Hits: 5 Moves: 32 Pros: Turn Undead 1, Dispel Magic 1, and Healing Cons: Healing can only be used once Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Yeti Attack: 6 Walking Strike Defense: 4 Mountaineering Wall Crushing Damage: 2 Cold Immunity Resistance: 4 Cold Strike Hits: 5 Moves: 24 Pros: Wall crushing, can travel on mountains Cons: Takes a while to produce Frost Queen Attack: 4 Walking Strike Defense: 3 Swimming Path of Frost Damage: 3 Cold Immunity Frost Bolts Resistance: 6 Cold Strike Snow Concealment Hits: 8 Moves: 26 Pros: Snow Concealment, can travel on water Cons: Takes a while to produce, frail Nordic Glow Attack: 4 Flying Physical Protection Defense: 5 Magic Strike Fire/Cold/Poison Immunity Damage: 4 Strike Resistance: 6 Fearless Hits: 7 Moves: 36 Pros: Flyer, many immunities Cons: Takes a while to produce | Level Four Unit | Ice Drake Attack: 7 Flying Vision 2 Defense: 5 Cold Immun. Fearless Damage: 4 Strike Cold Breath Resistance: 4 Dragon Hits: 17 Moves: 36 Pros: It's a dragon Cons: Costly, really long time to produce || Dark Elves || | Overall | The evil race of Dark Elves is one of the most interesting races to play as. Due to their preference of living in the dark, they all have the ability to see in the dark plus most of their units have higher resistance points. Their level one and two units are almost similar to the elves. Some exceptions are that the priests now shoot lighting and the Nymph is replaced with the Lady of Pain. The level 3 units are a lot more powerful though. The Spider Queen is a stronger version of a Lady of Pain, the Executioner is a very fast and deadly, and the Shadow is a stealthy fighter. The most powerful unit, the Incarnate, can posses any unit accept Leaders. | Pros | - Archers have Marksmanship I - High magic resistance - Stealthy units | Cons | - Some units have a low defense | Strategies | With this race, you'll never have too much of a problem winning. It is important that you get off to a good start. Use the Lady of Pain to capture units to fight on your side and the Archers ability to do more damage. Find level 2 cities to get really started. Once you've established a decent army of Storm Priests, Riders, Arches, and Swordsman, you can stop using the Lady of Pain unit and capture level 3 and 4 cities. Produce a few Executioners and watch as the battles turn your way. Produce an Incarnate to take control of enemy heroes or level 3/4 units. Unfortunately, you can't take control of leaders. To aid you in capturing enemy units use spells like Chain Lightning and Entangle that reduces the enemy's defense. Dark Elves are the best race for getting other units to win fights for you. | Level One Units | Lady of Pain Attack: 4 Walking Strike Defense: 1 Seduce Damage: 2 Resistance: 2 Hits: 5 Moves: 26 Pros: Seduce ability Cons: Frail Swordsman Attack: 4 Walking Strike Defense: 2 Night Vision Damage: 2 Resistance: 5 Hits: 5 Moves: 26 Pros: Night Vision Cons: ... Archer Attack: 3 Walking Archery Defense: 2 Marksmanship I Night Vision Damage: 1 Resistance: 5 Hits: 5 Moves: 26 Pros: Ranged attacker, Night Vision Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Storm Priest Attack: 3 Walking Magic Strike Defense: 2 Strike Turn Undead I Damage: 2 Night Vision Healing Resistance: 6 Dispel Magic I Lightning Protection Hits: 5 Lightning Bolts Moves: 26 Pros: Many priestly abilities, Lightning Protection Cons: Cost a little more Rider Attack: 5 Walking Strike Defense: 3 Night Vision Charge Damage: 2 Resistance: 5 Hits: 7 Moves: 36 Pros: Night Vision Cons: Low damage Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Spider Queen Attack: 4 Walking Cave Crawling Defense: 3 Poison Immunity Poison Strike Damage: 4 Strike Web Resistance: 6 Seduce Wall Climbing Hits: 8 Night Vision Magic Bolts Moves: 36 Pros: Many abilities Cons: Takes a while to produce, kind of frail Executioner Attack: 7 Walking Strike Defense: 5 Night Vision Trail of Darkness Damage: 4 Fearless Charge Resistance: 6 Life Stealing Hits: 10 Moves: 36 Pros: Lot's of abilities, lots of movement points Cons: Takes a while to produce, cost a little more Shadow Attack: 5 Walking Cold Immunity Defense: 4 Poison Immunity Death Immunity Damage: 4 Strike Night Vision Resistance: 5 Cause Fear Pass Wall Hits: 7 Fearless Concealment Moves: 26 Pros: Pass through walls, many immunities Cons: Takes a while to produce | Level Four Unit | Incarnate Attack: 2 Fire Immunity Cold Immunity Defense: 5 Lightning Immunity Poison Immunity Damage: 1 Death Immunity Physical Immunity Resistance: 5 Magic Strike Strike Hits: 10 Floating Possess Moves: 36 Pros: Can posses units, many immunities Cons: Costly, really long time to produce, weak attack || Goblins || | Overall | The evil goblins aren't known for strength but for their ability to attack in large numbers. This can be possible by their incredible low cost. Due to their underground living they all have night vision, cave crawling, and poison protection. It is best to attack by luring your opponents to you instead of head on attacks. This is because the Goblins are not real good fighters but they are excellent in exploring underground areas. It is best to ally the Goblins with the Orcs or Dark Elves to make up for this flaw. | Pros | - Good underground traits - Low cost | Cons | - Some frail units - Low resistance | Strategies | This race is one of the weakest. To make up for this flaw, you should attack in large numbers. Use the Bomber to destroy walls and clustered units and the Darter to your advantage. Try to capture as many level 3 and 4 cities as you can because this is where the goblins can take and advantage. Use the Troll as you powerhouse until you start producing Karags. Produce as many Karags as you can afford, back it up with attack spells like Fury and Dark Gift, and it will be almost unstoppable. | Level One Units | Spearman Attack: 4 Walking Cave Crawling Defense: 2 Strike Night Vision Damage: 2 First Strike Poison Protection Resistance: 2 Hits: 4 Moves: 24 Pros: ... Cons: ... Darter Attack: 4 Walking Cave Crawling Defense: 2 Night Vision Poison Darts Damage: 1 Poison Prot. Resistance: 2 Hits: 4 Moves: 24 Pros: Ranged attacker Cons: ... Bomber Attack: 3 Walking Cave Crawling Defense: 1 Night Vision Self Destruct Damage: 2 Poison Prot. Resistance: 2 Hits: 4 Moves: 24 Pros: Can damage walls Cons: Extremely frail Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Wolf Rider Attack: 5 Walking Forestry Defense: 3 Strike Night Vision Damage: 3 Charge Poison Prot. Resistance: 2 Hits: 7 Moves: 32 Pros: Forestry Cons: ... Shaman Attack: 3 Walking Cave Crawling Defense: 2 Poison Imm. Magic Strike Damage: 2 Strike Turn Undead I Resistance: 3 Night Vision Healing Hits: 4 Dispel Magic I Magic Bolts Moves: 24 Pros: Priestly abilities Cons: ... Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Wyvern Rider Attack: 5 Flying Poison Strike Defense: 2 Strike Night Vision Damage: 4 Vision II Poison Protection Resistance: 2 Charge Hits: 8 Moves: 32 Pros: Vision 2, flyer Cons: Takes a while to produce, frail Big Beetle Attack: 5 Walking Cave Crawling Defense: 3 Poison Strike Strike Damage: 4 Night Vision Tunneling Resistance: 4 Poison Imm. Wall Crushing Hits: 13 Moves: 40 Pros: Can damage walls Cons: Takes a while to produce Troll Attack: 6 Walking Strike Defense: 3 Night Vision Regeneration Damage: 7 Resistance: 4 Hits: 12 Moves: 28 Pros: Regeneration Cons: Takes a while to produce | Level Four Unit | Karagh Attack: 7 Walking Cave Crawling Defense: 4 Strike Night Vision Damage: 8 Cause Fear Charge Resistance: 7 Poison Prot. Fearless Hits 21 Moves 44 Pros: Extremely powerful, fast Cons: Costly, really long time to produce || Orcs || | Overall | Orcs are the strongest of all of the races. Their fighting units have higher damage points than other races. These natural born fighters don't use many ranged attacks and prefer melee combat. The Swordsman, Heavy Calvary, and the Warlord are examples of this. Their enhance version of a ballista, the Shredder Bolt, is very powerful ranged attack. Not to mention the powerful Red Dragon. Once you get a few of these out, you are sure to dominate. | Pros | - The Red Dragon - Units have high attack and damage points | Cons | - Slow units | Strategies | This race is well known for it's brute strength. Unfortunately, the ground units a very slow. It's best to fill your parties with units with high movement
points like Heavy Calvary and the Doom Bat. Use the air sphere spell, haste, to
increase your unit's movement points. This goes especially for the incredibly
slow Warlord. With the Orcs high defense, losing battles isn't something that
will happen often. Watch out for ranged attacks enemies and plan where you want
to move because you wont be getting there fast. Making an alliance with the
Dark Elves or Goblins is always an option you should consider.

| Level One Units |

Kolob
Attack:      4  Walking      Cave Crawling
Defense:     2  Poison Imm.  Poison Strike
Damage:      2  Strike
Resistance:  3  Night Vision
Hits:        4
Moves:       24
Pros: Poison Strike
Cons: A little slow

Archer
Attack:      3  Walking
Defense:     2  Archery
Damage:      1
Resistance:  3
Hits:        5
Moves:       26
Pros: Ranged attacker
Cons: ...

Swordsman
Attack:       4  Walking
Defense:      2  Strike
Damage:       4
Resistance:   3
Hits:         5
Moves:        26
Pros: High damage points
Cons: ...

Battering Ram
Attack:     1   Walking     Poison Immun.
Defense:    2   Fearless    Cold Protection
Damage:     1   Wall Crushing
Resistance: 3
Hits:       10
Moves:      20
Pros: Can knock down walls
Cons: Can't attack, frail

| Level Two Units |

Shaman
Attack:      3  Walking          Magic Strike
Defense:     2  Strike           Turn Undead I
Damage:      2  Night Vision     Healing
Resistance:  4  Dispel Magic I   Magic Bolts
Hits:        5
Moves:       26
Pros: Priestly powers
Cons: ...

Heavy Cavalry
Attack:      5  Walking
Defense:     3  Charge
Damage:      4  Strike
Resistance:  3
Hits:        8
Moves:       32
Pros: High damage points
Cons: ...

Shredder Bolt
Attack:      1  Walking      Shoot Black Javelin
Defense:     2  Poison Imm.
Damage:      1  Cold Prot.
Resistance:  3  Fearless
Hits:        7
Moves:       20
Pros: Black Javelins are devastating, Poison Immunity and Cold Protection
Cons: Slow and frail

Catapult
Attack:     1   Walking         Poison Immunity
Defense:    2   Hurl Boulder    Fearless
Damage:     1   Cold Protection
Resistance: 3
Hits:       8
Moves:      20
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail

| Level Three Units |

Doom Bat
Attack:      4  Flying             Poison Strike
Defense:     3  Strike             Night Vision
Damage:      4  Cause Fear         Poison Prot.
Resistance:  3  Underground Concealment
Hits:        7
Moves:       28
Pros: Flyer, underground concealment
Cons: Takes a while to produce

Assassin
Attack:      5  Walking             Poison Strike
Defense:     3  Marksmanship I      Strike
Damage:      3  Wall Climbing       Poison Darts
Resistance:  3  Concealment
Hits:        7
Moves:       28
Pros: Wall climbing, ranged attacker, Concealment
Cons: Takes a while to produce

Warlord
Attack:      7  Walking
Defense:     6  Round Attack
Damage:      6  Strike
Resistance:  5
Hits:        14
Moves:       26
Pros: Very powerful
Cons: Takes a while to produce, slow

| Level Four Unit |

Red Dragon
Attack:      6   Strike          Flying
Defense:     7   Fire Immunity   Dragon
Damage:      5   Vision II       Fearless
Resistance:  8   Fire Breath
Hits:        18
Moves:       32
Pros: It's a dragon
Cons: Costly, really long time to produce

|| Undead ||

| Overall |
The pure evil units of the Undead, despite their low defense, are very
powerful.  Undead are known for their many resistances and their ability to
regenerate a little portion of their health. The Hell Hound is an extremely
useful unit plus it doesn't cost much. At level two, you notice the powerful
Doom Priest, which can control other units. At level 3 and 4 is where the
undead most powerful units are. The Bone Horror is excellent for castle sieges,
the Wraith is almost invincible, and the Demon can do lots of damage. The most
feared unit in the whole game is the Undead Reaper. This unit can kill units
with its ability named Invoke Death.
| Pros |
- Undead Reaper
- Many immunities
- Regeneration ability
| Cons |
- Low defense
- Weak against priests and the Highmen

| Level One Units |

Hell Hound
Attack:     4  Walking      Death/Fire Prot.
Defense:    3  Fire Strike
Damage:     2  Regeneration
Resistance: 3  Fearless
Hits:       5
Moves:      32
Pros: High movement, excellent level one unit
Cons: ...

Swordsman
Attack:     4  Walking      Fearless
Defense:    2  Poison Imm. Fire/Lightning/Cold Prot.
Damage:     3  Strike
Resistance: 3  Regeneration
Hits:       5
Moves:      26
Pros: Many immunities
Cons: Low defense

Archer
Attack:     4  Walking       Fire/Lightning/Cold Prot.
Defense:    2  Regeneration  Death/Poison/Cold Immun.
Damage:     1  Archery
Resistance: 3  Fearless
Hits:       5
Moves:      26
Pros: Ranged attacker, many immunities
Cons: Low defense

Bone Ram
Attack:     2  Walking       Fire/Lightning/Cold Prot.
Defense:    2  Wall Crushing Poison Immun.
Damage:     1  Regeneration
Resistance: 3  Fearless
Hits:       10
Moves:      20
Pros: Can knock down walls
Cons: Can't attack, frail

| Level Two Units |

Knight
Attack:     5  Walking      Fire/Lightning/Cold Prot.
Defense:    3  Strike       Death/Poison Immu.
Damage:     3  Regeneration Charge
Resistance: 3  Fearless
Hits:       7
Moves:      36
Pros: Many immunities
Cons: ...

Doom Priest
Attack:     3  Walking       Fearless       Death/Poison/Cold Immu.
Defense:    2  Death Strike  Black Bolts    Fire/Lightning/Cold Prot.
Damage:     2  Dominate      Regeneration
Resistance: 4  Strike        Dispel Magic I
Hits:       5
Moves:      26
Pros: Priestly abilities, Dominate, black bolts
Cons: Kinda costly

Ballista
Attack:     1   Walking         Poison Immunity
Defense:    2   Shoot Javelin   Fearless
Damage:     1   Cold Protection
Resistance: 3
Hits:       7
Moves:      20
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail

Skull Thrower
Attack:     1   Walking       Fire/Lightning/Cold Prot.
Defense:    2   Hurl Boulder  Poison Immu.
Damage:     1   Regenration
Resistance: 3   Fearless
Hits:       7
Moves:      20
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail

| Level Three Units |

Bone Horror
Attack:     5   Walking       Fire/Lightning/Cold Prot.
Defense:    3   Regeneration  Death/Poison Immu.
Damage:     5   Strike        Fearless
Resistance: 4   Death Strike  Wall Crushing
Hits:       19
Moves:      26
Pros: Many immunities, can break walls
Cons: Takes a while to produce

Wraith
Attack:     4  Walking       Fearless      Lightning Prot.
Defense:    2  Death Strike  Pass Wall
Damage:     3  Strike        Life Stealing
Resistance: 4  Regeneration  Physical/Fire/Death/Poison/Cold Immu.
Hits:       6
Moves:      26
Pros: Nearly invincible
Cons: Takes a while to produce, low defense

Demon
Attack:     7  Flying         Vision 2
Defense:    4  Poision Strike Fearless
Damage:     6  Strike         Fire/Poision/Death Immu.
Resistance: 4  Regeneration
Hits:       10
Moves:      30
Pros: Flyer
Cons: Takes a while to produce

| Level Four Unit |

Undead Reaper
Attack:     7  Walking       Invoke Death  Lightning/Cold Prot.
Defense:    4  Death Strike  Cause Fear    Death/Poison Immu.
Damage:     5  Strike        Fearless
Resistance: 10 Rengeneration Path of Decay
Hits:       15
Moves:      26
Pros: Very deadly & extremely powerful
Cons: Costly, really long time to produce

|| Special Units ||
This is the special units guide. The special units are creatures that don't fit
in any race but can be found somewhere on the map.

| Humanoids |
These creatures can be found wandering the map or guarding something

Druid
Attack:     4   Entangle        Strike
Defense:    2   Lightning Bolts Dispel Magic I
Damage:     2   Healing         Lightning Protection
Resistance: 5   Magic Strike    Poison Protection
Hits:       6   Forestry        Walking
Moves:      26
Pros: Priestly abilities, ranged attacker
Cons: Frail

Undead Mummy
Attack:     4   Cold Protection  Death Immunity
Defense:    1   Death Strike     Lightning Protection
Damage:     4   Poison Immunity  Regeneration
Resistance: 5   Strike           Walking
Hits:       12
Moves:      24
Pros: Regeneration
Cons: Low defense

| Creatures |
These creatures can be found wandering the map or guarding something

Syron
Attack:     8   Strike Every Immunity
Defense:    6
Damage:     5
Resistance: 10
Hits:       28
Moves:      20
Pros: All of the immunities, very powerful
Cons: Unruly
How to Get: You can only summon this by using the Syron spell. This can be
taught to you in a wizard tower

Black Spider
Attack:     4   Strike  Web
Defense:    3   Poision Immunity
Damage:     3   Poision Strike Wall Climbing
Resistance: 4   Cave Crawling  Walking
Hits:       6
Moves:      28
Pros: Web ability
Cons: ...

Great Eagle
Attack:     4   Flying  Strike
Defense:    2   Vision II
Damage:     3
Resistance: 3
Hits:       7
Moves:      40
Pros: Excellent Scout
Cons: Frail

Wild Boar
Attack:     3   Charge  Strike
Defense:    3   Walking
Damage:     3
Resistance: 3
Hits:       5
Moves:      36
Pros: Very well rounded unit
Cons: ...

Giant Frog
Attack:     4  Strike  Swimming
Defense:    1  Walking
Damage:     3
Resistance: 2
Hits:       5
Moves:      28
Pros: Good water unit
Cons: Frail

Sea Serpent
Attack:     6  Strike Swimming
Defense:    3
Damage:     8
Resistance: 3
Hits:       40
Moves:      15
Pros: High attack, damage, movement
Cons: Kinda Frail

Mermaid
Attack:     3  Strike Swimming
Defense:    1
Damage:     2
Resistance: 6
Hits:       5
Moves:      26
Pros: High magic resistance
Cons: Low defense and attack

| Machines |

Drill
Attack:     2  Cold Protection  Fearless
Defense:    2  Poision Immunity Tunneling
Damage:     6  Walking Crushing Walking
Resistance: 3
Hits:       10
Moves:      20
Pros: Tunneling, can damage walls
Cons: Frail, slow

Builder
Attack:     1  Cold Protection  Fearless
Defense:    2  Construct        Poision Immunity
Damage:     1  Walking
Resistance: 3
Hits:       5
Moves:      20
Pros: Can rebuild or build structures
Cons: Frail

Flame Thrower
Attack:     1  Cold Protection  Fearless
Defense:    2  Poision Immunity Walking
Damage:     1  Flame Throwing
Resistance: 3
Hits:       20
Moves:      8
Pros: Does fire damage
Cons: Frail, slow

| Elementals |
These can be found at their element node or can be summoned

Air Elemental
Attack:     5  Cold/Fire/Physical/Poision Immunity
Defense:    2  Flying     Strike
Damage:     3  Vision II
Resistance: 3
Hits:       12
Moves:      32
Pros: Flyer
Cons: Frail

Earth Elementals
Attack:     6  Strike   Wall Crushing
Defense:    4  Fire/Lightning Protection
Damage:     8  Poison Immunity  Cave Crwaling
Resistance: 4  Mountainering     Tunneling
Hits:       20 Walking
Moves:      20
Pros: Can break walls, very good fighter unit
Cons: Slow

Fire Elemental
Attack:     6  Call Flames  Strike
Defense:    4  Fire Strike  Physical Protection
Damage:     5  Ignition  Lightning/Poison/Fire Immunitiy
Resistance: 8  Walking
Hits:       17
Moves:      28
Pros: High magic resistance, very dangerous
Cons: ...

Water Elemental
Attack:     6  Physical Protection  Strike
Defense:    3  Swimming   Walking
Damage:     4  Water Concealment
Resistance: 3
Hits:       14
Moves:      30
Pros: Water Concealment
Cons: Frail

| Dragons |
These dragons can only be summoned

Gold Dragon
Attack:     5   Divine Breath  Dragon
Defense:    7   Fearless       Fire Protection
Damage:     5   Flying         Holy Immunity
Resistance: 8   Strike         Vision II
Hits:       20
Moves:      32
Pros: Very powerful
Cons: Magic upkeep a little costly

Black Dragon
Attack:     6   Black Breath  Death Immunity
Defense:    5   Dragon        Fearless
Damage:     6   Flying        Poison Protection
Resistance: 8   Strike        Vision II
Hits:       20
Moves:      32
Pros: Very powerful
Cons: Magic upkeep a little costly

|| 2. Spell Guide ||
This portion of the FAQ is dedicated to the spells.  It describes the pros and
cons of each spell of every sphere. Spells you choose are just as important as
the units you use in your party. It is also important to pick the spheres that
fit your leader. You can't have an Undead leader with four magic spheres of
life. Here are the spells. If you do choose four spheres of any magic, in order
to get level four spells, you need to research the level 1, 2, and 3 level
spells first. This also applies for the magic sphere cosmos. This is the
format:

Spell - Type of spell
Pros:
Cons:

|| Life ||

| Overall |
The sphere of life gives you the powers of creation. It allows you to restore
land and to restore fallen heroes. It mostly focuses on vanquishing forces of
evil with spells like Holy Champion, Turn Undead, and Crusade. In combat Holy
Bolt and Sacred Wrath are good offensive spells and High Prayer is probably the
best defensive spell in the game. The spell Tranquility can make all races get
along which is a good stalling tactic. Good aligned races are best with this
sphere but it really shines with the Highmen. This is a very good sphere to use
especially against anyone using the death sphere or if you want to make peace
and alliances on a map.

| Level 1 |
Bless - Unit Spell
Pros: Great defensive spell, defends against death magic
Cons: Costly
Remedy - Unit Spell
Pros: Heals units
Cons: Only heals so much
Rejuvenate - Global Spell
Pros: Turns land to grassland
Cons: Useless
Solar Flare - Combat
Pros: Good ranged attack
Cons: Only shoots so far

| Level 2 |
Holy Champion - Unit
Pros: Good against evil creatures
Cons: Only good against evil creatures
Holy Woods - Global
Pros: Good against evil creatures
Cons: Only lasts so long, only good against evil creatures
Turn Undead - Combat
Pros: Good against undead
Cons: Only good against undead
Recall Spirit - Combat
Pros: Summons units
Cons: Weak units, costly

| Level 3 |
High Prayer - Combat
Pros: Excellent spell
Cons: Costly but worth it
Sacred Wrath - Combat
Pros: Does lots of damage to every unit
Cons: Does lots of damage to every unit including your own
Resurrect Hero - Global
Pros: Brings back dead heroes
Cons: Sometimes heroes don't follow you
Tranquility - World
Pros: Improves race relations, makes everyone happy ^_^
Cons: ...

| Level 4 |
Crusade - World
Pros: Summons units to attack evil aligned-units
Cons: Long time to cast, only lasts three turns, units only attack at random, a
waste of magic
Divine Storm - Global
Pros: Powerful global attack, changes land to grassland
Cons: Long time to cast
Life Mastery - World
Pros: Incredibly powerful spell
Cons: Long time to cast, costly
Gold Dragon
Pros: Summons a Gold Dragon
Cons: Long time to cast, upkeep a little expensive

|| Death ||

| Overall |
This sphere of pure evil allows you to command undead and spread disease and
pestilence throughout the land. It is fun to watch the effects of casting 
Hatred and Death Mastery because you can watch relations' crumble and watch
good aligned races struggle. This sphere is mainly for Evil aligned races
especially the Undead. This is a very good sphere to use especially against
anyone using the life sphere or if you really want to wreak havoc on a map.

| Level 1 |
Dark Gift - City
Pros: Good Enchantment
Cons: ...
Summon Black Spider - Summon
Pros: Summons a Black Spider
Cons: Upkeep
Death Ray - Combat
Pros: Good ranged attack
Cons: Can only shoot so far
Disease Cloud - Combat
Pros: Can hit multiple units
Cons: Can also hit your units

| Level 2 |
Evil Champion - Unit
Pros: Good against good aligned creatures
Cons: Only good against good aligned creatures
Evil Woods - Global
Pros: Damages good creatures
Cons: Only lasts so long, an only damages good creature
Animate Dead - Combat
Pros: Brings dead skeleton warriors to the battle field
Cons: Skeletons are weak, costly
Terror - Combat
Pros: Weakens opponents units
Cons: Can also weaken your units

| Level 3 |
Animate Ruins - City
Pros: Rebuilds razed/looted cities, fills them with undead
Cons: Other units can do this
Pestilence - Global
Pros: Does damage to units on a global scale
Cons: Moves around at random
Mind Decay - Combat
Pros: Doesn't effect undead, kills target unit if successful
Cons: Can effect your units if they're to close
Animate Hero
Pros: Brings back dead heroes
Cons: Sometimes heroes don't follow you

| Level 4 |
Death Mastery - World
Pros: Very powerful, curses good units, other beneficial affects
Cons: Long time to cast, upkeep, costly
Death Storm - Global
Pros: Changes land to wasteland, powerful global attack
Cons: Long time to cast
Hatred - World
Pros: Destroys race relations, makes everyone angry >:(
Cons: Long time to cast
Summon Black Dragon
Pros: Summons a Black Dragon
Cons: Long time to cast

|| Earth ||

| Overall |
This sphere isn't known for its ability to do damage. Instead it focuses on
giving you the ability to enhance your abilities. Gold Rush, Free Movement, and
Enchant Roads are excellent examples. Although this sphere isn't good on
offense, it does better on defense. Entangle is one of the most useful
defensive spell in the game. This sphere is recommended if you want to play
defensively but with a little offensive option.

| Level 1 |
Stone Skin - Unit
Pros: Good defensive spell
Cons: Only increases defense
Great Boar - Summon
Pros: Summons a Great Boar
Cons: Upkeep
Entangle - Combat
Pros: Very useful spell
Cons: ...
Slow - Combat
Pros: Low cost, slows a unit
Cons: ...

| Level 2 |
Free Movement - Unit
Pros: Allows units to move on any terrain
Cons: ...
Gold Rush - City
Pros: Doubles city income
Cons: Upkeep
Poison Woods - Global
Pros: Damages good creatures
Cons: Only lasts so long
Stoning - Combat
Pros: Good ranged attack
Cons: Only goes so far

| Level 3 |
Concealment - Unit
Pros: Hides target unit
Cons: Cost, I don't see the real use
Enchant Roads - World
Pros: Movement costs are reduced by 1/3 on roads
Cons: Cost, upkeep
Level Terrain - Global
Pros: Destroys mountains
Cons: ...
Tremors - Combat
Pros: Does damage to all units
Cons: Does damage to all units

| Level 4 |
Earth Mastery - World
Pros: Gives all your units Stone Skin
Cons: Long time to cast, upkeep, cost
Earth Elemental - Summon
Pros: Summons a Earth Elemental
Cons: Long time to cast, the Earth Elemental is slow
Raise Terrain - Global
Pros: Creates mountains
Cons: Long time to cast, only lasts so long
Town Quake - City
Pros: Damages units/walls/buildings inside a town
Cons: Long time to cast

|| Air ||

| Overall |
This sphere gives you the ability to control wind. It allows you to increase
the speed of your units, blow units away, and to strike lightning at your
enemies. This sphere is mostly on the offensive. Most of the spells aren't very
powerful or useful but their are a few that shine. I don't really recommend Air
magic but having one sphere is all you'll really need.

| Level 1 |

Haste - Unit
Pros: Increases unit's movement
Cons: ...
Birds View - Global
Pros: Good for scouting
Cons: Doesn't work underground
Vaporize - Combat
Pros: Low cost
Cons: ...
Chain Lightning - Combat
Pros: Good ranged attack, hits multiple units
Cons: Only goes so far

| Level 2 |
Winds of Fury - Combat
Pros: Blows target unit around, lot of damage
Cons: Blows target unit around randomly
Great Eagle - Summon
Pros: Summons a Great Eagle, excellent scouts
Cons: Frail, costly, upkeep
Freeze Water - Global
Pros: Makes water travel easier
Cons: Only lasts so long
Cold Breath - Combat
Pros: Can do at wide range of damage
Cons: ...

| Level 3 |
Call Hero - Global
Pros: Summons a hero at random
Cons: Hero doesn't always follow you
Tornado - Global
Pros: Blows units around, damages units
Cons: Works on low-level units, only works on plains, costly
Shockwave - Combat
Pros: Does damage to area around the caster
Cons: Not very effective, not allot of range
Wind Walking - Unit
Pros: Gives a unit the ability to fly
Cons: Costly

| Level 4 |
Air Mastery - World
Pros: Favors your boats/flying creatures
Cons: Long time to cast, costly, kinda useless
Air Elemental - Summon
Pros: Summons an Air Elemental
Cons: Long time to cast, frail
Watcher - Global
Pros: Watches for invisible/concealed units in a given area
Cons: Long time to cast, kind of useless
Lightning Storm - Global
Pros: Damages units on a global scale
Cons: Long time to cast, doesn't have allot of range

|| Fire ||

| Overall |
This powerful sphere represents pure chaos. It is best used in combat due to
the fact that most of the spells increase offensive capabilities. The spell
Anarchy invokes chaos on cities causing them to rebel if the armies in that
city aren't strong enough. Cool huh! Other cool spells are Warmonger and
Sacrificial Flame. Pick this sphere if you like to go on a straight offensive
blowing your enemies to ashes.

| Level 1 |
Fury - Unit
Pros: Raises attack
Cons: Lowers defense
Fire Sprite - Summon
Pros: Summons a Fire Sprite
Cons: Upkeep, costly, kinda weak
Flame Arrow - Combat
Pros: Good ranged attack
Cons: Only goes so far
Call Flames - Combat
Pros: Does lots of damage
Cons: Only goes so far

| Level 2 |
Fire Halo - Unit
Pros: Gives you Fire Strike and Fire Immunity
Cons: No other enhancements
Cloud of Ashes - Global
Pros: Conceals units
Cons: Moves around at random, useless
Fire Breath - Combat
Pros: Can do at wide range of damage
Cons: ...
Swarm - Combat
Pros: Can do damage to many units
Cons: Can do damage to your units

| Level 3 |
Anarchy - City
Pros: Makes towns rebel ( YEAH! )
Cons: Not always effective
Fire Barrier - Global
Pros: Does damage to all who pass through it
Cons: Only lasts so long
Fire Ball - Combat
Pros: Can damage walls, good ranged attack
Cons: Only goes so far
Sacrificial Flame - Combat
Pros: Does lots of damage, lots of range
Cons: Sometimes does damage tot he caster

| Level 4 |

Fire Mastery - World
Pros: Causes chaos throughout the land
Cons: Long time to cast, upkeep, costly
Fire Elemental - Summon
Pros: Summons a Fire Elemental
Cons: Long time to cast, costly, upkeep
Warmonger - City
Pros: All units who get trained at the enchanted city get veteran experience
Cons: Long time to cast
Fire Storm - Global
Pros: Does lots of fire damage to an area
Cons: Long time to cast

|| Water ||

| Overall |
Last but not least, the sphere of water, deals with...uhh...water. (Duh!) Most
of the spells are closely tied with the life sphere. Healing Water is a good
example of this. Water also give you control over all the bodies of water
throughout the game. This could leave you with complete domination over the
maps with mostly water. This sphere is a must of anyone who decides to play as
the Lizards.

| Level 1 |
Summon Frog - Summon
Pros: Summons a Frog
Cons: Upkeep, kinda weak
Healing Water - Unit
Pros: Heals a unit completely
Cons: Costly
Ice Shards - Combat
Pros: Good ranged attack
Cons: Only goes so far
Ooze - Combat
Pros: Creates an area of mud which slows units
Cons: Not very useful cause some units can walk around it.

| Level 2 |
Water Walking - Unit
Pros: Allows unit to walk on water
Cons: No other benefits
Vortex - Global
Pros: Does damage to water units
Cons: ...
Geyser - Combat
Pros: A powerful attack
Cons: Only goes so far
Frost Beam - Combat
Pros: Does multiple damage to units, can freeze units
Cons: ...

| Level 3 |
Liquid Form - Unit
Pros: Reduces damage taken, allow you to swim
Cons: ...
Great Hail - Combat
Pros: Can damage walls, damage multiple units
Cons: ...
Healing Showers - Global
Pros: Heals units
Cons: ...
Fountain of Life - City
Pros: Heals units that enter the enchanted town
Cons: ...

| Level 4 |
Water Mastery - World
Pros: Halves the vision of opponents
Cons: Long time to cast, upkeep, not many other benefits
Flood - World
Pros: Can have monstrous effects on the world map
Cons: Can drown your units
Water Elemental - Summon
Pros: Summons a Water Elemental
Cons: Kinda frail, costly
Ice Storm
Pros: Changes land to ice, does lots of ice damage
Cons: Long time to cast

|| 7. Cosmos ||
This type of magic is available to all races in the game. As for the other
spheres, to gain more powerful Cosmos magic, you must research to get stronger
magic.

| Level 1 |
Enchant Weapon - Unit
Pros: Increases attack and damage
Cons: ...
Dispels Magic - Global
Pros: Removes an enchantment from any unit
Cons: Doesn't always work

| Level 2 |
Disjunction - Global
Pros: Removes opponents' global enchantment
Cons: Doesn't always work
Warp Party - Global
Pros: Teleports party anywhere on the map
Cons: Does this at random

| Level 3 |
Anti-Magic Shell - City
Pros: Protects from spells cast in/on the city
Cons: Costly
Town Gate - Global
Pros: Teleport you to any of you cities, very useful
Cons: ...

| Level 4 |
Power Leak - World
Pros: Cut magic power of all players in half
Cons: I think it effect you too
Spell Ward - World
Pros: Limits use of World Enchantments
Cons: You can't cast any either

|| Secret ||
These few spells can only be found and taught at Wizard Towers throughout the
game.

| Level 1 |
Conceal Area - Global
Pros: Conceals an area from opponents
Cons: Only covers so much

| Level 2 |
Summon Mermaid - Summon
Pros: Summons a mermaid
Cons: ...
Cosmagic Surgery - Unit
Pros: Changes the face of any hero
Cons: Who needs it?

|| 3. Unit Stats ||
This section describes the core stats that any unit has.

>> Level <<
Level tells you how skilled you are. With leaders and heroes, you get 10 points
every level to distribute however you want. This maxes out at 30. With regular
units it's allot different. As units gain experience they get promoted to
veterans. You'll see this when you units have a gray or gold badge on their
picture.

>> Attack <<
Chance that the unit will damage a unit. Maxes out at 10.
Damage - Determine how much damage a unit will do after a successful attack.
This maxes out at 10.

>> Defense <<
Effects the chance of you being hit by a unit and the amount of damage done to
you if the attack is successful. Maxes out at 10.

>> Health <<
The amount of damage you can take before you die. This maxes out at 30.

>> Movement <<
Effects how far a unit can move on the Global/Combat. This maxes out at 50.

>> Resistance <<
Measures how much a unit can resist poison, magic, and other non-physical
attacks. This maxes out at 10.

| Special Traits |
This section contains the special traits that any unit may have. These traits
effect how a unit acts on the global map and in combat. All of these are put in
alphabetical order for you viewing pleasure. ^^

>> Overall Traits <<
These are the traits that didn't really fit in one of my categories.

Bard Skills - Gives a morale boost to every unit in your party.
Blessed - Gives the unit increased defense +1 and magic resistance +1.
Blood Lust - Increases the unit´s attack +1 and damage +2, but minuses defense
by 1.
Cause Fear - Gives the unit the target unit the Panicked Handicap.
Charge - When attacking, increasing the Damage +2 of the unit´s first melee
strike.
Cold Immunity - Renders the unit immune to cold-based attacks.
Cold Protection - Reduces the damage inflicted upon the unit by cold-based
attacks by 50%.
Concealment - Allows the unit to travel unseen.
Construct - Allows the unit to repair razed places, and build shipyards, roads
or towers.
Dark Gift - This enchantment gives a single unit death strike and +1 to damage.
Death Immunity - Renders the unit immune to death-based attacks.
Death Protection - Reduces the damage inflicted upon the unit by death-based
attacks by 50%.
Desert Concealment - Allows the unit to travel unseen in desert terrain.
Dispel Magic 1-4 - Dispels magical enchantments. Dispel Magic 1 is the weakest
and Dispel Magic 4 is the strongest.
Dragon - The unit is a creature of the race of Dragons.
Dragon Slaying - Enhanced attack ability against dragonkind.
Enchanted Weapon - Gives the target unit´s melee strike with magical energy,
and adds additional attack +1 and damage +1 power.
Unholy Champion - Increases Attack +2 and Damage +2 against forces of good
alignment.
Extra Strike - Gives the unit an additional strike during melee combat.
Fearless - Renders the unit immune to fear-based attacks.
Fire Halo - Enchantment gives Fire Immunity and the ability to cross lava.
Fire Immunity - Renders the unit immune to fire-based attacks.
Fire Protection - Reduces the damage inflicted upon the unit by fire-based
attacks by 50%.
First Strike - When defending during melee, the unit will strike first.
Fury - Increases attack +2 power but reduces defense by 1.
Grass Concealment - Allows the unit to travel unseen in grassland terrain.
Healing - Restores 5 Hitpoints to the target unit but can only be used once a
day.
Holy Champion - Increases Attack +2 and Damage +2 against forces of evil
alignment.
Holy Immunity - Renders the unit immune to holy-based attacks.
Holy Protection - Reduces the damage inflicted upon the unit by holy-based
attacks by 50%.
Ignition - When angered by battle lets the unit set fire to the ground
underneath it as it moves.
Invisibility - Renders the unit impossible to see through normal means.
Leadership - Give all units in the party additional attack +1.
Life Stealing - Allows the unit to absorb 1 Hit point of damage inflicted
through each melee strike.
Lightning Immunity - Renders the unit immune to lightning-based attacks.
Lightning Protection - Reduces the damage inflicted upon the unit by
lightning-based attacks by 50%.
Liquid Form - Bestows upon the unit Swimming and Physical Protection.
Magic Immunity - Renders the unit immune to magic-based attacks.
Magic Protection - Reduces the damage inflicted upon the unit by magic-based
attacks by 50%.
Marksmanship 1-4 - Give the unit increased ability with ranged attacks.
Level 1 - Attack +1 /Damage +0
Level 2 - Attack +1 /Damage +1
Level 3 - Attack +2 /Damage +1
Level 4 - Attack +2 /Damage +2
Night Vision - Allows unit enhanced vision in dark place.
Parry - Reduces the Attack -2 power of an enemy's first strike against the
unit.
Pass Wall - This ability lets you pass through solid walls.
Path of Decay - Leave a trail of wasteland in the wake of the unit's passing.
Path of Frost - Leave a trail of frozen terrain in the wake of the unit's
passing.
Path of Life - Leave a trail of lush grassland in the wake of the unit´s
passing.
Physical Immunity - Renders the unit immune to physical-based attacks.
Physical Protection - Reduces the damage inflicted upon the unit by
physical-based attacks by 50%.
Poison Immunity - Renders the unit immune to poison-based attacks.
Poison Protection - Reduces the damage inflicted upon the unit by poison-based
attacks by 50%.
Regeneration - Gives the unit an increased rate of healing.
Snow Concealment - Allows the unit to travel unseen in snow-covered terrain.
Spell Casting 1-5 - Allow the unit to cast spells at a certain level.
Level 1 - Adds 10 to Mana pool and cast level one spells
Level 2 - Adds 20 to Mana pool and cast up to level two spells
Level 3 - Adds 30 to Mana pool and cast up to level three spells
Level 4 - Adds 40 to Mana pool and cast up to level four spells
Level 5 - Adds 50 to Mana pool and cast up to level five spells
Steppe Concealment - Allows the unit to travel unseen in steppe terrain.
Stone Skin - Renders unit´s skin tougher plus giving it stronger defense +2.
Summoned - Describes a unit that has been summoned and requires mana to
maintain.
Trail of Darkness - Leaves a trail of unexplored terrain among enemies in the
wake of the unit´s passing. (I haven't seen this happen)
Transport - Allows the unit to carry several units across unfriendly terrain,
such as mountains or over water. The number of units it is capable of
transporting depends per unit.
True Seeing - The normal visual range of the unit is enhanced, allowing it to
see invisible and concealed units.
Underground Concealment - Allows the unit to travel unseen in underground
terrain.
Vision 1-4 - Gives the units an increased visual range.
Level 1 - +2 hexes
Level 2 - +4 hexes
Level 3 - +6 hexes
Level 4 - +8 hexes
Wall Climbing - Allows the unit to scale defensive walls.
Wasteland Concealment - Allows the unit to travel unseen in wasteland terrain.
Water Concealment - Allows the unit to travel unseen in water.

>> Attack Powers <<
These are the attack abilites that any unit may have or given threw magic or
items.

Archery - Enables the unit to use bow and arrows for attacking medium-ranged
targets.
Range: Medium Damage Type: Physical
Attack: 4 Damage: 2 Repeat: 2

Black Bolts - Projects death magic at medium-ranged targets.
Range: Medium Damage Type: Physical
Attack: 6 Damage: 3 Repeat: 1

Black Breath - Delivers a blast of death over a short range.
Range: Short Damage Type: Death
Attack: 7 Damage: 5 Repeat: 1

Call Flames - Strikes a unit with flames.
Range: Medium Damage Type: Fire
Attack: 5 Damage: 4 Repeat: 1

Charm - Allows the unit to attempt to control another unit.
Range: Touch Damage Type: Special
Attack: 5 Damage: 0 Repeat: 1

Cold Breath - Blasts a short-ranged area with extreme cold.
Range: Short Damage Type: Cold
Attack: 7 Damage: 5 Repeat: 1

Cold Strike - Infuses melee strikes with cold energy.
Range: Melee Damage Type: Physical, Cold
Attack: Unit´s Attack Damage: Unit´s Damage Repeat: 2

Death Strike - Infuses melee strikes with death energy.
Range: Melee Damage Type: Physical, Death
Attack: Unit´s Attack Damage: Unit´s Damage Repeat: 2

Divine Breath - Releases a short-ranged blast of holy energy.
Range: Short Damage Type: Holy
Attack: 7 Damage: 5 Repeat: 1

Dominate - Allows the unit to force their will upon others.
Range: Touch Damage Type: Special
Attack: 6 Damage: 0 Repeat: 1

Doom Gaze - A long-range projection of death-based energy through the unit´s
gaze.
Range: Long Damage Type: Death
Attack: 6 Damage: 5 Repeat: 1

Entangle - Tries to entangle opponent with vines.
Range: Tocuh Damage Type: Special
Attack: 7 Damage: 0 Repeat: 1

Enatangle Strike - Infuses melee strikes with the possibilty to entangle the
opponent.
Range: Melee Damage Type: Physical, Entangle
Attack: Unit´s Attack Damage: Unit´s Damage Repeat: 2

Fire Breath - Releases a short-ranged blast of fire.
Range: Short Damage Type: Fire
Attack: 7 Damage: 5 Repeat: 1

Fire Cannon - Blasts walls or units across long ranges with powerful munitions.
Range: Long Damage Type: Physical, Wall
Attack: 5 Damage: 8 Repeat: 1

Fire Musket - Fires a small highly forceful projectile at a unit across long
distances.
Range: Long Damage Type: Physical
Attack: 7 Damage: 5 Repeat: 1

Fire Strike - Infuses melee strikes with fire energy.
Range: Melee Damage Type: Physical, Fire
Attack: Unit´s Attack Damage: Unit´s Damage Repeat: 2

Flame Throwing - Sprays a shower of flames over a short range, delivering
intense fire damage.
Range: Short Damage Type: Fire
Attack: 4 Damage: 3 Repeat: 1

Frost Bolts - Launches a bolt of ice at a medium-ranged target.
Range: Medium Damage Type: Cold
Attack: 6 Damage: 3 Repeat: 1

Holy Bolts - Projects a bolt of Holy energy over medium range.
Range: Medium Damage Type: Holy
Attack: 6 Damage: 3 Repeat: 1

Holy Strike - Infuses melee strikes with holy energy.
Range: Melee Damage Type: Physical, Holy
Attack: Unit´s Attack Damage: Unit´s Damage Repeat: 2

Hurl Boulder - Launches a massive rock at a long-ranged wall or unit.
Range: Long Damage Type: Physical, Wall
Attack: 3 Damage: 7 Repeat: 1

Hurl Stone - Throws small stones at a medium-ranged target.
Range: Medium Damage Type: Physical
Attack: 3 Damage: 1 Repeat: 4

Invoke Death - Allows the unit to kill a target instantly with a successful
attack.
Range: Touch Damage Type: Death
Attack: 6 Damage: 0 Repeat: 1

Lightning Bolts - Strikes a tarket at medium-range with a bolt of lightning.
Range: Medium Damage Type: Lightning
Attack: 6 Damage: 3 Repeat: 1

Lightning Strike - Infuses melee strikes with lightning energy.
Range: Melee Damage Type: Physical, Lightning
Attack: Unit´s Attack Damage: Unit´s Damage Repeat: 2

Magic Bolts - Allows the unit to attack mid-ranged targets with a bolt of
magic.
Range: Medium Damage Type: Magic
Attack: 7 Damage: 3 Repeat: 1

Magic Strike - Infuses melee strikes with magic energy.
Range: Melee Damage Type: Physical, Magic
Attack: Unit´s Attack Damage: Unit´s Damage Repeat: 2

Poision Darts - Fires poisoned darts at mid-ranged targets.
Range: Medium Damage Type: Posion
Attack: 4 Damage: 1 Repeat: 3

Poision Strike - Infuses melee strikes with poison.
Range: Melee Damage Type: Physical, Poison
Attack: Unit´s Attack Damage: Unit´s Damage Repeat: 2

Posses - Allows the unit to enter a target, and take over thier body.
Range: Touch Damage Type: Special
Attack: 5 Damage: 0 Repeat: 1

Round Attack - Allows the unit to strike out at all around them.
Range: Melee Damage Type: Physical
Attack: Unit´s Attack Damage: Unit´s Damage Repeat: 2

Seduce - Lets the unit attempt to warmly entice a target to follow them.
Range: Touch Damage Type: Special
Attack: 4 Damage: 0 Repeat: 1

Self Destruct - Self-induced destuction of the unit, resulting in massive
damage to all nearby.
Range: Touch Damage Type: Fire, Wall
Attack: 7 Damage: 6 Repeat: 1

Shoot Black Javelin - Fires a long-ranged javelin tainted with death magic.
Range: Long Damage Type: Physical, Death
Attack: 5 Damage: 5 Repeat: 2

Shoot Javelin - Fires a javelin at long-ranged targets.
Range: Long Damage Type: Physical
Attack: 5 Damage: 5 Repeat: 2

Strike - Allows the unit to physically strike an enemy.
Range: Melee Damage Type: Physical
Attack: Unit´s Attack Damage: Unit´s Damage Repeat: 2

Turn Undead 1-4 - Inflicts powerful damage upon Undead targets.
Range: Touch Damage Type: Special
Attack: 3 + per level Damage: 3 + Turn Level Repeat: 1

Venomous Spit - Allows the unit to attack short-ranged targets with poisonous
projectiles.
Range: Short Damage Type: Posion
Attack: 5 Damage: 4 Repeat: 1

Wall Crushing - Enables a unit to crush walls.
Range: Tocuh Damage Type: Wall
Attack: 6 Damage: 6 Repeat: 1

Web - Allows the unit to trap their target in a thick, gooey wab that restricts
all movement.
Range: Touch Damage Type: Special
Attack: 4 Damage: 0 Repeat: 1

>> Handicaps <<
These are the handicaps that any unit may have. These effect a unit in a
negative way.

Animated - The unit has been animated.
Burning - At the begining of every turn of combat the burning unit may be
strike Attack 4 and Damage 1 by flames.
Charmed - The unit now happily follows the orders of another.
Cursed - Prevents the unit from healing normally.
Decay - Eats away at the unit from within, clouding their mind, and inflicting
1 point of Damage each turn until they die.
Dominated - The unit mindlessly obeys the orders of another.
Entangled - The unit is trapped in vines and cannot perform any actions.
Fear - The unit is paralyzed with fear.
Frozen - Unit is frozen and cannot perform actions.
Paniked - The unit is paralyzed with fear.
Poisioned - Poisoned units experience a decrease in all fundamental skills,
until cured. -1 to Attack, Defense, Resistance and Damage.
Posses - The unit is controlled from inside by a possessing unit.
Resurrected - The unit has been brought back from the dead.
Seduced - The unit is blinded by love, hearing only the orders of their
seducer.
Stunned - The unit is dazed, and cannot perform actions.
Turned - The undead unit has been " Turned ", and cannot perform actions.
Vetigo - Renders the unit less able to Attack by -2 and Defend by -2 for an
entire day.
Webbed - The unit is trapped in a Web, and cannot perform actions.


>> Moving Abilities <<
These are the abilites that a unit uses to move around the map.

Cave Crawling - Allows the unit less restricted movement through caverns.
Floating - Allows the unit to move across terrain on a cushion of air.
Flying - Allows the unit to fly over and across terrain.
Forestry - Allows the unit less restricted movement through forests.
Free Movement - Allows the unit to travel across mountains, caverns and
forests.
Haste - Allows the unit to travel at twice the normal speed.
Mountaineering - Enables the unit to travel over mountains.
Sailing - Allows movement upon the seas.
Swimming - Allows the unit to travel across water.
Tunneling - Allows the unit to burrow a passageway through subterranean earth.
Walking - Allows the unit to walk upon normal terrain.
Water Walking - Enables the unit to walk upon the surface of the water.
Wind Walking - Allows the unit to walk upon the wind, including walking over
obstacles.

|| 5. Battling Tips ||
This section gives you tips on the do's and don'ts in overall battles, castle
sieges, and exploring caves or dungeons. If anyone has any tips that they want
to submit, please E-mail me at Averman62@Hotmail.com. Don't worry, I'm forever
updating this so don't be scared to submit a tip and you will get credit for
it. I will mention in my FAQ when I will stop updating my FAQ.

>> Overall Battles <<
- Most importantly of all, be sure to pick battles you can win.
- Put your leader in battles that he or she can win because if he or she falls,
the game is over.
- You stand to lose can lose allot units in Automatic Mode than in Tactical
Mode.
- You should bring at least two units with ranged attacks.
- When selecting traits for my hero, I always pick wall crawling.  That way 
you don't need battering rams to get inside castles.  It lets you build another
unit instead of battering ram.  I hope this helps other players.  (Submitted by
Jim Smith)

>> Dungeon Battles <<
- Bring plenty of archers and other units with high movement with you to hit
those dungeon creatures from a far range.
- Be sure to you really wanted to raid a dungeon with people trapped inside.
Sometimes they could be of a race you don't get along with.
- After you finish the battle, if you don't want to join the captives, click
the "x" in the corner instead of accept or reject. That way you don't have to
join them or fight them. But, if you change your mind, you have to explore the
dungeon all over again.

>> Castle Sieges <<
This section is describes how to break down those walls and take over enemy
towns.
When attacking.....
- Try to break as much of the castle wall as possible to let more of your units
in.
- Make sure your battering ram doesn't get destroyed or you fight will be for
nothing. A catapult is a whole lot better because you can damage a wall from
far away.
- Fireball & Great Hail are excellent spells when you want to destroy a wall or
take out a group of enemy units.
When defending.....
- Always have your archers set up close to the walls. By doing this you can
take out many of the attacking units.
- Have a few units, swordsman, attack some of the attacking units to slow them
down and try to take out their battering ram. If it is a catapult your dealing
with, prepare for some real trouble.

|| 6. Thanks, The List & The Warning ||
I would like to thank everyone who uses or reads this FAQ.
Thanks to SnaPnTaP911 for helping with the stats portion of this FAQ.
Thanks to Shorty3788 for submiting a tip.
Thanks to Jim Smith for submiting a tip.

| The List |
This section contains the links to sites that you can find my FAQ at. Keep in
mind the updated versions of this FAQ can always be found at Gamefaqs.com or
Neoseeker.com.

Gamefaqs - http://www.gamefaqs.com
Neoseeker - http://www.neoseeker.com
Age of Wonder Heaven - http://aow.heavengames.com
Cheat Code Central - http://www.cheatcc.com
A2ZWeblinks - http://www.a2zweblinks.com

| Warning |
Anyone may reproduce this FAQ electronically, but don't sell it for money. If
you want to use this FAQ for your website you must ask my permission, email me
at AverMan62@Hotmail.com, and you must not modify it in any way and do it with
this the Warning in it. Also specify that you want to use the Age of Wonders:
Battle Tactics FAQ in your email. I can't stress this enough, PLEASE keep my
FAQ updated.  If you do use it and I find out, trust me I WILL, you'll be in
some serious legal trouble!!! Thanks to all who cooperate. ^^

Age of Wonders is a trademark of Triumph Studios