___________ __ \_ _____/____ _____/ |______ _________.__. | __) \__ \ / \ __\__ \ / ___< | | | \ / __ \| | \ | / __ \_\___ \ \___ | \___ / (____ /___| /__| (____ /____ >/ ____| \/ \/ \/ \/ \/ \/ __ __ / \ / \_____ _______ ______ \ \/\/ /\__ \\_ __ \/ ___/ \ / / __ \| | \/\___ \ \__/\ / (____ /__| /____ > \/ \/ \/ ------------------------------------------------------------------------------- Game Guide v1.2 By: Warhead E-mail: charlesjohan@gmail.com Copyright: 2008 Date Started: July 25, 2008 Latest Update: August 27, 2008 ------------------------------------------------------------------------------- o-----------------------------------------------------------------------------o | ..:: Introduction ::.. | o-----------------------------------------------------------------------------o As a fan of the old DOS game Fantasy General by SSI I was exited to hear about its spiritual successor, Fantasy Wars. After browsing around on the web I was quite surprised to see that no guides were present for this russian made gem, even though people seemed to want one. In light of this I decided to take a shot at it myself, and perhaps in the doing, raising interest for the game as well. This is my first FAQ, so bare with me. The designers/translators seem to be a bit indecisive when it comes to spell the word "armor" in the various descriptions, but at least it is spelled consistent. As a rule the headings are spelled "Armour" and in the text it is "Armor". I say potatoe and you say... o-----------------------------------------------------------------------------o | ..:: Table of Contents ::.. | o-----------------------------------------------------------------------------o Version History ......................... [VHIST] Campaigns Human Campaign ....................... [HUMCA] Orc Campaign ......................... [ORCCA] Alliance Campaign .................... [ALICA] Units Human Units .......................... [HUMAR] Light Infantery Peasants ....................... [PESNT] Spearmen ....................... [SPRMN] Yeomen ......................... [YEMEN] Heavy Infantery Militia ........................ [MILTA] Halberdiers .................... [HLBRS] Swordsmen ...................... [SWRDM] Royal Guards ................... [RGUAR] Foot Knights ................... [FTKNI] Scouts Scouts ......................... [SCOTS] Rangers ........................ [RNGRS] Light Cavalry Horse Yeomen ................... [HYEOM] Hobilars ....................... [HBLRS] Heavy Cavalry Landless Knights ............... [LLKNI] Feudal Knights ................. [FEKNI] Royal Knights .................. [ROKNI] Knights of Marcus .............. [KNIOM] Champions of Marcus ............ [CHAOM] Paladins ....................... [PLDNS] Archers Bowmen ......................... [BWMEN] Crossbowmen .................... [CBWMN] Yeomen Archers ................. [YARCH] Royal Archers .................. [RARCH] Arbalesters .................... [ARBRS] War Machines Ballista ....................... [BLIST] Catapult ....................... [CTPLT] Sky Hunter Tamed Eagle .................... [TMEAG] War Eagle ...................... [WEAGL] Bomber Eagle Rider .................... [EGLRI] Heroes Derrick Pfeil .................. [HDEPF] Master Brennok ................. [HMABR] Father Dexter .................. [HFADE] King Victor .................... [HKINV] Orc Units ............................ [ORCAR] Light Infantery Goblin Looters ................. [GOBLO] Goblin Robbers ................. [GOBRO] Goblin Killers ................. [GOBKI] Goblin Crashers ................ [GOBCR] Heavy Infantery Orc Mobs ....................... [ORCMO] Orc Stabbers ................... [ORCST] Battle Orcs .................... [BTLOC] Orc Mights ..................... [ORCMI] Mads ........................... [MADS0] Bad Mads ....................... [BMADS] Wild Trolls .................... [WITRL] War Trolls ..................... [WATRL] Scouts Goblin Runners ................. [GOBRU] Goblin Sneakers ................ [GOBSN] Goblin Stalkers ................ [GOBST] Light Cavalry Mounted Goblins ................ [MOGOB] Goblin Raiders ................. [GBLRA] Heavy Cavalry Orcish Riders .................. [ORCRI] Mighty Riders .................. [MIGRI] Archers Goblin Archers ................. [GBLAR] Goblin Sharp-Eyes .............. [GBLSE] War Machines Spear Hurler ................... [SPHUR] Stone Tosser ................... [STNTO] Sky Hunter Pteranodon Rider ............... [PTRID] Bomber Goblin Zeppelina ............... [GBLZP] Heroes Ugraum Grableg ................. [HUGGR] Sho-doon ....................... [HSHDO] Ash-hoon ....................... [HASHO] Besargar ....................... [HBESA] Alliance Units ....................... [ALIAR] Light Infantery Elven Swords ................... [ELVSW] Flame Guards ................... [FLMGU] Heavy Infantery Dwarven Axemen ................. [DWAXE] Dwarf Nobles ................... [DWNOB] Archers Dwarven Crossbowmen ............ [DWCRO] Elven Bows ..................... [ELVBO] War Machines Dwarven Mobile Fort ............ [DWMOF] Sky Hunter Dragon ......................... [DRAGN] Heroes Teya ........................... [TEYA0] Dwarnrock ...................... [DWRNR] Summoned Units ....................... [XSUMA] Shadow Boars ...................... [XSHBO] Spectral Warriors ................. [XSPWA] Spectral Wolves ................... [XSPWO] Golem ............................. [XGOLM] Flying Eye ........................ [XFLEY] Perks ................................... [PRKS0] States .................................. [STTES] Terrain and Movement Tables Terrain Bonuses in Defence ........... [TBIND] Terrain Bonuses in Attack ............ [TBINA] Movement Cost Table .................. [MOCOT] Artifacts ............................... [ARTFT] Tips & Tricks ........................... [TSNTR] Cheats Easier Experience ..................... [CEXPR] Artifact Switching Cost ............... [CARTC] Quick-Resting ......................... [CQRST] Remove Fog-of-War ..................... [CRFOW] Credits o-----------------------------------------------------------------------------o | ..:: Version History ::.. [VHIST] | o-----------------------------------------------------------------------------o Version 1.0 First version Version 1.1 Added new tips and tricks Fixed formatting bug for unit statistics Added fog-of-war cheat Added missing unit price Added Flame Guards unit Version 1.2 Fixed a bunch of ugly typos o-----------------------------------------------------------------------------o | ..:: Campaigns ::.. | o-----------------------------------------------------------------------------o o-----------------------------------------------------------------------------o | Human Campaign [HUMCA] | o-----------------------------------------------------------------------------o For a long time now Derrik Pfeil, the youngest son a poor noble family, has been making his living as a mercenary. His numerous victories have earned him the reputation of a great commander. Eventually Pfeil's army was hired on a long-term basis by the Trade Council of Sylent. But the neighboring kingdoms did not rush to attack the free town, and merchants felt really bad about paying the money to maintain the mercenaries. Pfeil's army was sent to Derenhalle. King Victor pays gold for tranquility of his southern boarders. 1. Wind of the Steppes ---------------------- Artifacts: Burning Sword (Ruined Chapel) Gold Victory: Gold: 300 Unit: Militia Artifact: None Silver Victory: Gold: 300 Unit: Peasants Bronze Victory: Gold: 300 2. Against the Wind ------------------- Artifacts: Eye of an Eagle (Dead Mage) Gold Victory: Gold: 400 Unit: Halberdiers Artifact: Helm of Saint Silver Victory: Gold: 400 Artifact: Helm of Saint Bronze Victory: Gold: 400 3. Rapid Rescue --------------- Artifacts: Sphere of Cold (Altar) Gold Victory: Gold: 400 Unit: Horse Yeomen Artifact: Amulet of the Fanatic Silver Victory: Gold: 400 Unit: Horse Yeomen Bronze Victory: Gold: 400 4. Back to Derenhalle --------------------- Artifacts: Banner of Valor (Ruined chapel) Gold Victory: Gold: 500 Unit: Catapult Artifact: Lance of Glory Silver Victory: Gold: 500 Artifact: Lance of Glory Bronze Victory: Gold: 500 5. Freiburg's Destiny --------------------- Artifacts: Sword of Wrath (Old church) Relics of Marcus (Temple of Marcus' Blood) Gold Victory: Gold: 500 Unit: Yeomen Artifact: Elixir of Life Silver Victory: Gold: 500 Unit: Yeomen Bronze Victory: Gold: 500 6. Plains of Leranse -------------------- Artifacts: Sphere of Cold (Troll's cave) Horn of Horror (Killing the Goblin Hexer) Gold Victory: Gold: 600 Unit: Royal Archers Artifact: Staff of the Eternal Flame Silver Victory: Gold: 600 Unit: Royal Archers Bronze Victory: Gold: 600 7. Generals of Leranse ---------------------- Artifacts: Firkan's Map (Water mill) Gold Victory: Gold: 600 Unit: Elite Ranger Artifact: Shield of the Ancients Silver Victory: Gold: 600 Artifact: Shield of the Ancients Bronze Victory: Gold: 600 8. Wings of Verson ------------------ Artifacts: None Gold Victory: Gold: 700 Unit: Paladins Artifact: Standard of High King Silver Victory: Gold: 700 Unit: Paladins Bronze Victory: Gold: 700 9. Deserted City ---------------- Artifacts: None Gold Victory: Gold: 700 Unit: Royal Archers Artifact: Cloak of a Saint Silver Victory: n/a Bronze Victory: n/a 10. Bloody Waves (Last scenario) ---------------- Artifacts: None o-----------------------------------------------------------------------------o | Orc Campaign [ORCCA] | o-----------------------------------------------------------------------------o The quarreling between the orcs has been going on for ages. Clans decimate each other down to the last warrior, then new tribes come to inhabit the lands of those who have passed, and the wars continue. Hexers try to preserve the remnants of legends from the times when their tribes were powerful, but even legends end up dying in the endless bloodshed. Yet, everything changes... The young, strong chief Ugraum heard the hexer's word and grasped their meaning. He decided to unite the orcs into a great Horde, in order to give them the power the felt was their right. The orcs would rule the world! The first step would be to conquer Verk Wastes. 1. Conquest of Goblins ---------------------- Artifacts: Mummy Eye (Stone circle) Gold Victory: Gold: 500 Unit: Goblin Robbers Artifact: None Silver Victory: Gold: 400 Unit: Goblin Looters Bronze Victory: Gold: 300 2. Reconnaissance in Force -------------------------- Artifacts: Axe of Madness (Cave) Gold Victory: Gold: 400 Unit: Orc Stabbers Artifact: Sphere of Cold Silver Victory: Gold: 400 Unit: Orc Mobs Bronze Victory: Gold: 400 3. Joining the majority ----------------------- Artifacts: Night Stone (Troll's cave) Gold Victory: Gold: 400 Unit: Stone Tosser Artifact: Horn of Fury Silver Victory: Gold: 400 Artifact: Horn of Fury Bronze Victory: Gold: 400 4. Fall of Irand ---------------- Artifacts: Red Plate of Azurnash (Witch circle) Gold Victory: Gold: 500 Unit: Goblin Sneakers Artifact: Horn of Horror Silver Victory: Gold: 500 Unit: Goblin Sneakers Bronze Victory: Gold: 500 5. Fall of Freiburg ------------------- Artifacts: Desecrated Relic (Old church) Ancient Crown (Killing King Victor) Gold Victory: Gold: 500 Unit: Mounted Goblins Artifact: Staff of The Eternal Flame Silver Victory: Gold: 500 Artifact: Artifact: Staff of The Eternal Flame Bronze Victory: Gold: 500 6. Land Of Knights ------------------ Artifacts: Lance of Glory (Kill the Foot Knights in the additional quest "Intercept the magic cargo" Gold Victory: Gold: 600 Unit: War Trolls Artifact: Firkan's Map Silver Victory: Gold: 600 Artifact: Firkan's Map Bronze Victory: Gold: 600 7. War in The Air ----------------- Artifacts: Staff of Meteors (Cave at Snake Swamp) Gold Victory: Gold: 600 Unit: Orc Mights Artifact: Feather Boots Silver Victory: Gold: 600 Unit: Orc Mights Bronze Victory: Gold: 600 8. Trap for the King -------------------- Artifacts: Staff of Eternity (The Black Altar) Gold Victory: Gold: 700 Unit: Bad Mads Artifact: Big Banner of Ugraum Silver Victory: Gold: 700 Unit: Bad Mads Bronze Victory: Gold: 700 9. The Fall of Verson --------------------- Artifacts: None Gold Victory: Gold: 800 Unit: Mighty Riders Artifact: Elixir of Life Silver Victory: Gold: 800 Artifact: Elixir of Life Bronze Victory: Gold: 800 10. To the Last Sea (Last scenario) ----------------------------------- Artifacts: None o-----------------------------------------------------------------------------o | Alliance Campaign [ALICA] | o-----------------------------------------------------------------------------o Hundreds of years Glenderin Essente - head of the Great Council of Elves has been doing his best to help his people survive in Illis. Elves are reducing in numbers. In order to preserve their race the Elves have to constantly fight preventing big wars. All last time the Council chief is worried by the fact that somebody has started gathering Orcish tribes. Orcs must be weakened before their clans have formed a real Horde. Glenderin has summoned to Ildanor the Elven sorceress Teya, Speaking with Dragons. 1. Secret mission ----------------- Artifacts: Bow of Doom (Troll's cave) Gold Victory: Gold: 400 Unit: None Artifacts: Lightning Bow, Elixir of Life Silver Victory: Gold: 400 Artifact: Elixir of Life Bronze Victory: Gold: 400 2. Ofris -------- Artifacts: Staff of Eternity (Stone circle) Gold Victory: Gold: 400 Unit: None Artifact: None Silver Victory: Gold: 400 Unit: None Bronze Victory: Gold: 400 3. Unmasking ------------ Artifacts: None Gold Victory: Gold: 500 Unit: None Artifacts: Staff of Meteors, Ring of True Sight Silver Victory: Gold: 500 Artifacts: Ring of True Sight Bronze Victory: Gold: 500 4. Breakthrough --------------- Artifacts: Gold Victory: Gold: 700 Unit: None Artifact: None Silver Victory: Gold: 400 Unit: None Bronze Victory: Gold: 200 5. Knights of the Sword ----------------------- Artifacts: Cloak of a Saint (Church of Saint Sacrifice) Gold Victory: Gold: 800 Unit: None Artifact: None Silver Victory: Gold: 500 Unit: None Bronze Victory: Gold: 200 6. Ugraum's Revenge ------------------- Artifacts: None Gold Victory: Gold: 1000 Unit: None Artifact: None Silver Victory: Gold: 600 Unit: None Bronze Victory: Gold: 200 7. Desperate Drive ---------------------- Artifacts: None Gold Victory: Gold: 700 Unit: Flame Guards Artifact: Flameguard Token Silver Victory: Gold: 700 Unit: None Bronze Victory: Gold: 700 8. The Last Battle ---------------------- Kill Farrakh and conclude the three campaigns. o-----------------------------------------------------------------------------o | ..:: Units ::.. | o-----------------------------------------------------------------------------o o-----------------------------------------------------------------------------o | Human Units [HUMAR] | o-----------------------------------------------------------------------------o Peasants [PESNT] -------- Strength... 15 Defence.... 10 Move....... 3 (Foot) Price...... 45 Melee...... 7 Sellback... 22 Sight...... 2 Campaign availability: Start of human campaign Description: The peasants have it bad. They have poor armor, poor weapons, and they are poor warriors, too. Peasants are often sacrificed in big battles, when they're used to block massive assaults. But their life in peacetime is even harder so peasants often join the army willingly. Long years of working in a field can bring several coins, while in a war such sum may come within months - if such a poor warrior is lucky enough to survive that long. Default Perks: None Perks: Level 1: Brigandine Armour, Forest Ambushers, Highlander Level 2: Force March, Swamp Foxes Level 3: Storm Troops, Ford Seekers Level 4: Segmented Movement Level 5: Peoples Rage Possible Upgrades: All foot units + Horse Yeomen and Hobilars Militia [MILTA] ------- Strength... 15 Defence.... 10 Move....... 3 (Foot) Price...... 120 Melee...... 7 Sellback... 60 Sight...... 2 Campaign availability: Start of human campaign Description: A peasant is very lucky if he is recruited into a militia detachment by his lord. Militiamen get food and clothes, and there is even the chance that they'll earn a few coins. In peacetime, the militia is used to suppress frequent peasant riots, while in wartime, these detachments form the core of the infantry. One would never say they are great soldiers, but the members of the militia really know how to survive in a difficult fight. Default Perks: None Perks: Level 1: Brigandine Armour, Shooting Protection, Highlander Level 2: Hard Drill, Derenhalle Blades Level 3: Force March, Ford Seekers Level 4: Famous, Attack Leaders Level 5: Light Equipment Possible Upgrades: Swordsmen, Spearmen, Halberdiers, Royal Guards, Foot knights, Yeomen Halberdiers [HLBRS] ----------- Strength... 15 Defence.... 12 Move....... 3 (Foot) Price...... 210 Melee...... 10 Sellback... 105 Sight...... 2 Campaign availability: Rapid Rescue Description: Mercenary halberdiers have always been the best of the best. They have fought in many battles, are disciplined, and have a strong understanding of battle tactics. Their clothes are all a similar color, emphasizing the cohesion of their units. Their service come at a price, but the power of their attack is worth the money spent. Furthermore, no other infantrymen can provide better protection against cavalry. Default Perks: Cavalry Protection, Armour Piercing (Melee) Perks: Level 1: Defensive Tactics, Shooting Protection, Close Order Formation Level 2: Hard Drill, Mail Armour Level 3: Force March, Storm Troops Level 4: Attack Leaders Level 5: Heavy Halberds Possible Upgrades: Royal Guards Swordsmen [SWRDM] --------- Strength... 15 Defence.... 12 Move....... 3 (Foot) Price...... 200 Melee...... 12 Sellback... 100 Sight...... 2 Campaign availability: Rapid Rescue Description: Most swordsmen are wandering mercenaries, though some lords employ them to protect their family castles. Swordsmen are well-trained professionals excellent at handling a shield and a sword, and familiar with infantry tactics. Few can rival their efficiency and hardness. Default Perks: City Fighters Perks: Level 1: Mail Armour, Shooting Protection, Derenhalle Blades Level 2: Hard Drill, Highlander Level 3: Force March, Storm Troops Level 4: Cause Fear Level 5: Full Plate Armour Possible Upgrades: Foot Knights Spearmen [SPRMN] -------- Strength... 15 Defence.... 11 Move....... 4 (All Terrain) Price...... 205 Melee...... 10 Sellback... 102 Sight...... 2 Campaign availability: Rapid Rescue Description: Spearmen are chosen from among the most nimble militiamen. They are equipped with spears, shields, and leather armor. Their armor is not the strongest, but it affords some protection in battles. Due to the lightness of their armor, spearmen can travel fast to where support is most needed, and can swiftly pass through places where others may get stuck. Default Perks: None Perks: Level 1: Highlander, Shooting Protection, Forest Ambushers Level 2: Hard Drill, Swamp Foxes Level 3: Force March, Ford Seekers Level 4: Segmented Movement Level 5: Light Equipment Possible Upgrades: Yeomen Foot Knights [FTKNI] ------------ Strength... 15 Defence.... 13 Move....... 3 (Foot) Price...... 330 Melee...... 14 Sellback... 165 Sight...... 2 Campaign availability: Plains of Leranse Description: Often, swordsmen are knighted as a reward for their deeds in battle. The ones who do not receive land or war horses become foot knights. These professional infantrymen are used to fighting on the ground, and do not need horses. Tough shields and good armor make foot knights practically invincible. Wherever a detachment of these warriors appears, the enemy will face a difficult battle. Default Perks: Hard Target, City Fighters, Defensive Stance Perks: Level 1: Mail Armour, Shooting Protection, Derenhalle Blades Level 2: Hard Drill, Highlander Level 3: Force March, Storm Troops Level 4: Cause Fear Level 5: Full Plate Armour Possible Upgrades: None Royal Guards [RGUAR] ------------ Strength... 15 Defence.... 14 Move....... 3 (Foot) Price...... 310 Melee...... 12 Sellback... 155 Sight...... 2 Campaign availability: Plains of Leranse Description: Only experienced mercenaries, who have fought in many battles, can become members of the royal guard. They have earned fortunes for their services, which explains why they have the best clothes and uniforms, and their battle-axes are distinguishable for their expert workmanship. Commanders turn a blind eye to these excesses because Royal Guards are the most efficient defence against anyone foolish enough to attack their bristling ranks. Default Perks: Cavalry Protection, Armour Piercing (Melee), Defence Mainstay Perks: Level 1: Defensive Tactics, Shooting Protection, Close Order Formation Level 2: Hard Drill, Mail Armour Level 3: Force March, Storm Troops Level 4: Attack Leaders Level 5: Heavy Halberds Possible Upgrades: None Yeomen [YEMEN] ------ Strength... 15 Defence.... 13 Move....... 4 (All Terrain) Price...... 345 Melee...... 12 Sellback... 172 Sight...... 3 Campaign availability: Plains of Leranse Description: Becoming a yeoman is the best thing a peasant can hope for when he joins his lord's army. Armed with light spears, axes and short swords, protected by shields and leather armor, and capable of moving quickly on any terrain, yeomen represent a serious threat to any enemy. In peaceful times this force can be used to train militia. Default Perks: Invisible Stance Perks: Level 1: Highlander, Shooting Protection, Forest Ambushers Level 2: Hard Drill, Swamp Foxes Level 3: Force March, Ford Seekers Level 4: Segmented Movement Level 5: Light Equipment Possible Upgrades: None Bowmen [BWMEN] ------ Strength... 10 Defence.... 6 Move....... 3 (Foot) Price...... 125 Melee...... 4 Missile.... 5 (Range 2) Sellback... 62 Sight...... 2 Campaign availability: Start of human campaign Description: Archers are needed in any war. Peasants know that well. That's why farsighted fathers teach their sons not only to work in a field, but also archery. Who knows, during a war a son might make enough money to feed his whole family. And when there is no war, there's always prey in the lord's forest. Default Perks: None Perks: Level 1: Brigandine Armour, Counter Attack (Missile), Bodkin Arrows Level 2: Ralin Boots, Hills Archers Level 3: Eagle Eye, Merry Men Level 4: Wooden Stakes Level 5: Elven Bowstrings Possible Upgrades: Crossbowmen, Yeomen Archers, Arbalesters, Royal Archers Crossbowmen [CBWMN] ----------- Strength... 10 Defence.... 10 Move....... 3 (Foot) Price...... 220 Melee...... 5 Missile.... 7 (Range 2) Sellback... 110 Sight...... 2 Campaign availability: Rapid Rescue Description: Crossbowmen is a relative new weapon, but it has already become quite popular among mercenaries. However, only the richest can afford to buy one. Crossbowman units present quite a spectacle to the enemy. Every fighter tries to emphasize his wealth and outdo his fellow warriors by the finery of his dress. Commanders usually turn a blind eye to their presumptuous behavior and lack of discipline, because of their effectiveness in battle. A volley of crossbow bolts can knock down even the most heavily armoured regiment of knights. Default Perks: Armour Piercing (Missiles) Perks: Level 1: Brigandine Armour, Counter Attack (Missile), Steel Bolts Level 2: Slayer, Hills Archers Level 3: Crippling Shot, Siege Shooters Level 4: Eagle Eye Level 5: Heavy Crossbow Possible Upgrades: Arbalesters Yeomen Archers [YARCH] -------------- Strength... 10 Defence.... 7 Move....... 3 (All Terrain) Price...... 230 Melee...... 5 Missile.... 8 (Range 2) Sellback... 115 Sight...... 2 Campaign availability: Rapid Rescue Description: These warriors are much more disciplined and highly-trained than ordinary peasant archers. Loyal to their lord and hardened by battle experience, yeomen archers are indeed very dangerous. In melee combat, they use axes and clubs, but they do much more harm to the enemy with their longbows, accurately shooting arrows 300 paces. Default Perks: Expert Huntsmen Perks: Level 1: Brigandine Armour, Counter Attack (Missile), Bodkin Arrows Level 2: Ralin Boots, Hills Archers Level 3: Eagle Eye, Merry Men Level 4: Wooden Stakes Level 5: Elven Bowstrings Possible Upgrades: Royal Archers Royal Archers [RARCH] ------------- Strength... 10 Defence.... 9 Move....... 3 (All Terrain) Price...... 340 Melee...... 6 Missile.... 10 (Range 2) Sellback... 170 Sight...... 2 Campaign availability: Generals of Leranse Description: Becoming an archer in the royal guard is the ultimate goal of any archer, but few will ever attain this position. Once a year, archery tournaments are held at large midsummer fairs, and the winner are offered a place in the regiment of these elite warriors. Others marvel at the size of their salaries, their luxurious uniforms and outfits. But mainly, it's the accuracy of their bows that sets them apart from the other bowmen. Default Perks: Expert Huntsmen, Multiple Support Perks: Level 1: Brigandine Armour, Counter Attack (Missile), Bodkin Arrows Level 2: Ralin Boots, Hills Archers Level 3: Eagle Eye, Merry Men Level 4: Wooden Stakes Level 5: Elven Bowstrings Possible Upgrades: None Arbalesters [ARBRS] ----------- Strength... 10 Defence.... 12 Move....... 3 (Foot) Price...... 330 Melee...... 6 Missile.... 9 (Range 2) Sellback... 165 Sight...... 2 Campaign availability: Generals of Leranse Description: These mercenaries are the true elite of crossbowmen. Their skill level is similar to other crossbowmen, but their equipment is far superior. Armorers are paid well to employ the most excellent steel for their armor and crossbows. These warriors generally demand substantial salaries for their services. Default Perks: Armour Piercing (Missiles), City Fighters Perks: Level 1: Brigandine Armour, Counter Attack (Missile), Steel Bolts Level 2: Slayer, Hills Archers Level 3: Crippling Shot, Siege Shooters Level 4: Eagle Eye Level 5: Heavy Crossbow Possible Upgrades: None Scouts [SCOTS] ------ Strength... 10 Defence.... 8 Move....... 4 (All Terrain) Price...... 190 Melee...... 4 Skirmish... 7 Sellback... 95 Sight...... 3 Campaign availability: Start of human campaign Description: Many peasants roam in their lord's forests at night carrying bows and spears, in the hope that they may be able to kill something to eat. The punishment for poaching is death, but if a hunter gets caught, a timely war may save him from the gallows pole. Poachers make the best scouts. Why not allow them to pay for their crimes by providing the lord with valuable but dangerous service? Default Perks: Segmented Movement Perks: Level 1: Forest Like Home, Poisoned Attack, Firestarters Level 2: Eagle Eye, Brigandine Armour Level 3: Swamp Foxes, Ford Seekers Level 4: Cause Fear Level 5: Light Equipment Possible Upgrades: Rangers, Horse Yeomen, Elite Rangers, Hobilars Rangers [RNGRS] ------- Strength... 10 Defence.... 9 Move....... 4 (All Terrain) Price...... 280 Melee...... 5 Skirmish... 8 Sellback... 95 Sight...... 3 Campaign availability: Back to Derenhalle Description: These warriors have forgotten that they were once common poachers. They've long since redeemed themselves with their glorious deeds an the battlefield. To relegate warriors with such incredible skill and training to simple field work would be a thoughtless waste. They are no longer common scouts, they are rangers. They can live alone in the woods for months, they move as silently as wild animals, and they are highly skilled with throwing spears and daggers. Default Perks: Concealment, Harassers, Segmented Movement Perks: Level 1: Forest Like Home, Poisoned Attack, Firestarters Level 2: Eagle Eye, Brigandine Armour Level 3: Swamp Foxes, Ford Seekers Level 4: Cause Fear Level 5: Light Equipment Possible Upgrades: Elite Rangers Elite Rangers [ERNGR] ------------- Strength... 10 Defence.... 10 Move....... 4 (All Terrain) Price...... 390 Melee...... 6 Skirmish... 10 Sellback... 195 Sight...... 3 Campaign availability: Generals of Leranse Description: Elite. The best of the best. These warriors have survived hundreds of battles, and have devoted their lives to mastering the art of silently killing the enemy. Even an elf needs all his skill to see these warriors in a forest. And he also needs all his luck to survive their attack. Default Perks: Concealment, Harassers, Segmented Movement, Pathfinder Perks: Level 1: Forest Like Home, Poisoned Attack, Firestarters Level 2: Eagle Eye, Brigandine Armour Level 3: Swamp Foxes, Ford Seekers Level 4: Cause Fear Level 5: Light Equipment Possible Upgrades: None Horse Yeomen [HYEOM] ------------ Strength... 10 Defence.... 9 Move....... 5 (Mounted) Price...... 285 Melee...... 6 Skirmish... 9 Sellback... 142 Sight...... 3 Campaign availability: Back to Derenhalle Description: Some scouts are given the honor of becoming horsemen. Their duty include escorting the landlord on the hunt and catching runaway peasants. In wartime, horse yeomen are engaged in reconnaissance and carrying out raids behind enemy lines. For this purpose, they are equipped with light throwing spears and protected by leather armor. Of course, these cavalrymen cannot rival professional warriors, but they may cause a lot of trouble for baggage trains and light infantry. Default Perks: Segmented Movement, Shooting Protection: Fast Riding Perks: Level 1: Evaders, Poisoned Attack, Firestarters Level 2: Eagle Eye, Brigandine Armour Level 3: Trail Seekers, Ford Seekers Level 4: Defensive Stance (Skirmish) Level 5: Light Equipment Possible Upgrades: Hobilars Hobilars [HBLRS] -------- Strength... 10 Defence.... 11 Move....... 5 (Mounted) Price...... 395 Melee...... 7 Skirmish... 11 Sellback... 197 Sight...... 3 Campaign availability: Generals of Leranse Description: Experienced horse yeomen must serve in hobilar ranks, together with mercenaries. It is unclear who knows more about the art of war, but such mixed units work well in combat. Javelins with long, sharp tips, reinforced leather armor, good swords and fast horses make these light horsemen a rather troublesome enemy. Default Perks: Segmented Movement, Shooting Protection: Fast Riding, Restless Raiders Perks: Level 1: Evaders, Poisoned Attack, Firestarters Level 2: Eagle Eye, Brigandine Armour Level 3: Trail Seekers, Ford Seekers Level 4: Defensive Stance (Skirmish) Level 5: Light Equipment Possible Upgrades: Tamed Eagle [TMEAG] ----------- Strength... 10 Defence.... 7 Move....... 6 (Flight) Price...... 230 Air Melee.. 6 Sellback... 115 Sight...... 3 Campaign availability: Rapid Rescue Description: These powerful birds have attracted the attention of people from time immemorial. Humans have since learned to tame the eagles living in the mountains of Leranse and turn them into perfect soldiers. Air hunters offer huge advantages to the armies they serve. Aside from having a bird's eye view of targets unavailable to land observers, eagles can fight both on earth and in the air using their beaks and claws. Default Perks: None Perks: Level 1: Sky Dancer, Shadow of a Vulture, Hunter Instincts Level 2: Shooting Protection: High Altitude, Segmented Movement Level 3: Iron Feathers, Light Wings Level 4: Eagle Eye Level 5: Flying Death Possible Upgrades: War Eagle, Eagle Rider War Eagle [WEAGL] --------- Strength... 10 Defence.... 9 Move....... 6 (Flight) Price...... 330 Air Melee.. 9 Sellback... 165 Sight...... 3 Campaign availability: Plains of Leranse Description: War eagles were initially bred from wild birds for hunting and to entertain the nobility back in the times of the old empire. New rulers now appreciate their strength in battle. Their mighty beaks and long claws can tear any enemy to pieces in a few moments. The only weakness of these feathered hunters is that they're vulnerable to shooters. Default Perks: None Perks: Level 1: Sky Dancer, Shadow of a Vulture, Hunter Instincts Level 2: Shooting Protection: High Altitude, Segmented Movement Level 3: Iron Feathers, Light Wings Level 4: Eagle Eye Level 5: Flying Death Possible Upgrades: None Eagle Rider [EGLRI] ----------- Strength... 10 Defence.... 8 Move....... 5 (Flight) Price...... 310 Melee...... 4 Bombardment 9 Sellback... 155 Sight...... 3 Campaign availability: Plains of Leranse Description: Certain young eagles impress the royal falconers with their size. Such nestlings are taught to wear harnesses straight away, and usually, once they've grown up, they are strong enough to lift a rider with a load of stones or bombs into the air. The warriors who fly on the backs of these giant birds and throw deadly rounds down with precision on their enemies call themselves eagle riders. Default Perks: None Perks: Level 1: Sky Dancer, Shadow of a Vulture, Skilled Bomber Level 2: Shooting Protection: High Altitude, Rational Payload Level 3: Armour Plates, Flame Ammo Level 4: Cause Fear Level 5: Stealth Bomber Possible Upgrades: None Ballista [BLIST] -------- Strength... 10 Defence.... 5 Move....... 3 (Wheeled) Price...... 260 Melee...... 3 Bolt....... 9 (Range 3) Sellback... 130 Sight...... 1 Campaign availability: Rapid Rescue Description: They say that a spear launched by a ballista can kill an entire detachment. The stories about the might of these war machines may be slightly exaggerated, but their effectiveness has been proven time and time again in battle. A ballista is capable of sending its shells an enormous distance. The only serious drawback of this war machine is its vulnerability once the enemy draws near. Default Perks: Armour Piercing (Bolt) Perks: Level 1: Slayer, Forward Observer, Target Practice (Bolt) Level 2: Long Range Thrower, Combat Training Level 3: Iron Hoop Wheels, Force March Level 4: Cause Fear Level 5: Counter Attack (Bolt) Possible Upgrades: None Catapult [CTPLT] -------- Strength... 10 Defence.... 5 Move....... 3 (Wheeled) Price...... 275 Melee...... 3 Stone...... 10 (Range 3) Sellback... 137 Sight...... 1 Campaign availability: Rapid Rescue Description: A catapult is a powerful war machine capable of attacking fortified cities and fortresses. To control a catapult you need experience and an accurate eye, rather than strength and dexterity. One catapult shot can cause tremendous damage and even a troll will have a hard time if hit by a stone round. However, a catapult is easily destroyed in a melee. Default Perks: Armour Piercing (Stone) Note: This unit's attack value against a unit that has a base strength of 15 will be multiplied by 1.67. Perks: Level 1: Garrison Atrillery, Forward Observer, Target Practice (Stone Throw) Level 2: Heavy Artillery, Combat Training Level 3: Iron Hoop Wheels, Force March Level 4: Cause Fear Level 5: Explosive Ammo Possible Upgrades: None Landless Knights [LLKNI] ---------------- Strength... 10 Defence.... 9 Move....... 4 (Mounted) Price...... 185 Melee...... 8 Charge..... 9 Sellback... 92 Sight...... 2 Campaign availability: Rapid Rescue Description: These noblemen are unlucky. The younger sons of rich and honorable families get nothing except their title and the right to wear the coat of arms. They can never expect money or hereditary land. These landless knights spend their lives fighting, taking part in whatever skirmishes they come across. For them, fighting is the only way they can earn their living and perhaps even attain some land by the way of a grant from the king. Default Perks: Impetuous, Hard Target Perks: Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances Level 2: Derenhalle Blades, Thoroughbred Horse Level 3: Full Plate Armour, Seneschal Level 4: Counter Attack (Charge) Level 5: Sacred Steel Possible Upgrades: Feudal Knights, Royal Knights, Knights of Marcus, Champions of Marcus, Paladins Feudal Knights [FEKNI] -------------- Strength... 10 Defence.... 10 Move....... 4 (Mounted) Price...... 235 Melee...... 9 Charge..... 10 Sellback... 117 Sight...... 2 Campaign availability: Back to Derenhalle Description: Thanks to the revenue of they receive from hereditary lands, knights can afford good armor, arms and excellent war horses. Thus equipped, most knights do not evade battles, as they are an excellent way to increase their fortunes. Certain of their superiority, they rush to attack, disregarding traditional tactics. Only a few can withstand their dreadful, unpredictable strikes. Default Perks: Impetuous, Hard Target Perks: Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances Level 2: Derenhalle Blades, Thoroughbred Horse Level 3: Full Plate Armour, Seneschal Level 4: Counter Attack (Charge) Level 5: Sacred Steel Possible Upgrades: Royal Knights, Knights of Marcus, Champions of Marcus, Paladins Royal Knights [ROKNI] ------------- Strength... 10 Defence.... 12 Move....... 4 (Mounted) Price...... 310 Melee...... 10 Charge..... 13 Sellback... 155 Sight...... 2 Campaign availability: Generals of Leranse Description: From childhood onward, boys in noble families are bred to become warriors and to bravely defend the honor of their native kingdom. After reaching the age of majority they are recruited to join the royal cavalry. A unit of such knights presents a colorful spectacle - pennants, badges, arms, gilt, silver embroidery, inlays, gems on sheaths, plumes on helmets. Some deem them too flashy and vain, but an attack by these splendid horsemen is sure to bury all doubt surrounding their ability to fight. Default Perks: Impetuous, Hard Target, Cause Fear Perks: Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances Level 2: Derenhalle Blades, Thoroughbred Horse Level 3: Full Plate Armour, Seneschal Level 4: Counter Attack (Charge) Level 5: Sacred Steel Possible Upgrades: Paladins Knights of Marcus [KNIOM] ----------------- Strength... 10 Defence.... 12 Move....... 4 (Mounted) Price...... 315 Melee...... 10 Charge..... 12 Sellback... 157 Sight...... 2 Campaign availability: Generals of Leranse Description: Knights of Marcus are distinguished by their extraordinary discipline, which is why they are much more dangerous in battle than their secular fellows. Only the most experienced warriors are chosen to protect the faith. All of them carry shields with the brotherhood blazon as a sign of membership in the holy order. The church may rely on their heavy spears as the decisive argument in any theological polemic. Default Perks: Hard Target, Imperturbable, Iron Discipline Perks: Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances Level 2: Derenhalle Blades, Thoroughbred Horse Level 3: Full Plate Armour, Temple Defenders Level 4: Counter Attack (Charge) Level 5: Sacred Steel Possible Upgrades: Champions of Marcus Champions of Marcus [CHAOM] ------------------- Strength... 10 Defence.... 14 Move....... 4 (Mounted) Price...... 440 Melee...... 11 Charge..... 14 Sellback... 220 Sight...... 2 Campaign availability: Deserted City Description: Champions of Marcus are elite knights who differ from their common fellows in strength and experience. Rumors abound that these knights know secret ways to fight the undead. These knights on white horses set an example of valor, discipline and faith for their brothers-in-arms, and symbolize horror and death for their enemies. Few can measure up to these symbols of holiness in battle. Default Perks: Hard Target, Imperturbable, Segmented Movement, Iron Discipline Perks: Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances Level 2: Derenhalle Blades, Thoroughbred Horse Level 3: Full Plate Armour, Temple Defenders Level 4: Counter Attack (Charge) Level 5: Sacred Steel Possible Upgrades: None Paladins [PLDNS] -------- Strength... 10 Defence.... 14 Move....... 4 (Mounted) Price...... 430 Melee...... 11 Charge..... 15 Sellback... 215 Sight...... 2 Campaign availability: Deserted City Description: The glory of the paladins is known throughout the kingdoms of humans. They follow only faith, truth, and the king, their deeds inspire trust, and their appearance causes admiration all around. Marvelous clothes, gilded armor, huge spears and heavy swords - those who have seen them once will never forget. Thanks to their unrivaled power and incredible skill, paladins are the first ones to claim victory in battles with monsters. No one other dares to stand in the way of these knights. Default Perks: Impetuous, Hard Target, Cause Fear, Slayer Perks: Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances Level 2: Derenhalle Blades, Thoroughbred Horse Level 3: Full Plate Armour, Seneschal Level 4: Counter Attack (Charge) Level 5: Sacred Steel Possible Upgrades: None Derrick Pfeil (Hero) [HDEPF] -------------------- Strength... 10 Defence.... 12 Move....... 4 (Mounted) Price...... n/a Melee...... 9 Charge..... 6 Sellback... n/a Sight...... 3 Campaign availability: Start of human campaign Description: Captain Derrik Pfeil is a good commander for any mercenary army. His cold judgment and sternness work in combination with his knowledge and tactical mastery. During his years of command, Pfeil has never lost a single battle. The service of his army are not cheap, but he never lacks customers ready to pay for their safety. A descendant of an ancient family, Pfeil inherited honor, nobility, excellent manners and the secret of his ancestor's fencing school. One would be hard-pressed to find a more dangerous enemy than him throughout all the kingdoms. Default Perks: Commander Perks: Level 1: Master Crafted Armour, First Seneschal, Jouster Level 2: Fearless, Ford Seekers, Tactician Level 3: Siege Master, Counter Attack (Charge) Level 4: Defensive Order Level 5: Inspire to Defend Level 6: Order to March Level 7: Armour Piercing, Inspire to Attack
Level 8: Fencers
Level 9: Royal Steed
Level 10: Slayer
Possible Upgrades: n/a
Master Brennok (Hero) [HMABR]
---------------------
Strength... 10 Defence.... 8 Move....... 3 (Foot)
Price...... n/a Melee...... 6 Missile.... 10 (Range 2)
Sellback... n/a Sight...... 3
Campaign availability: Rapid Rescue
Description:
When you look at this broad-shouldered man, it's hard to believe that he
is really Alfred Brennok, head of the mage academy, Licvetur. It seems as
though armor would suit him better then the gown of a rector. Long ago the
master was a sergeant of the guards, and one has to wonder who was more
frightened of him, his enemies or the recruits placed under his command.
Brennok's fate changed drastically when he was accused of practicing black
magic. Naturally, the inquisitor were furious when his shackles fell to the
ground on their own. The former Sergeant gradually learned to accept his
gift for magic, and after many years of roaming, he settled down in the
free town of Sylent, where he founded a mage academy.
Default Perks: Fireball
Perks:
Level 1: Wizard Eye, Freeze, Battle Mage
Level 2: Summon Spectral Warriors, Water Walk, Magic Armour
Level 3: Lightning, Magic Flare
Level 4: Rust
Level 5: Tornado
Level 6: Magic Boots
Level 7: Meteor Fall, Summon Golem
Level 8: Archmage's Shield
Level 9: Word of Death
Level 10: -
Possible Upgrades: n/a
Father Dexter (Hero) [HFADE]
--------------------
Strength... 10 Defence.... 12 Move....... 4 (Foot)
Price...... n/a Melee...... 10 Charge..... 10
Sellback... n/a Sight...... 3
Campaign availability: Back to Derenhalle
Description:
Father Dexter is not someone people would like to meet, even though they
would probably learn much from an encounter with him. Everyone who
eventually befriends the father is astonished by his fine mind, excellent
diplomatic skills, broad knowledge and impeccable manners. But most often,
people's first impression are shaped by his strong will, firm faith, and
fanatic longing for the truth. The authority of the Great Priest is
unbelievably vast. Kings and even the Pope himself take his advice into
account.
Default Perks: Slayer
Perks:
Level 1: Fearless, Bless, Armour Piercing
Level 2: Righteous Fury, Force March, Sanctified Armour
Level 3: Cause Fear, Heal
Level 4: Strike of Marcus
Level 5: Mass Heal
Level 6: Ralin Boots
Level 7: Fencers, Resurrect
Level 8: Mass Blessing
Level 9: Holy Crusade
Level 10: -
Possible Upgrades: n/a
King Victor (Hero) [HKINV]
------------------
Strength... 10 Defence.... 13 Move....... 4 (Foot)
Price...... n/a Melee...... 9 Charge..... 12
Sellback... n/a Sight...... 3
Campaign availability: Bloody Waves
Description:
The king of Derenhalle is a true warrior. He is accustomed to ruling from
the saddle, not the throne. During his younger years, Victor survived
dozens of battles with the orcs who continually attacked his land. Military
experience taught him to take case of his subjects, which is why King
Victor prefers to use mercenary armies to sort out unpleasant situations
on the borders of Derenhalle.
Default Perks: Hard Target
Perks:
Level 1: Master Crafted Armour, First Seneschal, Jouster
Level 2: Fearless, Ford Seekers, Tactician
Level 3: Siege Master, Counter Attack (Charge)
Level 4: Defensive Order
Level 5: Inspire to Defend
Level 6: Order to March
Level 7: Armour Piercing, Inspire to Attack
Level 8: Fencers
Level 9: Royal Steed
Level 10: Slayer
Possible Upgrades: n/a
o-----------------------------------------------------------------------------o
| Orc Units [ORCAR] |
o-----------------------------------------------------------------------------o
Goblin Looters [GOBLO]
--------------
Strength... 15 Defence.... 5 Move....... 4 (All Terrain)
Price...... 40 Melee...... 5
Sellback... 20 Sight...... 2
Campaign availability: Conquest of Goblins
Description:
No matter where orc clans go, no matter where they fight, hordes of goblins
can be found lurking nearby. Orcs think these creatures are perfectly
suited for different dirty jobs. Even at war goblins may be useful. They
loot the dead and can even sack a village of unarmed peasants.
Default Perks: Lazy
Perks:
Level 1: Quiky Mold, Shooting Protection, Forest Ambushers
Level 2: Iron Things, Enthusiastic Retreat
Level 3: Froggy, Lil Boss
Level 4: Segmented Movement
Level 5: Deathcup Beer
Possible Upgrades: All goblin units
Goblin Robbers [GBLRO]
--------------
Strength... 15 Defence.... 10 Move....... 4 (All Terrain)
Price...... 140 Melee...... 7
Sellback... 70 Sight...... 2
Campaign availability: Joining the majority
Description:
Goblin robbers are not very strong warriors. Dressed in old, worn-out
leather armor, and armed with crude spears, these goblins follow the orc
hordes wherever they venture. Dozens of skilled warriors will easily defeat
an equal amount of robbers, but the teared armor of those who underestimate
these small warriors may be added to the robbers' collection.
Default Perks: Lazy
Perks:
Level 1: Quiky Mold, Shooting Protection, Forest Ambushers
Level 2: Iron Things, Enthusiastic Retreat
Level 3: Froggy, Lil Boss
Level 4: Segmented Movement
Level 5: Deathcup Beer
Possible Upgrades:
Goblin Killers, Goblin Crashers
Goblin Killers [GBLKI]
--------------
Strength... 15 Defence.... 11 Move....... 4 (All Terrain)
Price...... 200 Melee...... 10
Sellback... 100 Sight...... 2
Campaign availability: Fall of Freiburg
Description:
An enemy is making a mistake if he thinks he can easily cope with a unit
of these goblins. They are not just simple looters or robbers, but true
masters of quick fighting, a nightmare haunting the forests and swamps
they inhabit. They have armor, helmets, shields and iron weapons, which
they took from the enemy bodies they left in huge numbers on the
battlefield. The victims are numerous in any fight involving goblin
killers.
Default Perks: Lazy, Invisible Stance
Perks:
Level 1: Quiky Mold, Shooting Protection, Forest Ambushers
Level 2: Iron Things, Enthusiastic Retreat
Level 3: Froggy, Lil Boss
Level 4: Segmented Movement
Level 5: Deathcup Beer
Possible Upgrades:
Goblin Crashers
Goblin Crashers [GBLCR]
---------------
Strength... 15 Defence.... 13 Move....... 4 (All Terrain)
Price...... 320 Melee...... 13
Sellback... 160 Sight...... 3
Campaign availability: War in The Air
Description:
It's difficult to find anyone who can honestly say that they've seen a
goblin crasher. Crashers kill everyone they can run down, and run from
anyone they can't kill. It is said, that crashers rarely run away. Even
orcs prefer not to mess with these goblins. It is far too dangerous to try
to take their weapons and armor.
Default Perks: Lazy, Invisible Stance, Force March
Perks:
Level 1: Quiky Mold, Shooting Protection, Forest Ambushers
Level 2: Iron Things, Enthusiastic Retreat
Level 3: Froggy, Lil Boss
Level 4: Segmented Movement
Level 5: Deathcup Beer
Possible Upgrades: None
Orc Mobs [ORCMO]
--------
Strength... 15 Defence.... 7 Move....... 3 (All Terrain)
Price...... 60 Melee...... 7
Sellback... 30 Sight...... 2
Campaign availability: Conquest of Goblins
Description:
Orc Mobs are terrifying mainly because of their size, not their power.
Armed only with crude wooden or bone clubs, clothed in leather jackets,
they are dangerous because of their great number. There are so many of
them that their clans don't even bother to count the victims after a
battle. There always will be another mob as a replacement.
Default Perks: None
Perks:
Level 1: Thick Armour, Shooting Protection, Fine Stabza
Level 2: Orcish Beer, Horse Eaters
Level 3: Wild Temper, Force March
Level 4: Cause Fear
Level 5: Dirty Tricks
Possible Upgrades:
Orc Stabbers, Battle Orcs, Orc Mights, Mads, Bad Mads, Orcish Riders,
Mighty Riders
Orc Stabbers [ORCST]
------------
Strength... 15 Defence.... 8 Move....... 3 (Foot)
Price...... 120 Melee...... 11
Sellback... 60 Sight...... 2
Campaign availability: Reconnaissance in Force
Description:
Mighty orcs who emerge from within the orcish ranks. They are the ones who
have survived the savage selection process of battle after battle. Hardened
by endless fights with their fellow orcs, armed with metal weapons and
shields, stabzas are the core might of orc hordes. No man can hope to kill
an orc stabza with ease, because these orcs are larger and stronger than
any human warrior.
Default Perks: None
Perks:
Level 1: Thick Armour, Shooting Protection, Fine Stabza
Level 2: Orcish Beer, Horse Eaters
Level 3: Wild Temper, Force March
Level 4: Cause Fear
Level 5: Dirty Tricks
Possible Upgrades:
Battle Orcs, Orc Mights, Mads, Bad Mads, Orcish Riders, Mighty Riders
Battle Orcs [BTLOC]
-----------
Strength... 15 Defence.... 10 Move....... 3 (Foot)
Price...... 220 Melee...... 13
Sellback... 110 Sight...... 2
Campaign availability: Fall of Irand
Description:
Battle orcs are veterans of many battles. They are better protected and
armed, and by far more dangerous than most fighters in the horde. Notable
strength and unrivaled discipline (for orcs) enable battle orcs to fight
even foot knights, and their durable armor saves them from bowmen.
Default Perks: Hard Target, City Fighters
Perks:
Level 1: Pha-lansa, Shooting Protection, Fine Stabza
Level 2: Orcish Beer, Horse Eaters
Level 3: Thick Armour, Force March
Level 4: Cause Fear
Level 5: Dirty Tricks
Possible Upgrades: Orc Mights
Orc Mights [ORCMI]
----------
Strength... 15 Defence.... 12 Move....... 3 (Foot)
Price...... 320 Melee...... 15
Sellback... 160 Sight...... 2
Campaign availability: Trap for the King
Description:
Every orc might can become a clan chief. You cannot miss these orcs among
the ranks of a horde. Incredibly tall, dressed in the best armor with the
heaviest swords and axes, they are easily distinguishable from afar. Orc
mights will form an indestructible wall on their enemy's warpath. They can
turn the tide even in the harshest battle situations.
Default Perks: Hard Target, City Fighters, Defensive Stance
Perks:
Level 1: Pha-lansa, Shooting Protection, Fine Stabza
Level 2: Orcish Beer, Horse Eaters
Level 3: Thick Armour, Force March
Level 4: Cause Fear
Level 5: Dirty Tricks
Possible Upgrades: None
Mads [MADS0]
----
Strength... 15 Defence.... 9 Move....... 4 (Foot)
Price...... 230 Melee...... 13 Charge..... 5
Sellback... 115 Sight...... 2
Campaign availability: Fall of Irand
Description:
Only hexers know the secret of how to brew the concoction for madness. Once
a year they choose the best young orcs, and on Magdar night they make them
drink this concoction. Surviving orcs become berserks. They become mad:
voices and visions urge them to kill, tear and trample. Attacks by these
orcs are violent and horrible. Berserks simply wipe out enemies who engage
them in combat.
Default Perks: Impetuous, Cause Fear
Perks:
Level 1: Commanding Eminence, Armour Piercing (Melee), Fine Stabza
Level 2: Claustrophobia, Horse Eaters
Level 3: Wild Temper, Force March
Level 4: Frenzied Regeneration
Level 5: Dirty Tricks
Possible Upgrades: Bad Mads
Bad Mads [BMADS]
--------
Strength... 15 Defence.... 10 Move....... 4 (Foot)
Price...... 320 Melee...... 15 Charge..... 6
Sellback... 160 Sight...... 2
Campaign availability: Trap for the King
Description:
After surviving dozens of fights with wild animals, trolls and humans, mads
become even more dangerous. Frequent use of concoctions has taught them to
fall into a violent rage without any potions. Each bad mad is larger and
faster than a common berserk and can hold a two-hand stabza with one hand.
A single unit of these fighters can litter the entire battlefield with dead
bodies.
Default Perks: Impetuous, Cause Fear, Slayer
Perks:
Level 1: Commanding Eminence, Armour Piercing (Melee), Fine Stabza
Level 2: Claustrophobia, Horse Eaters
Level 3: Wild Temper, Force March
Level 4: Frenzied Regeneration
Level 5: Dirty Tricks
Possible Upgrades: None
Orcish Riders [ORCRI]
-------------
Strength... 10 Defence.... 11 Move....... 4 (Mounted)
Price...... 280 Melee...... 11 Charge..... 10
Sellback... 140 Sight...... 2
Campaign availability: Fall of Irand
Description:
Wild animals can serve for more than just food! In ancient times, orcs that
lived in forests decided their strongest warriors should battle on bulls'
backs. Descendants of those old families preserved the tradition and now
form the core of the bull cavalry. Bulls have always been the main weapon
of these riders. Mighty animals are not afraid of hot battles, and can
penetrate the most durable armor with one strike of their horns.
Default Perks: Hard Target, Imperturbable
Perks:
Level 1: Almost Round Shields, Armour Piercing (Charge), Iron Horns
Level 2: Fine Stabza, Ford Seekers
Level 3: Bull Trails, Cause Fear
Level 4: Counter Attack (Charge)
Level 5: Beast Temper
Possible Upgrades: Mighty Riders
Mighty Riders [MIGRI]
-------------
Strength... 10 Defence.... 13 Move....... 4 (Mounted)
Price...... 410 Melee...... 12 Charge..... 12
Sellback... 205 Sight...... 2
Campaign availability: Trap for the King
Description:
Mighty Riders sit in the saddles of only the most powerful bulls. The blood
lust of these animals worries even the goblins that tend to them. One wrong
move and they'll end up dead! These bulls are always ready to rush into
battle to skewer enemies with their horns and trample whoever stands in
their way- Their eyes are bloodshot and their hoarse breathing resembles
the roar of their riders.
Default Perks: Hard Target, Imperturbable, Segmented Movement
Perks:
Level 1: Almost Round Shields, Armour Piercing (Charge), Iron Horns
Level 2: Fine Stabza, Ford Seekers
Level 3: Bull Trails, Cause Fear
Level 4: Counter Attack (Charge)
Level 5: Beast Temper
Possible Upgrades: None
Mounted Goblins [MOGOB]
---------------
Strength... 10 Defence.... 10 Move....... 5 (Mounted)
Price...... 280 Melee...... 6 Skirmish... 9
Sellback... 140 Sight...... 3
Campaign availability: Fall of Irand
Description:
Only goblins from the forest tribe that have lived and hunted together
with hyenas for centuries are able to place saddles on their backs. Goblins
realize that it is not they who dominate the rider-hyena relation. Anyway,
together these fierce animals and their riders serve well as light cavalry
on the plains and in the forests.
Default Perks:
Segmented Movement, Shooting Protection: Fast Riding, Hyena Mount,
Furry Boss
Perks:
Level 1: Almost Round Shields, Poisoned Attack, Trail Seekers
Level 2: Animal Scent, Pack Hunting
Level 3: Evaders, Ford Seekers
Level 4: Defensive Stance (Skirmish)
Level 5: Soft Paws
Possible Upgrades: Goblin Raiders
Goblin Raiders [GBLRA]
--------------
Strength... 10 Defence.... 12 Move....... 5 (Mounted)
Price...... 390 Melee...... 7 Skirmish... 11
Sellback... 195 Sight...... 3
Campaign availability: Land of Knights
Description:
At war you need not to care about feeding the predators accompanying your
army: combat hyenas hunt as they fight. Experienced animals chase down and
finish off weakened enemy units and engage in quick devastating raids
behind enemy lines. The riders get rich cleaning up after their steeds, as
hyenas are interested in neither weapons nor armor.
Default Perks:
Segmented Movement, Shooting Protection: Fast Riding, Hyena Mount,
Restless Raiders, Furry Boss
Perks:
Level 1: Almost Round Shields, Poisoned Attack, Trail Seekers
Level 2: Animal Scent, Pack Hunting
Level 3: Evaders, Ford Seekers
Level 4: Defensive Stance (Skirmish)
Level 5: Soft Paws
Possible Upgrades: None
Wild Trolls [WITRL]
-----------
Strength... 15 Defence.... 10 Move....... 3 (Big Foot)
Price...... 270 Melee...... 9
Sellback... 135 Sight...... 1
Campaign availability: Fall of Irand
Description:
Mages have studied trolls and concluded that they are wild animals with
only a slight trace of intellect. Also, the mages found that trolls prefer
to live in mountains, and aren't very friendly creatures. Orcs are not
concerned about whether or not trolls have an intellect. They use trolls
for their great strength and vitality. In a battle, wild trolls don't carry
weapons; they simply crush their enemies with their rock-hard fists.
Default Perks: Hard Target, Awfully Huge, Regenerate
Perks:
Level 1: Thick Hide, Cause Fear, Taste for Fresh Meat
Level 2: Wall Breaker, Horse Eaters
Level 3: Wild Strength, Imperturbable
Level 4: Big Steps
Level 5: Shooting Protection: Hardhead
Possible Upgrades: War Trolls
War Trolls [WATRL]
----------
Strength... 15 Defence.... 12 Move....... 3 (Big Foot)
Price...... 450 Melee...... 14
Sellback... 225 Sight...... 2
Campaign availability: War in The Air
Description:
A trained troll is a very destructive weapon. This monster can break
through almost any defence. Enemies should not feel safe even behind city
walls if they are attacked by these living war machines. A trained troll is
also capable of resisting a storm of deadly arrows.
Default Perks: Hard Target, Awfully Huge, Regenerate, Stone Form
Perks:
Level 1: Thick Hide, Cause Fear, Taste for Fresh Meat
Level 2: Wall Breaker, Horse Eaters
Level 3: Wild Strength, Imperturbable
Level 4: Big Steps
Level 5: Shooting Protection: Hardhead
Possible Upgrades: None
Goblin Runners [GBLRU]
--------------
Strength... 10 Defence.... 7 Move....... 4 (All Terrain)
Price...... 170 Melee...... 4 Skirmish... 7
Sellback... 85 Sight...... 3
Campaign availability: Joining the majority
Description:
Some goblin robbers show astonishing quickness. They are much more quicker
than their fellows in finding what can be stolen, running away, and never
giving others a chance to relive them of their stolen loot. They have
mastered the art of running so that not even thick forests and swamps slow
them down. Their obvious talent was awarded by service in the Horde
vanguard as scouts.
Default Perks: Lazy, Segmented Movement
Perks:
Level 1: Quiky Mold, Poisoned Attack, Bark Eaters
Level 2: Eagle Eye, Enthusiastic Retreat
Level 3: Froggy, Lil Boss
Level 4: Cause Fear
Level 5: Determined Killers
Possible Upgrades:
Goblin Sneakers, Goblin Stalkers, Mounted Goblins, Goblin Raiders
Goblin Sneakers [GBLSN]
---------------
Strength... 10 Defence.... 8 Move....... 4 (All Terrain)
Price...... 265 Melee...... 5 Skirmish... 9
Sellback... 132 Sight...... 3
Campaign availability: Fall of Irand
Description:
These goblins inherited stealthy footsteps and the ability to vanish into
thin air from their ancestors. Sneakers originate from tribes that remained
independent from orcs longer than others, hiding in forests, skillfully
disguising their dwelling and covering up their tracks. Those times are
long gone, but the Sneakers have retained their skulls. They are armed only
with slings and bone knives, but their presence alone is enough to make the
enemy nervous.
Default Perks: Lazy, Brave Hiding, Harassers, Segmented Movement
Perks:
Level 1: Quiky Mold, Poisoned Attack, Bark Eaters
Level 2: Eagle Eye, Enthusiastic Retreat
Level 3: Froggy, Lil Boss
Level 4: Cause Fear
Level 5: Determined Killers
Possible Upgrades: Goblin Stalkers
Goblin Stalkers [GBLST]
---------------
Strength... 10 Defence.... 9 Move....... 4 (All Terrain)
Price...... 370 Melee...... 6 Skirmish... 11
Sellback... 185 Sight...... 3
Campaign availability: Land of Knights
Description:
The main characters of those terrifying stories nurses tell children to
frighten them are not cruel orcs or mighty trolls but noiseless goblin
stalkers. It is said they are able to enter into guarded castles unnoticed!
And the swords of these demonic creatures can kill enemies with poison at a
distance. Stalkers would be surprised to hear what horrible rumors get
spread because of their habit of quietly robbing hen-houses in the nearest
village. But a commander that takes those stories as odd fables risk dying
in his sleep at the hands of stalkers.
Default Perks:
Lazy, Brave Hiding, Harassers, Segmented Movement, Pathfinder
Perks:
Level 1: Quiky Mold, Poisoned Attack, Bark Eaters
Level 2: Eagle Eye, Enthusiastic Retreat
Level 3: Froggy, Lil Boss
Level 4: Cause Fear
Level 5: Determined Killers
Possible Upgrades: None
Goblin Archers [GBLAR]
--------------
Strength... 15 Defence.... 5 Move....... 4 (All Terrain)
Price...... 160 Melee...... 4 Missile.... 5 (Range 2)
Sellback... 80 Sight...... 2
Campaign availability: Conquest of Goblins
Description:
Goblins who have only recently learned how to handle a bow call themselves
archers. They are so proud of their new role, they hardly bother to aim
their arrows at their enemies. The sheer number of these archers
compensates for their lack of skill, and some arrows still find their
targets.
Default Perks: Lazy, Bark Eaters
Perks:
Level 1: Quiky Mold, Counter Attack (Missile), Straight Arrows
Level 2: Poisoned Arrows, Hills Archers
Level 3: Invisible Stance, Lil Boss
Level 4: Eagle Eye
Level 5: Bone Bows
Possible Upgrades: Goblin Sharp-Eyes
Goblin Sharp-Eyes [GBLSE]
-----------------
Strength... 15 Defence.... 6 Move....... 4 (All Terrain)
Price...... 270 Melee...... 5 Missile.... 8 (Range 2)
Sellback... 135 Sight...... 2
Campaign availability: Land of Knights
Description:
Goblins can learn to aim, and are even smart enough to make allowances for
the wind. The orc' educational methods are surprisingly efficient. They
know that after a couple of swift kicks to their ribs, goblins will begin
to master anything a lot more quickly. The same applies to accurate
shooting. These goblins bowmen have become real marksmen, and their arrows
are unerring. Well, almost unerring.
Default Perks: Lazy, Bark Eaters, Multiple Support
Perks:
Level 1: Quiky Mold, Counter Attack (Missile), Straight Arrows
Level 2: Poisoned Arrows, Hills Archers
Level 3: Invisible Stance, Lil Boss
Level 4: Eagle Eye
Level 5: Bone Bows
Possible Upgrades: None
Pteranodon Rider [PTRID]
----------------
Strength... 10 Defence.... 9 Move....... 6 (Flight)
Price...... 340 Air Melee.. 10
Sellback... 170 Sight...... 3
Campaign availability: War in The Air
Description:
Taming preranodons is a dangerous business. Only the most daring goblins
are up to the task. These goblins have learned to hop into the saddle
while avoiding tail lashes, and to hold their legs up in flight in case the
animal suddenly turns his head. Pteranodons need special training, or else
they will eat their riders. The hight and speed of their flight, combined
with their predator's rage makes it possible to use pteranodons both for
scouting and for hunting enemies from the air.
Default Perks: None
Perks:
Level 1: Sky Dancer, Shadow of a Vulture, Hunter Instincts
Level 2: Shooting Protection: High Altitude, Segmented Movement
Level 3: Poison Tail, Lasher
Level 4: Looking Glazz
Level 5: Flying Death
Possible Upgrades: None
Goblin Zeppelina [GBLZP]
----------------
Strength... 10 Defence.... 7 Move....... 5 (Flight)
Price...... 240 Melee...... 4 Bombardment 8
Sellback... 120 Sight...... 3
Campaign availability: Fall of Irand
Description:
Amazingly, goblins are capable of mighty enterprises, even if they are
generally lazy creatures. They have figured out how to inflate a leather
balloon with swamp gas, attach a basket with paddles and a rudder, and fly.
They soon realized they could throw stones and bombs down on their enemies
from a great height! Their ingenuity is astonishing, however they are often
cursed for being so clever.
Default Perks: None
Perks:
Level 1: Metal Pod, Shadow of a Vulture, Skilled Bomber
Level 2: Shooting Protection: High Altitude, Propeller
Level 3: Balloon Armour, Flame Ammo
Level 4: Cause Fear
Level 5: Extra Payload
Possible Upgrades: None
Spear Hurler [SPHUR]
------------
Strength... 10 Defence.... 5 Move....... 3 (Wheeled)
Price...... 230 Melee...... 3 Bolt....... 9 (Range 3)
Sellback... 115 Sight...... 1
Campaign availability: Fall of Irand
Description:
A big spear or just a log - it makes no difference to goblins what they use
to load their war machine. It remains a mystery how the goblins manage to
assemble such a powerful machine and how the machine remains intact after
unleashing its ammunition with such devastating force. The Spear Hurler
throws one missile after another at the rows of enemies. However, if the
enemy attacks, the Hurler will likely not even survive a couple of good
blows in close combat.
Default Perks: Bad Wheels, Armour Piercing (Bolt)
Perks:
Level 1: Big Shields, Forward Observer, Target Practice (Bolt)
Level 2: Long Range Thrower, Round Wheels
Level 3: Camouflage, Force March
Level 4: Cause Fear
Level 5: Counter Attack (Bolt)
Possible Upgrades: None
Stone Tosser [STNTO]
------------
Strength... 10 Defence.... 5 Move....... 3 (Wheeled)
Price...... 250 Melee...... 3 Stone...... 10 (Range 3)
Sellback... 175 Sight...... 1
Campaign availability: Land Of Knights
Description:
The tosser can shell the enemy from distant approaches, breach castle walls
and defeat whole units of knights. The slowness of the catapult and its
weakness in a melee will not stop orcs from using such a powerful weapon,
especially since it's only goblins who end up manning the tosser. If some
of them are killed, others will take their place. And the tosser will
continue to smash the enemy.
Default Perks: Bad Wheels, Armour Piercing (Stone)
Note:
This unit's attack value against a unit that has a base strength of 15 will
be multiplied by 1.67.
Perks:
Level 1: Big Shields, Forward Observer, Target Practice (Stone Throw)
Level 2: Heavy Artillery, Round Wheels
Level 3: Camouflage, Force March
Level 4: Cause Fear
Level 5: Explosive Ammo
Possible Upgrades: None
Ugraum Grableg (Hero) [HUGGR]
---------------------
Strength... 10 Defence.... 12 Move....... 4 (Foot)
Price...... n/a Melee...... 10 Charge..... 5
Sellback... n/a Sight...... 3
Campaign availability: Conquest of Goblins
Description:
Ugraum Grableg is a strong and clever leader. Over time he has fought his
way to the title of chief of the clan, but he is still hungry for more
conquest. With the knowledge that orcs are invincible if they are united
under one banner, Ugraum began to assemble the Horde. The leader had enough
power and talent to turn the horde into a mighty army. The news from scouts
about a new orcish leader didn't cause much concern among the leaders of
the kingdoms. But underestimating Ugraum's power is a fatal mistake.
Default Perks: Warleader
Perks:
Level 1: Force March, Big Boss, Wild Temper
Level 2: Orcish Beer, Ford Seekers, Strong Armour
Level 3: Siege Master, Defensive Stance
Level 4: Commanding Eminence
Level 5: Inspire to Attack
Level 6: Order to March
Level 7: Armour Piercing, Inspire to Defend
Level 8: Tactician
Level 9: Stolen Ralin Boots
Level 10: Slayer
Possible Upgrades: n/a
Sho-doon (Hero) [HSHDO]
---------------
Strength... 10 Defence.... 8 Move....... 3 (Foot)
Price...... n/a Melee...... 5 Missile.... 7 (Range 2)
Sellback... n/a Sight...... 3
Campaign availability: Reconnaissance in Force
Description:
The hexer Sho-doon hasn't had much luck in life. He was born a goblin,
forced to live among giant, strong orcs who paid little attention to his
unusual talents. What's the use of dark magic and knowledge of various
poisons, if you run the risk of being killed in a simple scuffle? Sho-doon
is always on the lookout for a strong protector, someone who will defend
him so that he can continue developing his black business.
Default Perks: Healing Mold
Perks:
Level 1: Big Boss, Bang Mold, Spittler
Level 2: Drop of Poison, Stolen Ralin Boots, Quiky Mold
Level 3: Mad Mold, Heal
Level 4: Bark Skin Mold
Level 5: Summon Wolves
Level 6: Horror
Level 7: Gnat Swarm, Brave Hiding
Level 8: Distilled Quiky Mold
Level 9: Resurrect
Level 10: -
Possible Upgrades: n/a
Ash-hoon (Hero) [HASHO]
---------------
Strength... 10 Defence.... 9 Move....... 3 (Foot)
Price...... n/a Melee...... 7 Missile.... 9 (Range 2)
Sellback... n/a Sight...... 3
Campaign availability: Fall of Irand
Description:
As the first hexer of the orcs, Ash-hoon can safely wander around in the
lands of any clan in Wastes. Nobody dares stand in his way. Ash-hoon is
unrivaled in his knowledge of potions and deadly spells. But perhaps more
importantly, he knows how to achieve his goals. The First hexer engages in
bribery, intimidation, and murder - any means are justifiable if they
obtain the desired result.
Default Perks: Bang Mold
Perks:
Level 1: Big Boss, Freeze, Vengeful Spirits
Level 2: Summon Eye, Stolen Ralin Boots, Quiky Mold
Level 3: Summon Boars, Horror
Level 4: Bark Skin Mold
Level 5: Dead Bones
Level 6: Fear Discipline
Level 7: Gnat Swarm, Tornado
Level 8: Heal
Level 9: Word of Death
Level 10: -
Possible Upgrades: n/a
Besargar (Hero) [HBESA]
---------------
Strength... 10 Defence.... 11 Move....... 4 (Foot)
Price...... n/a Melee...... 10 Charge..... 7
Sellback... n/a Sight...... 3
Campaign availability: Fall of Irand
Description:
The name if Besargar is known both in Werks Wastes an in the human
kingdoms. His clan has carried out many devastating raids. The leader of
Beserks is so strong and quick that very few of those who have ever
challenged him have survived. For Besarg everything is easy in life, he
respects only strength. The armor and weapons of those who tried to gain
his respect are piled up inside the sanctuary of his clan.
Default Perks: Armour Piercing
Perks:
Level 1: Force March, Orcish Beer, Wild Temper
Level 2: Defensive Stance, Ford Seekers, Horse Eaters
Level 3: Siege Master, Cause Fear
Level 4: Commanding Eminence
Level 5: Slayer
Level 6: Stolen Ralin Boots
Level 7: Big Flask, Frenzied Regeneration
Level 8: Dirty Tricks
Level 9: Contagious Madness
Level 10: -
Possible Upgrades: n/a
o-----------------------------------------------------------------------------o
| Alliance Units [ALIAR] |
o-----------------------------------------------------------------------------o
Elven Bows [ELVBO]
----------
Strength... 10 Defence.... 10 Move....... 4 (All Terrain)
Price...... 410 Melee...... 8 Missile.... 13 (Range 2)
Sellback... 205 Sight...... 3
Campaign availability: Secret mission
Description:
Fabulous accuracy is nothing extraordinary for elven bow masters. Is it
really difficult to hit a dry blade of grass caught by a sudden gust of
wind? Certainly not! Even less so if a shooter has had several centuries of
training. Only those who engage these bow masters in melee combat will have
some chance of beating them. However, it's never easy to approach these
shooters.
Default Perks: Hunting Tradition
Perks:
Level 1: Counter Attack (Missile), Eagle Eye, Bold Archers
Level 2: Segmented Movement, Multiple Support
Level 3: Concealment, True Elven Bowstrings
Level 4: Harassers
Level 5: Slayer
Possible Upgrades: None
Elven Swords [ELVSW]
------------
Strength... 10 Defence.... 15 Move....... 4 (All Terrain)
Price...... 360 Melee...... 19
Sellback... 180 Sight...... 3
Campaign availability: Secret mission
Description:
Rumors of the mastery of these swordsmen abound. They are said to amuse
themselves by slicing a silk handkerchief thrown up in the air into tiny
scraps. Sadly for Quendaylon's enemies, most of what is said is true. On
the battlefield one sword master is worth several knights or battle orcs.
Aside from having an excellent command of swords, these elves are quick
runners and good pathfinders in forests.
Default Perks: None
Perks:
Level 1: Hard Drill, Force March, Forest Ambushers
Level 2: Aggressive Style, Defensive Style
Level 3: Segmented Movement, Force March, Shooting Protection: Sword Masters
Level 4: Defensive Stance
Level 5: Slayer
Possible Upgrades: None
Flame Guards [FLMGU]
------------
Strength... 10 Defence.... 24 Move....... 4 (All Terrain)
Price...... n/a Melee...... 16
Sellback... 285 Sight...... 3
Campaign availability: Gold victory in scenario Desperate Drive
Description:
The ancient Order of Flame Guards has protected the Great Council of Elves
since time immemorial. Each of its female warriors is distinguished by her
excellent training and good command of weapons. But this is not the main
concern for those who meet them in combat. Their magic practices enable
these female warriors to heal all types of wounds, even those that appear
to be fatal. If at least one female warrior is alive, the flame guards will
continue to heal themselves and rejoin their ranks.
Note:
The unit will automatically resurrect back to full strength at the
beginning of each turn.
Default Perks: Cavalry Protection, Cause Fear, Phoenix Resurrection
Perks:
Level 1: Defensive Stance, Hard Drill, Forest Ambushers
Level 2: Segmented Movement, Shooting Protection
Level 3: Slayer, Force March
Level 4: Armour Piercing (Melee)
Level 5: Heavy Halberds
Possible Upgrades: None
Dwarven Axemen [DWAXE]
--------------
Strength... 15 Defence.... 13 Move....... 3 (Foot)
Price...... 250 Melee...... 14
Sellback... 125 Sight...... 2
Campaign availability: Secret mission
Description:
Dwarves are people born for labor and war. Sturdy, strong and accustomed to
exhausting work in mines, dwarves are capable of turning the tide of any
battle. Their hammers flatten metal in the smithy shop and enemy helmets on
the battlefield with the same ease. No armor will withstand the strike of a
accustomed to tunneling through hard rock.
Default Perks: Hard Target, Highlander, Hill Walker
Perks:
Level 1: Mail Armour, Shooting Protection, Armour Piercing (Melee)
Level 2: Hard Drill, City Fighters
Level 3: Force March, Defensive Stance
Level 4: Rune Axes
Level 5: Ofris Master Armor
Possible Upgrades: None
Dwarven Nobles [DWNOB]
--------------
Strength... 15 Defence.... 15 Move....... 3 (Foot)
Price...... 360 Melee...... 16
Sellback... 180 Sight...... 2
Campaign availability: Unmasking
Description:
Dwarves have always considered military science to be an honorable
occupation. When militias approach each clan for their best fighters, dwarf
nobles are often the first to respond. In a bid to earn the respect of
their fellow warriors, they rush into the thick of battle. Units of dwarf
nobles strike fear into the hearts of their enemies with their array of
weapons and their tremendous power and stamina.
Default Perks: Hard Target, Highlander, Hill Walker, Dwarven Nobles
Perks:
Level 1: Mail Armour, Shooting Protection, Armour Piercing (Melee)
Level 2: Hard Drill, City Fighters
Level 3: Force March, Defensive Stance
Level 4: Rune Axes
Level 5: Ofris Master Armor
Possible Upgrades: None
Dwarven Crossbowmen [DWCRO]
-------------------
Strength... 10 Defence.... 10 Move....... 3 (Foot)
Price...... 330 Melee...... 8 Missile.... 10 (Range 2)
Sellback... 165 Sight...... 2
Campaign availability: Ofris
Description:
Crossbows designed by dwarf blacksmiths easily pierce the heavy armor worn
by their enemies. Although some joke about the terrible accuracy of dwarven
crossbowmen, the sound of a shower of steel bolts from their crossbows is
enough to make their enemies take them seriously. Any enemy that engages
them in battle is usually frustrated by their solid armor and the crushing
blow of these dwarven warriors.
Default Perks: Hard Target, Highlander, Hill Walker
Perks:
Level 1: Mail Armour, Counter Attack (Missile), Armour Piercing (Missiles)
Level 2: Slayer, Hills Archers
Level 3: Force March, Steel Bolts
Level 4: Multiple Support
Level 5: Heavy Crossbow
Possible Upgrades: None
Dwarven Mobile Fort [DWMOF]
-------------------
Strength... 10 Defence.... 12 Move....... 3 (Wheeled)
Price...... 540 Melee...... 8 Stone...... 10 (Range 3)
Sellback... 270 Sight...... 1
Campaign availability: Unmasking
Description:
Dwarven engineers can work wonders. It is hard to believe this huge machine
moves without magic. It is capable of throwing heavy steel shots as well as
the best catapult while its crew remains safe, protected within its robust
armor. Dwarves themselves call their creation a mobile fort, a name it
truly deserves.
Default Perks: Armour Piercing, Hard Target
Note:
This unit's attack value against a unit that has a base strength of 15 will
be multiplied by 1.67.
Perks:
Level 1: Extra Armor, Forward Observer, Cause Fear
Level 2: Rough Terrain Mod, Explosive Ammo
Level 3: Master Crafted Engine, Counter Attack (Shoot)
Level 4: Slayer
Level 5: Crack Crew
Possible Upgrades: None
Dragon [DRAGN]
------
Strength... 10 Defence.... 15 Move........ 6 (Flight)
Price...... 600 Air Melee.. 12 Flame breath 7
Sellback... 300 Sight...... 3
Campaign availability: Breakthrough
Description:
Few elves who can speak with dragons remain, partly because the dragons
themselves are so scarce. They are majestic, smart and lethal animals, and
nothing can save the enemy from their mighty claws and teeth, and their
fire-spitting breath. Yet dragons are mortal. The last known dragons who
survive obey the commands of one female elf, Teya. Only Teya can summon
them to the battlefield.
Default Perks: Cause Fear
Perks:
Level 1: Hard Target, Shadow of a Vulture, Armour Piercing
Level 2: Shooting Protection: High Altitude, Eagle Eye
Level 3: Sizzling Flame, Strong Wings
Level 4: Segmented Movement
Level 5: Flying Death
Possible Upgrades: None
Teya (Hero) [TEYA0]
-----------
Strength... 10 Defence.... 11 Move....... 4 (Foot)
Price...... n/a Melee...... 10 Missile.... 11
Sellback... n/a Sight...... 4
Campaign availability: Secret mission
Description:
It's no use asking the Elven sorceress Teya Essente about her age. Why
count years if you've been alive for more centuries than you can remember?
For years Teya fought in distant lands, defending the peace in the woods of
Quendaylon. Now, together with her faithful warriors, she fulfills the
special orders of the Great Council of the Elders. Teya is the last of the
Dragon speakers. She possesses powers unknown to even the most skillful
elven mages.
Default Perks: Freeze
Perks:
Level 1: Wizard Eye, Heal, Concentration
Level 2: Lightning, Water Walk, Magic Armour
Level 3: Tornado, Rejuvenation
Level 4: Guarded by Woods
Level 5: Magic Flare
Level 6: Order to March
Level 7: Expert Arcanist, Regrowth
Level 8: Archmage's Shield
Level 9: Nature Intervention
Level 10: Dragon Slave
Possible Upgrades: n/a
Dwarnrock (Hero) [DWRNR]
----------------
Strength... 10 Defence.... 14 Move....... 4 (Foot)
Price...... n/a Melee...... 10 Charge..... 5
Sellback... n/a Sight...... 3
Campaign availability: Secret mission
Description:
Dwarnrock is the thane of a mighty dwarf clan. Despite his small stature,
he possesses unbelievable strength. No human can lift his war hammer. Like
all underground dwarves Dwarnrock values honor and duty above all. A dwarf
never betrays a friend and never breaks a vow. And Dwarnrock expects the
same from the others who he meets. He never forgives an offence. Only a mad
person, who has no appreciation for his own life, would dare to deceive
him.
Default Perks: Hard Target, Highlander, Hill Walker
Perks:
Level 1: Force March, Fearless, Armour Piercing
Level 2: Defensive Stance, Ralin Boots, Rune of Resilience
Level 3: Siege Master, Tactician
Level 4: Slayer
Level 5: Inspire to Attack
Level 6: Order to March
Level 7: Rune of Devastation, Inspire to Defend
Level 8: Ofris Master Armor
Level 9: Rune of Endurance
Level 10: -
Possible Upgrades: n/a
o-----------------------------------------------------------------------------o
| Summoned Units [XSUMA] |
o-----------------------------------------------------------------------------o
Summoned units are typically created from spells or artifacts.
Even though summoned units tend to last a very short time span it is
possible for them to obtain perks.
The following perks are available for these units.
Level 1: Defence Bonus, Shooting Protection, AttackBonus
Level 2: Hard Drill, Segmented Movement
Level 3: Defensive Stance, Move Bonus
Level 4: Cause Fear
Level 5: Dirty Tricks
Shadow Boars [XSHBO]
------------
Strength... 10 Defence.... 10 Move....... 4 (All Terrain)
Price...... n/a Melee...... 7 Charge..... 7
Sellback... n/a Sight...... 2
Default Perks: None
Spell: Summon Boars
Lasts: 1 turn
Description:
You can see them, you can touch them, and they can kill you. However,
these phantoms who resemble living creatures were brought to life by the
power of spells. When these creatures are killed in battle, or their term
of being expires, they disappear, becoming pure magic once again.
Spectral Warriors [XSPWA]
-----------------
Strength... 15 Defence.... 9 Move....... 3 (Foot)
Price...... n/a Melee...... 9
Sellback... n/a Sight...... 2
Default Perks: None
Spell: Summon Spectral Warriors
Lasts: 1 turn
Description:
You can see them, you can touch them, and they can kill you. However,
these phantoms who resemble living creatures were brought to life by the
power of spells. When these creatures are killed in battle, or their term
of being expires, they disappear, becoming pure magic once again.
Spectral Wolves [XSPWO]
---------------
Strength... 15 Defence.... 8 Move....... 5 (All Terrain)
Price...... n/a Melee...... 8
Sellback... n/a Sight...... 3
Default Perks: None
Spell: Summon Wolves
Lasts: 1 turn
Description:
You can see them, you can touch them, and they can kill you. However,
these phantoms who resemble living creatures were brought to life by the
power of spells. When these creatures are killed in battle, or their term
of being expires, they disappear, becoming pure magic once again.
Golem [XGOLM]
-----
Strength... 10 Defence.... 15 Move....... 3 (Big Foot)
Price...... n/a Melee...... 10
Sellback... n/a Sight...... 1
Default Perks: Hard Target
Spell: Summon Golem
Lasts: 1 turn
Description:
You can see them, you can touch them, and they can kill you. However,
these phantoms who resemble living creatures were brought to life by the
power of spells. When these creatures are killed in battle, or their term
of being expires, they disappear, becoming pure magic once again.
Note:
This unit has a willpower of 20 which means that it normally never will be
broken or retreat.
Flying Eye [XFLEY]
----------
Strength... 10 Defence.... 3 Move....... 5 (Flight)
Price...... n/a Air Melee.. 3
Sellback... n/a Sight...... 3
Default Perks: None
Spell: Summon Eye
Lasts: 1 turn
Description:
You can see them, you can touch them, and they can kill you. However,
these phantoms who resemble living creatures were brought to life by the
power of spells. When these creatures are killed in battle, or their term
of being expires, they disappear, becoming pure magic once again.
o-----------------------------------------------------------------------------o
| ..:: Perks ::.. [PRKS0] |
o-----------------------------------------------------------------------------o
Forest Ambushers [FOAMB]
----------------
Effect:
Defence +1, Melee +2 in forest
Description:
How beautiful this forest is! The birds are singing, the leaves, which will
soon be drenched in blood, rustling in the breeze. These fighters appreciate
the forest in their own way. Soft shadows, muted sounds and the thick
branches of trees. This is real paradise for ambush masters. None compare to
them in their ability to attack and defend in the thick of forest.
Obtainable by:
Peasants (level 1), Yeomen (level 1), Spearmen (level 1),
Goblin Looters (level 1), Goblin Killers (level 1), Elven Swords (level 1),
Flame Guards (level 1)
Highlander [HILAN]
----------
Effect:
Defence +1, Melee +2 in hills
Description:
Nothing is dearer to highlanders than the smooth slopes of hills and steep
mountain peaks. Their home, where the green slopes reach for the sky, is
where they breathe easier and fight more fiercely.
Obtainable by:
Dwarven Axemen (default), Dwarnrock (default), Dwarven Crossbowmen (default),
Dwarven Nobles (default), Peasants (level 1), Militia (level 1),
Yeomen (level 1), Spearmen (level 1), Swordsmen (level 2),
Foot Knights (level 2)
Force March [FOMAR]
-----------
Effect:
Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 2
Move points +2
Description:
At crucial moment warriors can use this spell to greatly increase their
normal daily travel distance.
Obtainable by:
Goblin Crashers (default), Ugraum Grableg (level 1), Besargar (level 1),
Elven Swords (level 1), Dwarnrock (level 1), Father Dexter (level 2),
Peasants (level 2), Militia (level 3), Halberdiers (level 3),
Royal Guards (level 3), Swordsmen (level 3), Foot Knights (level 3),
Yeomen (level 3), Spearmen (level 3), Ballista (level 3), Catapult (level 3),
Orc Mobs (level 3), Orc Stabbers (level 3), Spear Hurler (level 3),
Stone Tosser (level 3), Battle Orcs (level 3), Mads (level 3),
Orc Mights (level 3), Bad Mads (level 3), Elven Swords (level 3),
Dwarven Axemen (level 3), Dwarven Crossbowmen (level 3),
Dwarven Nobles (level 3), Flame Guards (level 3)
Storm Troops [STTRO]
------------
Effect:
Melee +2 in urban
Description:
These warriors have received special training. They can mount an ambush in a
town or city, sneak around the enemy to attack from behind, and use every
building for their attacks.
Obtainable by:
Peasants (level 3), Halberdiers (level 3), Swordsmen (level 3),
Foot Knights (level 3), Royal Guards (level 3)
Peoples Rage [PRAGE]
------------
Effect:
Defence -1
Melee +5
Description:
Very few warriors treat peasants seriously in a war. They think to
themselves, what purpose can an untrained and poorly armed crowd serve on the
battlefield? But to think this way is to underestimate the value of morale.
One furious man with a pitchfork can be very dangerous A whole crowd of
people intoxicated with rage is capable of scattering a unit of professional
warriors.
Obtainable by:
Peasants (level 5)
Segmented Movement [SEGMO]
------------------
Effect:
Moves free passing by enemy units
Segmented movement
Description:
Whether it's being used by a unit, a flyer or a war machine, this ability
allows the unit to stop, resume movement, or change direction at their
discretion during one move.
Obtainable by:
Scouts (default), Rangers (default), Elite Rangers (default),
Horse Yeomen (default), Champions of Marcus (default),
Mounted Goblins (default), Goblin Runners (default),
Goblin Sneakers (default), Goblin Stalkers (default),
Goblin Raiders (default), Mighty Riders (default), Tamed Eagle (level 2),
War Eagle (level 2), Pteranodon Rider (level 2), Summoned units (level 2),
Elven Bows (level 2), Flame Guards (level 2), Elven Swords (level 3),
Peasants (level 4), Yeomen (level 4), Spearmen (level 4),
Goblin Looters (level 4), Goblin Killers (level 4), Dragon (level 4)
Forest Like Home [FOLHO]
----------------
Effect:
Defence +2 when in forest
Description:
Scouts know the woods so well that the old saying, my forest is my castle.
applies to them perhaps more than to anyone else. It is hard to fight in a
forest against those who know every tree and every leaf.
Obtainable by:
Scouts (level 1), Rangers (level 1)
Poisoned Attack [POISA]
---------------
Effect:
All wounded become killed
Description:
The enemy uses all possible means to win, so why shouldn't archers? Just
apply a drop of virulent poison on the tip of an arrow, and any scratch will
be fatal.
Obtainable by:
Scouts (level 1), Rangers (level 1), Horse Yeomen (level 1),
Goblin Runners (level 1), Goblin Sneakers (level 1),
Mounted Goblins (level 1), Goblin Stalkers (level 1),
Goblin Raiders (level 1)
Firestarters [FISTA]
------------
Effect:
Skirmish +1
Description:
Scouts never march in columns, carry banners, scream out battle cries or wait
until the enemy form ranks. They suddenly appear at the edge of the battle-
field, attack, and vanish before the enemy has time to answer. The only trace
of them is the trail of dead bodies they leave in their wake.
Obtainable by:
Scouts (level 1), Rangers (level 1), Horse Yeomen (level 1)
Eagle Eye [EAGEY]
---------
Effect:
See invisble
Sight +1
Description:
Such warriors are said to have the eyes of an eagle and the ears of a wolf.
Nobody can pass them unnoticed. These warriors see their enemies even when
they may feel they are safely out of view.
Obtainable by:
Elven Bows (level 1), Scouts (level 2), Rangers (level 2),
Horse Yeomen (level 2), Goblin Runners (level 2), Goblin Sneakers (level 2),
Goblin Stalkers (level 2), Dragon (level 2), Bowmen (level 3),
Crossbowmen (level 4), Yeomen Archers (level 3), Tamed Eagle (level 4),
War Eagle (level 4), Goblin Archers (level 4), Goblin Sharp-Eyes (level 4)
Brigandine Armour [BRGAR]
-----------------
Effect:
Defence +1
Description:
Only a fool would rush into battle with no armour. Light leather armour with
metallic plates can save a soldier from a counterstrike or the impact of an
arrow. Acquiring this armour will definitely extend the lifetime of fighters
in the unit.
Obtainable by:
Peasants (level 1), Militia (level 1), Bowmen (level 1),
Crossbowmen (level 1), Yeomen Archers (level 1), Scouts (level 2),
Rangers (level 2), Horse Yeomen (level 2)
Swamp Foxes [SWFOX]
-----------
Effect:
Defence +3 in swamp or river
Description:
Swamps are not good places for battle. It is even dangerous to walk through
them without a guide. Yet, these warriors wind their way through the swamps
with ease, and use the quagmire to protect themselves.
Obtainable by:
Peasants (level 2), Scouts (level 3), Rangers (level 3), Yeomen (level 2),
Spearmen (level 2)
Ford Seekers [FOSES]
------------
Effect:
Movement cost through river is set to 100%
Description:
A river is no longer an obstacle for this unit. Heavy armor will not pull
them down to the bottom and their feet will not slip on mossy stones. These
fighters can ford even in the deepest river.
Obtainable by:
Derrick Pfeil (level 2), Ugraum Grableg (level 2), Besargar (level 2),
Orcish Riders (level 2), Mighty Riders (level 1), Peasants (level 3),
Militia (level 3), Scouts (level 3), Rangers (level 3),
Horse Yeomen (level 3), Yeomen (level 3), Spearmen (level 3),
Mounted Goblins (level 3), Goblin Raiders (level 3)
Cause Fear [CAFEA]
----------
Effect:
Attacked enemy always retreats
Description:
This unit's attack is so sweeping that it terrifies the enemy. Every warrior
knows that frightening an opponent will lead you toward victory.
Obtainable by:
Royal Knights (default), Paladins (default), Mads (default),
Dragon (default), Flame Guards (default), Bad Mads (level 1),
Wild Trolls (level 1), War Trolls (level 1), Dwarven Mobile Fort (level 1),
Father Dexter (level 3), Besargar (level 3), Orcish Riders (level 3),
Mighty Riders (level 3), Swordsmen (level 4), Foot Knights (level 4),
Scouts (level 4), Rangers (level 4), Catapult (level 4),
Eagle Rider (level 4), Orc Mobs (level 4), Orc Stabbers (level 4),
Goblin Runners (level 4), Spear Hurler (level 4), Goblin Zeppelina (level 4),
Stone Tosser (level 4), Battle Orcs (level 4), Goblin Sneakers (level 4),
Summoned units (level 4), Goblin Stalkers (level 4), Orc Mights (level 4)
Light Equipment [LIEQU]
---------------
Effect:
Move points +1
Defence -1
Description:
Preferring to wear lighter armor and carry lighter weapons into a fight,
these warriors have somewhat weaker defences. But high mobility offsets this
weakness.
Obtainable by:
Militia (level 5), Scouts (level 5), Rangers (level 5),
Horse Yeomen (level 5), Yeomen (level 5), Spearmen (level 5)
Counter Attack (Missile) [CAMIS]
------------------------
Effect:
Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
Use all attacks while defending
Description:
When the enemy tries to attack, a storm of arrows will rain down on him. If
these archers notice an enemy preparing to attack, they shoot first.
Obtainable by:
Bowmen (level 1), Crossbowmen (level 1), Yeomen Archers (level 1),
Goblin Archers (level 1), Goblin Sharp-Eyes (level 1), Elven Bows (level 1),
Dwarven Crossbowmen (level 1)
Bodkin Arrows [BODAR]
-------------
Effect:
Missile +1
Description:
Bodkin arrows are designed to attack well-protected targets. They can pierce
even heavy armor. However, experienced archers say that special training is
needed to be truly successful when you shoot these arrows.
Obtainable by:
Bowmen (level 1), Yeomen Archers (level 1)
Ralin Boots [RABOO]
-----------
Effect:
Move points +1
Description:
Superb boots of finely worked cowhide. Although a little bit expensive, only
poor, new recruits would argue that the money is too much to spend. Veterans
who have breathed the dust of many roads know that good footwear is essential
on a march.
Obtainable by:
Bowmen (level 2), Yeomen Archers (level 2), Dwarnrock (level 2),
Father Dexter (level 6)
Hills Archers [HIARC]
-------------
Effect:
Range +1 in hills
Description:
It is often more difficult to judge the distance to a target in the hills
than on a plain. It is also quite hard to find a place where the wind and
the height of the land will allow your arrows to fly farther than usual.
These archers have mastered this skill.
Obtainable by:
Crossbowmen (level 2), Bowmen (level 2), Yeomen Archers (level 2),
Goblin Archers (level 2), Goblin Sharp-Eyes (level 2),
Dwarven Crossbowmen (level 2)
Merry Men [MEMEN]
---------
Effect:
Defence +2 and Missile +1 in forest
Description:
Forests have always been good shelter for those not happy with their
overlord. If tax collectors ever dared to enter the forest they would be
surprised by the number of people living there. It looks like these archers
have also passed the school of freelance shooters. Each tree is a fortress
for them and everyone who dares to attack them in the thick of forest wish
they hadn't.
Obtainable by:
Bowmen (level 3), Yeomen Archers (level 3)
Wooden Stakes [WOSTA]
-------------
Effect:
Protection from charge
Defence +1
Description:
Archers are not often protected by infantry. In order to avoid becoming an
easy target, these archers spare very little time getting into position.
Sharpened wooden stakes dug into the earth in front of them offer good
protection against any cavalry charge. Such fences are useful against other
types of attacks, as well.
Obtainable by:
Bowmen (level 4), Yeomen Archers (level 4)
Elven Bowstrings [EBOWS]
----------------
Effect:
Missile -1
Range +1
Description:
The strings of these bows are made by the delicate hands of elves. An
experienced archer can send arrows over a greater distance, spreading death
among enemy units, before they are even aware they are under attack.
Obtainable by:
Bowmen (level 5), Yeomen Archers (level 5)
Commander [COMDR]
---------
Effect:
Willpower +10% for neighbor friends
Description:
This renowned hero inspires confidence in warriors' hearts by his very
appearance. No unit near him will withdraw even if they are outnumbered by
the enemy.
Obtainable by:
Derrick Pfeil (default)
Master Crafted Armour [MCRAR]
---------------------
Effect:
Defence +3
All attacks -1
Description:
Even dwarves recognize the quality of siege armor made by human craftsmen
during the age of empire. Such armor is so strong that its protection comes
at a price, though: constrained movement makes it impossible to attack
quickly.
Obtainable by:
Derrick Pfeil (level 1)
First Seneschal [FISEN]
---------------
Effect:
Melee +1
Negates "Impetous" perk for neighbor friends
Description:
This hero is a born leader. When nearby units of knights see him they forget
about their arrogance and stop attacking units without orders.
Obtainable by:
Derrick Pfeil (level 1), Landless Knights (level 3), Feudal Knights (level 3)
Seneschal [SENCH]
---------
Effect:
Negates "Impetous" perk
Description:
A unit without a good commander is no unit. Even arrogant knights realize
this, even though they are not likely to accept anyone as their leader.
Only the most experienced knight, a winner of many contests, the strongest
of the strong and the noblest of the noble, can become a commander. With him
in charge, the knights will not rush at their enemies without an order.
Obtainable by:
Landless Knights (level 3), Feudal Knights (level 3)
Jouster [JOUTR]
-------
Effect:
Charge +3 in plains
Description:
Being always fit for battle is hard work that requires thousands of hours of
sweaty training. This can turn a common man into a real warrior, one who
knows that even the smallest deviation of a weapon can make the difference
between winning or losing. This hero's blow is always properly targeted and
terrifying.
Obtainable by:
Derrick Pfeil (level 1)
Fearless [FLESS]
--------
Effect:
Willpower +10%
Immune to fear
Description:
They say that these warriors' hearts are forged from steel. They have no
fear. Violent attacks of even the most dreadful enemies do not frighten
them.
Obtainable by:
Dwarnrock (level 1), Father Dexter (level 1), Derrick Pfeil (level 2)
Tactician [TACTN]
---------
Effect:
Defence +1 to neighbor frieds
Description:
The art of tactics teaches warriors to win battles without numerical
superiority, powerful armament or an experienced army to back them.
Fulfilling the orders of an experienced tactician, all nearby units begin to
build up their defences in a more regular manner, thus moving closer to
overall victory.
Obtainable by:
Derrick Pfeil (level 2), Dwarnrock (level 3), Ugraum Grableg (level 8)
Siege Master [SMAST]
------------
Effect:
Melee +3 in urban
Description:
He is almost unrivaled in combat on city streets. Hardly anyone can recall a
fortress that could withstand attacks coordinated by the siege master for
more than a couple of days.
Obtainable by:
Derrick Pfeil (level 3), Ugraum Grableg (level 3), Besargar (level 3),
Dwarnrock (level 3)
Counter Attack (Charge) [CACHA]
-----------------------
Effect:
Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
Use all attacks while defending
Description:
If you are always alert, it is much easier to predict the intentions of your
enemy. Just as the enemy is beginning to form his ranks for an offensive
attack, you will strike.
Obtainable by:
Derrick Pfeil (level 3), Landless Knights (level 4),
Feudal Knights (level 4), Orcish Riders (level 4)
Defensive Order [DEFOR]
---------------
Effect:
Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 3
All attacks -3
Defence +5
Description:
A good commander knows when to send units into battle and when it is better
to assume a defensive position. Sometimes an opportunity to attack must be
sacrificed to maintain a strong defence. Fighters will carry out a
commander's order to strengthen the defenses without question.
Obtainable by:
Derrick Pfeil (level 4)
Inspire to Defend [ITODE]
-----------------
Effect:
Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 2
Defence +3 for neighbor friends
Description:
When it's necessary to prepare for an upcoming enemy attack, an experienced
commander will engage himself in building up fortifications. Nearby units,
inspired by his example, will set to work with renewed energy. It would be
difficult to break through such defenses!
Obtainable by:
Derrick Pfeil (level 5), Father Dexter (level 7), Dwarnrock (level 7)
Order to March [OTOMA]
--------------
Effect:
Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 2
Move points +2
Description:
Sometimes speed can determine the course of a battle. The first unit to take
the best positions are likely to win the battle. These fighters are ready for
any forced march as soon as they receive an order from their commander. They
will reach their destination no matter how distant.
Obtainable by:
Derrick Pfeil (level 6), Ugraum Grableg (level 6), Dwarnrock (level 6),
Teya (level 6)
Armour Piercing [ARMPI]
---------------
Effect:
All attacks are armor piercing
Description:
These warriors are able to overcome any armoured targets they encounter.
Whatever armor their enemies possess, the warriors always find a way through
it.
Obtainable by:
Besargar (default), Dwarven Mobile Fort (default), Father Dexter (level 1),
Dwarnrock (level 1), Dragon (level 1), Derrick Pfeil (level 7),
Ugraum Grableg (level 7)
Inspire to Attack [ITOAT]
-----------------
Effect:
Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 2
All attacks +3 for neighbor friends
Description:
After calling all the nearest units together for an attack, the commander
advises the best course of action in the battle. These units are ready to
show the enemy what they are worth.
Obtainable by:
Urgaum Grableg (level 5), Dwarnrock (level 5), Derrick Pfeil (level 7)
Fencers [FENRS]
-------
Effect:
Defence +1
Melee +1
Description:
Who can follow a sword that is as quick as a snake? Any breach in defenses
will be spotted, and any split in an armor will result in a deadly wound.
Fencers at this level are fearful opponents in a melee.
Obtainable by:
Derrick Pfeil (level 8), Father Dexter (level 7)
Royal Steed [RSTEE]
-----------
Effect:
Move points +1
Description:
A good battle horse is the most important ally a rider has in combat, and a
royal Leranse runner has always been the best. These noble snow white horses
have unrivalled speed. Only kings and paladins ride them into battle.
Obtainable by:
Derrick Pfeil (level 9)
Slayer [SLYER]
------
Effect:
Bonus against monsters and heroes
Description:
For such warriors, the stronger the opponent the more desirable the fight.
The heat of battle and the violence of a fight have given meaning to their
existence. They know how to kill superior warriors, and neither a mighty
hero, nor a giant troll, nor even a dragon can stop them.
Obtainable by:
Father Dexter (default), Paladins (default), Bad Mads (default),
Ballista (level 1), Crossbowmen (level 2), Dwarven Crossbowmen (level 2),
Flame Guards (level 3), Dwarnrock (level 4), Dwarven Mobile Fort (level 4),
Besargar (level 5), Elven Bows (level 5), Elven Swords (level 5),
Derrick Pfeil (level 10), Ugraum Grableg (level 10)
Armour Piercing (Missiles) [ARPIM]
--------------------------
Effect:
Armor-piercing missile attack
Description:
Armoured targets are best fought against with bodkins, arrows with narrow
heads made of the finest steel. Such arrows are twice the price, but a good
archer knows they are worth every penny. Launched by a steady hand, they
can bring death even through heavy armor.
Obtainable by:
Crossbowmen (default), Arbalesters (default), Dwarven Crossbowmen (level 1)
Steel Bolts [SBOLT]
-----------
Effect:
Missile +1
Description:
Steel missiles inflict severe damage on the enemy's rank. Commanders do not
spare expenses when they buy iron for arrows and bolts, knowing that they
are worth more than their weight in gold during battle.
Obtainable by:
Crossbowmen (level 1), Dwarven Crossbowmen (level 3)
Crippling Shot [CRSHO]
--------------
Effect:
Apply status: Crippled
Description:
Efficient combat techniques are useful in a war. Crossbowmen are capable of
shooting accurately at the enemies' legs just below their shields. The
warriors with broken legs will not get very far.
Obtainable by:
Crossbowmen (level 3)
Siege Shooters [SISHO]
--------------
Effect:
Missile +2 in urban
Description:
Good shooters are worth their weight in gold during a siege. Their accuracy
often determines whether the assault will be successful or whether it will
be repulsed. This unit consists of warriors with an unmatched skill for
peeping from behind their cover for a second, taking aim, and firing a
deadly missile before the enemy is aware of their position.
Obtainable by:
Crossbowmen (level 3)
Heavy Crossbow [HYCRW]
--------------
Effect:
Missile +2
Melee -2
Description:
With its powerful arc, a steel bowstring, and a grip properly matching the
hand, a good heavy crossbow is quite efficient in battle. Bolts fired from
such weapons will sow death with every shot. The weight of this weapon
somewhat impedes a man in a melee, but an experienced archer would never
part with this weapon.
Obtainable by:
Crossbowmen (level 5), Dwarven Crossbowmen (level 5)
Expert Huntsmen [EXHUN]
---------------
Effect:
Missile +1 in hills or forest
Description:
A huntsman will easily spot any game in the woods or in the thick grass of
the hills. If such shooters are gathered within one unit, the enemy will
soon understand what it feels like to be stalked by an expert huntsman.
Obtainable by:
Yeomen Archers (default), Royal Archers (default)
Armour Piercing (Stone) [APSTO]
-----------------------
Effect:
Armour-piercing stone attack
Description:
A missile launched by a combat machine is so heavy that it can crush any
armor it strikes. Even armor made my the best craftsmen cannot protect its
owner of a point-blank hit of such a missile.
Obtainable by:
Catapult (default), Stone Tosser (default)
Garrison Artillery [GARTY]
------------------
Effect:
Defence +3 in urban
Description:
Soldiers from the garrison catapult crew do not often enjoy any rest. If
there is no war they constantly train with sword or spear and in building
field fortifications. Their discipline helps them in battle. It is not easy
for an enemy to damage a combat machine guarded by these well-trained
warriors.
Obtainable by:
Catapult (level 1)
Forward Observer [FWOBS]
----------------
Effect:
Sight +2
Description:
In experienced war machine crews one member is always assigned a lookout.
The rest have no time to keep watch, as there is always a need to fix or
fasten something. However, with a lookout posted, it is more difficult to
catch them off guard and during an attack these machines can manage without
any assistance from other units. They can also locate targets by themselves.
Obtainable by:
Catapult (level 1), Ballista (level 1), Spear Hurler (level 1),
Stone Tosser (level 1), Dwarven Mobile Fort (level 1)
Target Practice (Stone Throw) [TPSTO]
-----------------------------
Effect:
Stone +1
Description:
An experienced artillerist cannot rely on intuition alone. Estimating the
proper distance and making corrections for wind will considerably improve
the chances of hitting a target, and hence the efficiency of the combat
machine.
Obtainable by:
Catapult (level 1), Stone Tosser (level 1)
Heavy Artillery [HARTY]
---------------
Effect:
Move points -1
Stone +2
Description:
After some adjustments a combat machine is capable of throwing heavier
missiles and inflicting more damage on the enemy. Yet such adjustments make
the mechanism heavier and slow down the machine.
Obtainable by:
Catapult (level 2), Stone Tosser (level 2)
Iron Hoop Wheels [IWEEL]
----------------
Effect:
Move points +1
Description:
Pay a little more money to the blacksmith and he will equip your wheels with
steel crowns. After that you will move across open terrain as quickly as you
would along a smooth road.
Obtainable by:
Ballista (level 3), Catapult (level 3)
Explosive Ammo [EXAMO]
--------------
Effect:
Defence -2
Stone +3
Description:
A good military leader never tries to save money when buying ammunition,
even if the cost of war machine bombs is high. Explosive powder is very hard
to produce, and thus it's expensive. Nevertheless, bombs do great damage to
enemies. However, in an attempt to prevent the fragile bomb reserve from
blowing up, the gun crew is never overzealous in its response to an enemy
attack on the war machine.
Obtainable by:
Catapult (level 5), Stone Tosser (level 5), Dwarven Mobile Fort (level 2)
Combat Training [CMBTR]
---------------
Effect:
Defence +1
Melee +1
Description:
Combat machines are not designed for a melee, but if the enemies should
fight their way to its base, the specially trained crew will provide them
with an unpleasant surprise. The crew of the combat machine will fight
courageously to defend the machine and their own lives.
Obtainable by:
Ballista (level2), Catapult (level 2)
Armour Piercing (Bolt) [APBLT]
----------------------
Effect:
Armour-piercing bolt attack
Description:
A bolt launched by a war machine pierces armor as if it were parchment.
Even the strongest shields and armor made of the finest steel cannot stop
it. What armor could stop a missile that can break through a castle gate?
Obtainable by:
Ballista (default), Spear Hurler (default)
Target Practice (Bolt) [TPBLT]
----------------------
Effect:
Bolt +1
Description:
An experienced artillerist cannot rely on intuition alone. Estimating the
proper distance and making corrections for wind will considerably improve
the chances of hitting a target, and hence the efficiency of the combat
machine.
Obtainable by:
Ballista (level 1), Spear Hurler (level 1)
Long Range Thrower [LRTRW]
------------------
Effect:
Bolt range +1
Description:
Some minor improvements to the mechanism of the machine combined with the
use of higher quality materials significantly increases the firing range.
The effect of this innovation can hardly be overestimated. The enemy has
grown to dislike it.
Obtainable by:
Ballista (level 2), Spear Hurler (level 2)
Counter Attack (Bolt) [CABLT]
---------------------
Effect:
Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
Use all attacks while defending
Description:
Sentries will warn you when the enemy has begun his attack and the ballista
will fire a precise shot at the enemy. A huge bolt discharged by this war
machine will thin the enemy's ranks considerably.
Obtainable by:
Ballista (level 5), Spear Hurler (level 5)
Cavalry Protection [CVPRT]
------------------
Effect:
Protection from charge
Description:
A cavalry attack is dangerous, but it is possible to defend oneself against
it. The key is not to get frightened of the rushing lava of riders, and to
stay in formation. When the enemy riders hit the lance points at a full
gallop, the attack will break like a wave against a coastal rock.
Obtainable by:
Halberdiers (default), Royal Guards (default), Flame Guards (default)
Armour Piercing (Melee) [APMEL]
-----------------------
Effect:
Armor-piercing melee attack
Description:
In a melee, these warriors pierce even very strong armor with their
seemingly charmed weapons. However, it is not a matter of wizardry or the
hardness of steel but simply their skill in finding a weak spot in the
enemy's armor.
Obtainable by:
Halberdiers (default), Royal Guards (default), Mads (level 1),
Bad Mads (level 1), Dwarven Axemen (level 1), Dwarven Nobles (level 1),
Flame Guards (level 4)
Defensive Tactics [DEFTC]
-----------------
Effect:
Defence +2
All attacks -1
Description:
Halberdiers are known masters of defence. They stand close to each other so
that any warrior in a unit can easily defend his neighbor. Such thick ranks
are not always convenient in an attack, but reduced losses make it
worthwhile.
Obtainable by:
Halberdiers (level 1), Royal Guards (level 1)
Shooting Protection [SHPRT]
-------------------
Effect:
Protection from shooters
Description:
These warriors have mastered the art of protecting themselves against range
attacks. The warriors cover themselves with shields, and the most
experienced ones are capable of deflecting an arrow with their weapon. Some
say that these warriors can predict where an arrow will hit when an archer
draws it from his quiver.
Obtainable by:
Militia (level 1), Halberdiers (level 1), Swordsmen (level 1),
Foot Knights (level 1), Royal Guards (level 1), Yeomen (level 1),
Spearmen (level 1), Goblin Looters (level 1), Orc Mobs (level 1),
Orc Stabbers (level 1), Battle Orcs (level 1), Summoned units (level 1),
Goblin Killers (level 1), Orc Mights (level 1), Dwarven Axemen (level 1),
Dwarven Nobles (level 1), Flame Guards (level 2)
Close Order Formation [COFRM]
---------------------
Effect:
Melee +2 in plains
Description:
If infantry rush into battle like a flock of sheep, any experienced enemy
can easily divide them up and destroy them one by one. But this becomes far
more difficult if the warriors recall their training, close ranks and stand
together, shoulder to shoulder. A double wall of halberds will show any
enemy that they're facing experienced veterans who know how to defend
themselves and their fellows in battle.
Obtainable by:
Halberdiers (level 1), Royal Guards (level 1)
Hard Drill [HDRIL]
----------
Effect:
Willpower +10%
Immune to fear
Description:
All those who consider continuous training to be the wim of overzealous
commanders have never been to a real battle. Only when fighting becomes
instinctual can a warrior prevent himself from freezing in fear at the sight
of a fellow's death. A well-drilled soldier is never distracted by such
trifles. He is moved by faith in victory and habitual does his job.
Obtainable by:
Elven Swords (level 1), Flame Guards (level 1), Militia (level 2),
Halberdiers (level 2), Swordsmen (level 2), Foot Knights (level 2),
Royal Guards (level 2), Yeomen (level 2), Spearmen (level 2),
Summoned units (level 2), Dwarven Axemen (level 2), Dwarven Nobles (level 2)
Mail Armour [HDRIL]
-----------
Effect:
Defence +1
Description:
An experienced warrior will never neglect his own safety. A light but solid
chain armor made by Derenhalle's masters may save its owner's life on the
battlefield. Certainly, it is not as effective as plated armor, but it
doesn't constraint movement nearly as much, and it's much cheaper.
Obtainable by:
Landless Knights (level 1), Feudal Knights (level 1), Swordsmen (level 1),
Foot Knights (level 1), Dwarven Axemen (level 1),
Dwarven Crossbowmen (level 1), Dwarven Nobles (level 1),
Halberdiers (level 2), Royal Guards (level 2)
Attack Leaders [ATLED]
--------------
Effect:
Melee +1 for neighbor friends
Description:
Experienced warriors can become true leaders even if they are not from the
highest ranks. All the units near a leader who is capable of inspiring them
to fight will attack the enemy much more fiercely.
Obtainable by:
Militia (level 4), Halberdiers (level 4), Royal Guards (level 4)
Heavy Halberds [HVHAL]
--------------
Effect:
Defence -2
Melee +4
Description:
Only the most experienced warriors can fight with these halberds. They know
how to use the inertia of this weapon to their benefit and to bring about
their enemy's death, although it is not always easy do deflect the enemy's
blows with a heavy halberd.
Obtainable by:
Halberdiers (level 5), Royal Guards (level 5), Flame Guards (level 5)
Derenhalle Blades [DBLAD]
-----------------
Effect:
Melee +1
Description:
What a warrior really needs is a good combat weapon! Even dwarves can
appreciate Derenhalle blades. A good sword provides an experienced warrior
with a strong advantage during battle.
Obtainable by:
Swordsmen (level 1), Foot Knights (level 1), Militia (level 2),
Landless Knights (level 2), Feudal Knights (level 2)
Famous [FAMOS]
------
Effect:
Experience +200
Description:
A novice recruit will never be admitted into the ranks of this glorious
unit. Its commander can afford to enlist experienced veterans instead of
fresh recruits. The more so, given that they long to serve under his
glorious banner.
Obtainable by:
Militia (level 4)
Impetuous [IMPUS]
---------
Effect:
Impetousity (unit will attack random neighbor unit after move)
Description:
These warriors believe they are the strongest on the battlefield. They are
also the most arrogant. They rush into battle as soon as they spot the
enemy, without waiting for an order. Often their actions just add to their
commanders' concern.
Obtainable by:
Landless Knights (default), Feudal Knights (default), Paladins (default),
Mads (default), Bad Mads (default)
Hard Target [HTARG]
-----------
Effect:
Unit is armored
Description:
It is far from easy to wound these warriors. Strong armor make them a hard
target. They are almost impossible to stop in a melee, a charge, or even
with a shower of arrows.
Obtainable by:
King Victor (default), Landless Knights (default), Feudal Knights (default)
Foot Knights (default), Paladins (default), Wild Trolls (default),
Battle Orcs (default), Orcish Riders (default), War Trolls (default),
Orc Mights (default), Mighty Riders (default), Dwarven Axemen (default),
Dwarnrock (default), Dwarven Crossbowmen (default),
Dwarven Mobile Fort (default), Dwarven Nobles (default), Dragon (level 1)
Armour Piercing (Charge) [APCHG]
------------------------
Effect:
Armor-piercing charge
Description:
No one can withstand these warriors' charge. Whatever armor their enemies
put on, it is too weak to protect them against this sweeping attack.
Obtainable by:
Landless Knights (level 1), Feudal Knights (level 1),
Mighty Riders (level 1)
Heavy Lances [HLANS]
------------
Effect:
Charge +2 on plains
Description:
Unlike a common one, a knight's heavy lance will not break after a strong
blow. Only the most skillful riders can use a kinght's heavy lance, because
if they make any minor mistake, the weapon will drag them right out of the
saddle. During fighting on a level battlefield, a knight can break through
even the strongest armor during a charge, and skewer the enemy on his lance.
Obtainable by:
Landless Knights (level 1), Feudal Knights (level 1)
Thoroughbred Horse [TBHOR]
------------------
Effect:
Move points +1
Description:
Not every horse is capable of carrying a knight in heavy armor. It might be
quite all right at a parade or a ceremony, but it takes a certain horse to
carry a rider into the heat of battle. Only truly strong horses can
withstand such loads. Thoroughbred knight horses seem to be oblivious of
the heavy burden. They easily cover large distances and are able to go into
combat even after a long march.
Obtainable by:
Landless Knights (level 2), Feudal Knights (level 2)
Full Plate Armour [FPARM]
-----------------
Effect:
Defence +4
Move points -1
Description:
A complete suit of armor is something every knight desires. After all good
armor forged by a master costs a tremendous amount of money. But it will pay
for itself a hundred times over. Capable of turning the deadliest blow into
a light scratch, such armor preserves the thing of greatest value, the
warrior's life.
Obtainable by:
Landless Knights (level 3), Feudal Knights (level 3), Swordsmen (level 5),
Foot Knights (level 5)
Sacred Steel [SCSTE]
------------
Effect:
Defence -2
Melee +4
Description:
Knights often ask priests to sprinkle their combat weapons with sacred
water. Faith gives force to the warriors. Sometimes as they fiercely attack
their enemies they fully rely on their faith to protect them.
Obtainable by:
Landless Knights (level 5), Feudal Knights (level 5)
Sky Dancer [SKDAN]
----------
Effect:
Defence +1
Description:
Try hitting an enemy performing pirouettes in the air. The result will
hardly be impressive. An air hunter's life depends on his ability to defend
himself, and so he learns to dance in the air.
Obtainable by:
Tamed Eagle (level 1), War Eagle (level 1), Eagle Rider (level 1),
Pteranodon Rider (level 1)
Shadow of a Vulture [SWVLT]
-------------------
Effect:
All attacks -1 to neighbor enemies
Description:
The vulture's large wings cover the sun, and their ominous shadow casts
itself upon the opponent, arousing uncertainty in the enemies' hearts.
Obtainable by:
Tamed Eagle (level 1), War Eagle (level 1), Eagle Rider (level 1),
Goblin Zeppelina (level 1), Pteranodon Rider (level 1), Dragon (level 1)
Hunter Instincts [HUTIN]
----------------
Effect:
Air melee +1
Description:
Of course, hunters are taught proper fighting techniques. But sometimes it
is easier for the flying assassins to trust the predetorial instincts hiding
in their blood.
Obtainable by:
Tamed Eagle (level 1), War Eagle (level 1), Pteranodon Rider (level 1)
Shooting Protection: High Altitude [SPHIA]
-----------------------------------
Effect:
Protection from shooters
Description:
These flyers work best of all at high altitudes. If they are attacked from
the ground, they merely fly up to where arrows cannot reach them.
Obtainable by:
Tamed Eagle (level 2), War Eagle (level 2), Eagle Rider (level 2),
Goblin Zeppelina (level 2), Pteranodon Rider (level 2), Dragon (level 2)
Iron Feathers [IRFEA]
-------------
Effect:
Defence +2
Air melee -1
Description:
Protective metal plates cover the most vounerable parts of an air hunter's
body, his stomach and his heart. Those who fail to wear them will regret it
bitterly when they find themselves the target of a hail of enemy arrows.
Obtainable by:
Tamed Eagle (level 3), War Eagle (level 3)
Light Wings [LIWIN]
-----------
Effect:
Move points +1
Description:
Wide wings enable these birds to catch the slightest puff of wind and soar
for hours, saving their strength for a moment when they will need all they
have. Thanks to this capacity they are able to fly long distances.
Obtainable by:
Tamed Eagle (level 3), War Eagle (level 3)
Flying Death [FLYDE]
------------
Effect:
Defence -2
Air melee +4
Description:
These flying hunters pose a very serious problem for their opponents.
Fighting violently, breaking through the most refined defences, and striking
many blows, he will cause death to many enemies. But while striking with
such ferocity, it is easy to forget about defending oneself.
Obtainable by:
Tamed Eagle (level 5), War Eagle (level 5), Pteranodon Rider (level 5),
Dragon (level 5)
Fireball [SFIRE]
--------
Effect:
Type: Spell, Target enemy, Uses per scenario: 3
Battle spell, strength 10
Description:
Fireball is one of the most efficient and powerful spells used by mages. If
a ball of burning fire hits a unit of warriors, nothing will remain of them
except a few charred bones.
Obtainable by:
Master Brennok (default)
Concealment [CNCLM]
-----------
Effect:
Invisibility
Description:
How can you attack an enemy you cannot see? These fighters have mastered the
art of concealment perfectly, and can vanish from their enemy's sight even
when they are standing on a bare field.
Obtainable by:
Rangers (default), Elite Rangers (default), Elven Bows (leve1 3)
Harassers [HRSRS]
---------
Effect:
Apply status: Harassed
Description:
Suddenly attacking the enemy when he does not expect it, inflicting the
maximum damage possible, and vanish instantly. The enemy will be wary
knowing that a unit of merciless assassins is hiding somewhere nearby.
Obtainable by:
Rangers (default), Elite Rangers (default), Goblin Sneakers (default),
Goblin Stalkers (default), Elven Bows (level 4)
Bless [SBLSS]
-----
Effect:
Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 3
Defence +1
All attacks +1
Description:
May you be blessed in the name of Marcus! May he bestow upon you strength to
fight the sinners and protection from their black deeds! Amen! The words of
this blessing make the air sparkle with divine grace. Those believers who
hear become invincible warriors, as the combat power and skill of Marcus
himself fills their bodies. It only lasts long enough to accomplish his
will.
Obtainable by:
Father Dexter (level 1)
Righteous Fury [SRIFU]
--------------
Effect:
Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 3
Defence -2
Melee +4
Description:
An Inquisitor may light a fire in the soul of every warrior. Driven by this
righteous fury a unit will rush toward the enemy, crushing everything in its
way. Nobody thinks if defending his own life when the cause of faith is in
peril!
Obtainable by:
Father Dexter (level 2)
Sanctified Armour [SSAAR]
-----------------
Effect:
Defence +1
Description:
Special sanctified armor is made for Inquisitors. Long rituals make ir
particularly strong and durable. Though nobody had dared to compare this
chain mail with the more temporal kind, it is known for sure that sanctified
armor never rusts.
Obtainable by:
Father Dexter (level 2)
Heal [SHEAL]
----
Effect:
Type: Spell, Target friend, Uses per scenario: 3
Restores all wounded
Description:
Magic heals wounds and knits bones without any special potions. A healed
warrior will take up his weapons again and rejoin the ranks.
Obtainable by:
Teya (level 1), Father Dexter (level 3), Sho-doon (level 3),
Ash-hoon (level 8)
Strike of Marucs [SSOMA]
----------------
Effect:
Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 2
All attacks -2
Description:
A priest is a mediator between Marcus and his stray children. If they are
living an improper life, the priest can simply point at these miserable
creatures to discharge the rage of Heaven upon them. Its sign is a huge
shining sword falling from the sky. Those touched by the sword begin to
loose power and the most sinful of them soon die beneath the vengeful hand
of the Lord.
Obtainable by:
Father Dexter (level 4)
Mass Heal [SMHEA]
---------
Effect:
Type: Spell, Target friends in radius, Uses per scenario: 2
Restores wounded
Description:
Not everyone is granted the power for great healing by Saint Marcus. Only
two people capable of it are said to remain. These include the Pope himself
and the Great Priest of the Sword. The former quite rarely leaves his
residence while the latter has repeatedly practiced this miracle on the
battlefield. A sincere prayer from Dexter may resurrect fallen warriors in
several units at once.
Obtainable by:
Father Dexter (level 5)
Resurrect [SRECT]
---------
Effect:
Type: Spell, Target friend, Uses per scenario: 2
Restores full hitpoints
Description:
This is the most difficult of all spells. It requires great power and
tremendous skill. Many sorcerers know how to take life away, but only a
select few can restore it.
Obtainable by:
Father Dexter (level 7), Sho-doon (level 9)
Mass Blessing [SMBLS]
-------------
Effect:
Type: Spell, Target friends in radius, Lasts 1 turn, Uses per scenario: 1
Defence +1
All attacks +1
Description:
Words of divine benediction bless both the parishes of the capital's
cathedrals and units of fighters on the battlefield. The prayer turn those
who hear the holy words into mighty warriors.
Obtainable by:
Father Dexter (level 8)
Holy Crusade [SHOCR]
------------
Effect:
Type: Spell, Target friends in radius, Lasts 1 turn, Uses per scenario: 1
Defence -2
Melee +4
Description:
One Inquisitor's words may be enough to inspire multiple units for a holy
crusade. The hearts of warriors blaze with a flame of holy rage. With the
name of Saint Marcus on their lips they rush into battle to wipe out their
enemies.
Obtainable by:
Father Dexter (level 9)
Wizard Eye [WISEY]
----------
Effect:
Sight +1
See invisible
Description:
For a mage it is essential to see the target of his spell. Otherwise it may
fail. That's why mages study special techniques that enable them to spot
distant and concealed objects. Wizard eye is in fact a permanently acting
spell that grants mage an eagle's sight. With it he is able to make out the
tiniest details and locate any enemy even from a huge distance. Humans
borrowed this technique from famous elven mages of old times, as well.
Obtainable by:
Master Brennok (level 1), Teya (level 1)
Freeze [SFREZ]
------
Effect:
Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 2
Battle spell, strength 6
All attacks -1
Move points -2
Description:
The words of this spell are as cold as ice. When a mage pronounces them,
his face and lips often end up covered with hoarfrost. However, those chosen
to be his victims feel the sting far worse. They are frozen by the awful
cold. Their bodies freeze right through; clothes can shatter and iron armor
and weapons bite at the touch. Who can fight like this? The victims are
obsessed with the need to find warmth and attacks or forced marches are
impossible until the spell wears off. Warriors still defend themselves
somehow, but are unable to return many blows.
Obtainable by:
Teya (default), Master Brennok (level 1), Ash-hoon (level 1)
Battle Mage [BMAGE]
-----------
Effect:
Missile +1
Description:
It doesn't matter how successful a wizard is in his study of combat spells
at the academy, he cannot call himself a true battle mage until he has taken
part in a real battle. Skill comes with experience, and self-confidence
comes with skill. The attacks of a real battle mage have immense power.
Obtainable by:
Master Brennok (level 1)
Summon Spectral Warriors [SSSWA]
------------------------
Effect:
Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2
Summons a Spectral Warrior
Description:
Students at the magic academy are forbidden to use this spell. Icy death
breath can kill careless students, so only experienced mages are provided
with the knowledge to open the door to this other world.
Obtainable by:
Master Brennok (level 2)
Water Walk [WATWA]
----------
Effect:
Movement cost through river and swamp is set to 100%
Description:
Long ago, the elves learned how to harness the power of the woods and the
water. Now, human wizards have learned from the elves how to walk on water.
A water walking spell makes it possible for a human to cross shallow water
as if it's solid ground. Neither a rushing river nor a rotten bog will stand
in the way of warriors who possess this magic.
Obtainable by:
Master Brennok (level 2), Teya (level 2)
Magic Armour [MAGAR]
------------
Effect:
Defence +2
All attacks -1
Description:
One of the first spells mages learn during the first year at the academy is
how to create a magic barrier around themselves. The barrier protect the
adepts from blows and arrows just like strong, plated armor. It is said that
this spell was adopted from elven wizards.
Obtainable by:
Master Brennok (level 2), Teya (level 2)
Lightning [SLIGT]
---------
Effect:
Type: Spell, Target enemy, Uses per scenario: 2
Battle spell, strength 15, Armour-piercing
Description:
Magic lightning can hit one place as many times as a mage wants. Every time
lightning strikes the enemy, it kills several creatures or inflicts terrible
wounds on monsters. The simple fact that a mage commands such awesome air
power should be enough to place him on your list of enemies requiring
immediate elimination.
Obtainable by:
Teya (level 2), Master Brennok (level 3)
Magic Flare [SMFLR]
-----------
Effect:
Type: Spell, Target enemies in radius, Uses per scenario: 2
Battle spell, strength 7
Description:
Flame rains down from the skies and rises from cracks in the ground. This
magic flare covers a large area burning everyone within the range of the
spell.
Obtainable by:
Master Brennok (level 3), Teya (level 5)
Skilled Bomber [BOMBR]
--------------
Effect:
Bombardment +1
Description:
The art of the air strike has a lot in common with painting. You need to
foresee what effect your brushstrokes is going to have on the canvas.
Ideally, it should fall directly on the enemy. A good bomb thrower may be a
poor infantryman, but such a talent should not be wasted. His element of
choice is the air and the whistle of deadly rounds falling on the heads of
enemies is his favorite sound.
Obtainable by:
Eagle Rider (level 1), Goblin Zeppelina (level 1)
Rational Payload [RPAYL]
----------------
Effect:
Move points +1
Bombardment -1
Description:
This eagle is loaded to carry fewer missiles than usual. The damage from his
bombardments has decreased, but his flight distance has improved
considerably.
Obtainable by:
Eagle Rider (level 2)
Armour Plates [APLAT]
-------------
Effect:
Defence +3
Move points -1
Description:
Steel plates are attached to the eagles' breast and wings. Such protection
helps it to survive bow attack, but it is too heavy to carry for long
flights.
Obtainable by:
Eagle Rider (level 3)
Flame Ammo [FLAMM]
----------
Effect:
Bombardment +2 in urban
Description:
A heavy missile, tar and fire. This is a general recipe for victory when the
time comes to bombard a town or city. When a burning missile hits a
building, it not only inflicts severe damage but also ignites a great fire.
Obtainable by:
Eagle Rider (level 3), Goblin Zeppelina (level 3)
Stealth Bomber [STBMB]
--------------
Effect:
Invisibility
Description:
Its wings noiselessly cutting the air, a big eagle glides over the hills,
plains, and woods like a shadow. No one will spot him until his deadly
missiles begin to pour down onto the enemies' heads.
Obtainable by:
Eagle Rider (level 5)
City Fighters [CFIGH]
-------------
Effect:
Defence +2 and All attacks +1 in urban
Description:
The ability to skillfully use all the advantages of an urban environment
stems from numerous fights and long hours of exhausting training. These
fighters will undoubtedly be very helpful in defending or attacking any city
or village.
Obtainable by:
Swordsmen (default), Foot Knights (default), Arbalesters (default),
Battle Orcs (default), Orc Mights (default), Dwarven Axemen (level 2),
Dwarven Nobles (level 2)
Shooting Protection: Fast Riding [SPFRI]
--------------------------------
Effect:
Protection from shooters
Description:
They are so fast they can dodge enemies' arrows. Some say they can predict
where an arrow will hit as soon as an archer draws it from his quiver.
Obtainable by:
Horse Yeomen (default), Mounted Goblins (default), Goblin Raiders (default)
Evaders [EVDRS]
-------
Effect:
Defence +2 and on plains
Description:
The best approach to combat is to avoid it. But in situations where the
enemy can't be avoided, this unit's art of defence is truly enviable.Fighters show a marvelous capability to evade what seem to be accurate enemy attacks. Any commander knows that good defenses are the first step toward victory. Obtainable by: Horse Yeomen (level 1), Mounted Goblins (level 3), Goblin Raiders (level 3) Trail Seekers [TRSEK] ------------- Effect: Movement cost through hills and forests is set to 100% Description: They need no guide, and it seems as though even secret pathways begin to straighten their curves in front of them. Woods and hills are no obstacle for these fighters. Obtainable by: Horse Yeomen (level 3), Mounted Goblins (level 1), Goblin Raiders (level 1) Defensive Stance (Skirmish) [DESTS] --------------------------- Effect: Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3 Skirmish +3 Defence +2 Description: Attack the enemy's ranks in a violent swirl, and retire before the enemy has time to recover is the battle technique used by scouts. And this is not all! When holding a defensive position, experienced scouts never rest. Instead they prepare nasty surprises for the enemy. Obtainable by: Horse Yeomen (level 4), Mounted Goblins (level 4), Goblin Raiders (level 4), Hobilars (level 4) Defensive Stance [DEFST] ---------------- Effect: Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3 All attacks +1 Defence +4 Description: Experienced warriors know well when they should get ready to repel an enemy attack. They will quickly build up temporary fortifications and prepare their weapons for the upcoming battle. An unpleasant surprise awaits any enemy whom they encounter. Obtainable by: Foot Knights (default), Orc Mights (default), Flame Guards (level 1), Dwarnrock (level 2), Besargar (level 2), Summoned units (level 2), Ugraum Grableg (level 3), Dwarven Axemen (level 3), Dwarven Nobles (level 3), Elven Swords (level 4) Defence Mainstay [DMSTY] ---------------- Effect: Defence +1 for neighbor friends Description: Halberdiers are warriors capable of protecting not only themselves in a battle. While they'll never rush to defend neighboring units from attacks, the halberdiers ser an example by mounting a coordinated defence, which other units then copy, thus better protecting themselves against an attack. Obtainable by: Royal Guards (default) Invisible Stance [INVST] ---------------- Effect: Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3 Invisibility Description: Sometimes the best course of action is to hide away from the enemy and avoid attacking until a later time, when it is possible to take advantage of the elements of surprise. Any small ravine, tree or bush, can serve as a hideout for these warriors. Obtainable by: Yeomen (default), Goblin Killers (default), Goblin Crashers (default), Goblin Archers (level 3), Goblin Sharp-Eyes (level 3) Multiple Support [MSUPP] ---------------- Effect: Perform multiple support attacks Description: They understand the value of life, and know how easy it is to take it away, which is why they do not spare themselves when their allies need their support. They break bowstring after bowstring shooting faster than is possible. Because they know every shot may save someone. Someone, the enemy won't reach. Obtainable by: Royal Archers (default), Goblin Sharp-Eyes (default), Elven Bows (level 2), Dwarven Crossbowmen (level 4) Pathfinder [PFIND] ---------- Effect: Move points +1 to neighbor friends Description: If time is precious and the way passes through dense thickets, marshes or deserts, an experienced pathfinder is indispensable. Each pathfinder can find his way in any fog, or make his way to an oasis in the middle of a vast desert. Such a guide will make even the thorniest path straight and quick for his unit. Obtainable by: Elite Rangers (default), Goblin Stalkers (default) Imperturbable [INTBL] ------------- Effect: Moves free passing by enemy units Description: They are so confident of their strength that they calmly pass by their enemies without any fear of attack. Obtainable by: Knights of Marcus (default), Orcish Riders (default), Mighty Riders (default), Wild Trolls (level 2), War Trolls (level 2) Iron Discipline [IDISC] --------------- Effect: Negates Impetuous Willpower +20% Description: The spirit of these fighters is as strong as steel. Even their former arrogance vanishes without the slightest trace. A unit with their ability will never waver in the presence of the enemy, even if their bravery will cost the fighters their lives. Fear is not familiar to them, They will go on fighting bravely and will never turn their backs on the enemy. Obtainable by: Knights of Marcus (default) Restless Raiders [RERAI] ---------------- Effect: Move points -2 and all attacks -1 to neighbor enemies Description: The enemy will find no peace anywhere. Enemies would rather die on their feet than make a halt while such restless raiders are nearby. Obtainable by: Hobilars (default), Goblin Raiders (default) Rust [SRST0] ---- Effect: Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 2 All attacks -5 Description: As the last word of this spell are still being pronounced, the enemy's weapons and armor begin to corrode. The iron turns rusty and begins to fall to pieces, leather hardens and cracks, stone gets mossy and crumbles, and wood begins to rot. Any unit that this spell is cast upon will find it very difficult to attack and defend themselves. Obtainable by: Master Brennok (level 4) Tornado [SRNDO] ------- Effect: Type: Spell, Target all in radius, Lasts 1 turn, Uses per scenario: 2 Missile -5 Description: The last sounds of this spell are caught and carried away by a breeze. It soon gains speed and power and by the time it reaches the target the breeze has become a violent tornado, sparing neither friend nor enemy. The wind snatches weapons out of warriors' hands and carries them away. Archers are rendered useless by its forceful gusts. Obtainable by: Teya (level 3), Master Brennok (level 5), Ash-hoon (level 7) Magic Boots [MABOT] ----------- Effect: Move points +1 Description: Wizards may know a myriad of combat spells, but they also know that speed can sometimes be as important as strength or accuracy. One simple spell can make the wizard's boots light, hid burden weightless, and his speed increadible. Obtainable by: Master Brennok (level 6) Meteor Fall [SMEFA] ----------- Effect: Type: Spell, Target all in radius, Uses per scenario: 1 Battle spell, strength 11 Description: Those who survived the first campaign to Sylent recall that when King Leranse's victorious troops finished off the miserable city guards the skies opened wide and a shower of red hot stones fell down. There was no way to defend oneself against them. Shields fell apart, leather armor burned, and deep indentations began to appear on the knight's shiny armor. There was nowhere to hide as the stones rained down. Only those blessed with Marcus's benediction could save themselves from this disaster induced by mages. Obtainable by: Master Brennok (level 7) Summon Golem [SSGOL] ------------ Effect: Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2 Summons a Golem Description: The mage appeals to the power of earth and lifts up a stone golem. The golem is so strong that he can rival a troll. However, the magic that gave birth to the golem will soon dissipate and the powerful creature will turn into dust. Obtainable by: Master Brennok (level 7) Archmage's Shield [SAMSH] ----------------- Effect: Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 2 Defence +10 Description: Even students know this spell- But to reveal its full power a mage needs to be fully focused. Only the most experienced wizards may produce such a shield over an entire unit. This magical protection can save a lot of lives. Obtainable by: Master Brennok (level 8), Teya (level 8) Word of Death [SWODH] ------------- Effect: Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 1 Battle spell, strength 25 Description: Some spells are so terrible that they are revealed only to the wisest of mages. The Word of Death is one of them. The individual who pronounces it summons terrible forces. A flame of total extermination rains down on his victim and messengers of death come to take the dead away. The Church considers this spell to be proof of the diabolical nature of magic. Obtainable by: Master Brennok (level 9), Ash-hoon (level 9) Temple Defenders [TDEFN] ---------------- Effect: Melee +2 in urban Description: It is not enough to be s knight of an order to be called a temple defender. Each defender has passed a severe test: single-handedly prevent twenty knights from entering the temple gates for one hour. It is no wonder why these knights are superior in a town battle to their secular counterparts. Obtainable by: Knights of Marcus (level 3), Champions of Marcus (level 3) Lazy [PLAZ0] ---- Effect: Move points -1 Description: Being lazy by nature, goblins use any chance to have a rest. Left to themselves, they always walk slower than they're able to, halting every few minutes. Obtainable by: Goblin Looters (default), Goblin Archers (default), Goblin Robbers (default), Goblin Runners (default), Goblin Sneakers (default), Goblin Killers (default), Goblin Stalkers (default), Goblin Sharp-Eyes (default), Goblin Crashers (default) Quiky Mold [QUIMO] ---------- Effect: Defence +1 Description: Goblins are connoisseurs of berries and molds, especially those with special powers. Goblins also love to enrich their food with molds capable of killing any other creature. These poisonous molds have little effect on them, though some make them move faster and help them to evade blows during battle. Obtainable by: Goblin Looters (level 1), Goblin Archers (level 1), Goblin Sharp-Eyes (level 1), Goblin Runners (level 1), Goblin Sneakers (level 1), Goblin Killers (level 1), Goblin Stalkers (level 1), Sho-doon (level 2), Ash-hoon (level 2) Iron Things [IRTHS] ----------- Effect: Melee +1 Description: Goblins rarely get any real iron weapons. Orcs do not always have enough of those themselves. But these fighters have earned the right to wield something better than wooden clubs and sharpened stakes. Now they have pike ends and arrowheads made of good steel, and knives similar to orcs' stabzas! Obtainable by: Goblin Looters (level 2), Goblin Killers (level 2) Enthusiastic Retreat [ENRET] -------------------- Effect: Move points +1 if enemy is adjecant Description: It's amazing how drastically a unit's speed increases if the order to retreat is given in close proximity to the enemy. They retreat with an enthusiasm they would probably rather show when attacking. However, there's nothing shameful in a quick retreat from a dangerous area if it saves lives. Obtainable by: Goblin Looters (level 2), Goblin Runners (level 2), Goblin Sneakers (level 2), Goblin Killers (level 2), Goblin Stalkers (level 2) Froggy [FRGGY] ------ Effect: Defence +3 in swamps Description: Swamps that cause a lot of trouble to other units are a second home for these fighters. In these impassable marshes they can even resist attacks from a strong enemy. Obtainable by: Goblin Looters (level 3), Goblin Runners (level 3), Goblin Sneakers (level 3), Goblin Killers (level 3), Goblin Stalkers (level 3) Lil Boss [LBOSS] -------- Effect: Willpower +10% Negates Lazy perk Description: All goblins are quite lazy by nature, and they often get kicked in the ribs by orcs because of it. But in this unit, a leader has recently appeared who the goblins obey with no compulsion, even willingly. Their laziness has vanished without a trace, and this has had favorable effect both on their speed of movement and morale. Obtainable by: Goblin Looters (level 3), Goblin Archers (level 3), Goblin Runners (level 3), Goblin Sneakers (level 3), Goblin Killers (level 3), Goblin Stalkers (level 3), Goblin Sharp-Eyes (level 3) Deathcup Beer [DBEER] ------------- Effect: Defence +2 Melee +4 Description: Goblins do not mind drinking beer that has been brewed for orcs. To improve its taste, they add the juice from extremely poisonous toadstools, which even orcs do not dare to drink. The beer makes the goblins so strong-willed, that they strike twice the number of blows during a battle. Somehow it does not impair their accuracy. Obtainable by: Goblin Looters (level 3), Goblin Killers (level 5) Thick Armour [THARM] ------------ Effect: Defence +2 All attacks -1 Description: The harder the armor, the more effective it is. Orcs learned this common truth after many battles. They equip their vanguard units with remarkably thick armor which is capable of resisting a fairly strong blow. Obtainable by: Orc Mobs (level 1), Orc Stabbers (level 1), Battle Orcs (level 3), Orc Mights (level 3) Fine Stabza [FINST] ----------- Effect: Melee +1 Description: Do you know what the difference between a common stabza and a good stabza? A good one will neither break from a heavy blow nor slip in one's hand from the blood that has stuck to it. But most importantly, one can inflict such a massive blow with a good stabza that the enemy will be knocked out completely. Obtainable by: Orc Mobs (level 1), Orc Stabbers (level 1), Battle Orcs (level 1), Mads (level 1), Orc Mights (level 1), Bad Mads (level 1), Orcish Riders (level 2), Mighty Riders (level 2) Orcish Beer [ORCBE] ----------- Effect: Willpower +20% Immune to fear Description: Goblins brew beer from secret mushrooms and berries. Neither a common orc nor a mighty hero will reject this brew, especially before a battle. This beer warms the blood. A slight mist in their heads makes the orcs so filled with their own importance that they will not be scared even of a stronger enemy. Obtainable by: Ugraum Grableg (level 2), Orc Mobs (level 2), Orc Stabbers (level 2), Battle Orcs (level 2), Orc Mights (level 2) Horse Eaters [HOEAT] ------------ Effect: Protection from charge Description: Constant starvation makes a mighty warrior rejoice at the prospect of a cavalry attack. It means he does not need to hunt. Long perfected skills enable him to dodge the charge, kill the rider and cook the horse. Obtainable by: Orc Mobs (level 2), Orc Stabbers (level 2), Besargar (level 2), Wild Trolls (level 2), War Trolls (level 2), Battle Orcs (level 2), Orc Mights (level 2), Bad Mads (level 2) Wild Temper [WITEM] ----------- Effect: Defence -1 Melee +2 Description: Orcs have never been known to have very mild tempers. In a community where the strongest survive, ferocity is the standard response to any transgression. Yet these warriors are very dangerous savages even according to orc standards. They can be identified by their bloodshot eyes, frequent jerks, and violent blows that very few can withstand. Obtainable by: Ugraum Grableg (level 1), Orc Mobs (level 3), Orc Stabbers (level 3), Mads (level 3), Bad Mads (level 1) Dirty Tricks [DTRIC] ------------ Effect: Defence +1 Melee +1 Description: Orcs believe generosity, a warrior's honor, and battle rules are all the inventions of petty people afraid of being accused of playing dirty. Dirty tricks give orcs a better chance of living to see the next day, and are therefore always justifiable. There are averse to nothing that might give them the edge and they make things very unpleasant for their enemies both in attack and defence. Obtainable by: Orc Mobs (level 5), Orc Stabbers (level 5), Battle Orcs (level 5), Summoned units (level 5), Mads (level 5), Orc Mights (level 5), Bad Mads (level 5), Besargar (level 8) War Leader [WRLED] ---------- Effect: Melee +1 to neighbor friends Description: Heroes always attract the attention of their fellow warriors. The warriors know if a true hero is watching them, and they rush to fight furiously alongside them. Neither orcs nor goblins want to be considered cowards or they'd be punished by the leader in their ranks - something much more frightening than a battle against enemies. Obtainable by: Ugraum Grableg (default) Big Boss [BGBOS] -------- Effect: Willpower +10% to neighbor friends Negates Lazy perk Description: Everyone feels calmer near a big boss. Orcs are certain that their chiefs always knows what to do. Even goblins rouse themselves when they see the chief, and eagerly await his orders! Obtainable by: Ugraum Grableg (level 1), Sho-doon (level 1), Ash-hoon (level 1) Thick Armour [THARM] ------------ Effect: Defence +3 All attacks -1 Description: Orcs have a simple classification system for armor, it is either thick or hard. Hard is a lot better as it can resist even strong blows that break through thick armor. However, not every unmounted orc can wear hard armor due to its weight. Only the strongest chieftains can manage it. Obtainable by: Ugraum Grableg (level 2) Commanding Eminence [COMEM] ------------------- Effect: Defence +1 and all attacks +1 in hills Description: The one who is taller is stronger. This truth is rooted so firmly in the heads of these warriors that when they see any elevation they are set out to climb it. It's not known for sure whether this always helps, but they definitely fight better on hills. Obtainable by: Mads (level 1), Bad Mads (level 1), Ugraum Grableg (level 4), Besargar (level 4) Stolen Ralin Boots [STRBO] ------------------ Effect: Move points +1 Description: Orcs and goblins knew the wonderful boots humans value so much would greatly increase their speed. So, when the chieftains were dividing up the loot after a battle, the warriors never failed to take a couple of pairs of these wonderful boots for themselves. The boots didn't fit, of course, but the orcs grew accustomed to wearing them their backs. Surprisingly, their speed increased anyway! Soon, the orcs began to run very quickly indeed. Obtainable by: Sho-doon (level 2), Ash-hoon (level 2), Besargar (level 6), Ugraum Grableg (level 9) Bark Eaters [BAREA] ----------- Effect: Defence +2 in forest Description: The forest becomes the goblins' home, eatery, and larder... It gives them both shelter and protection. Goblins can survive in the most severe conditions eating tree bark if necessary. Obtainable by: Goblin Archers (default), Goblin Runners (level 1), Goblin Sneakers (level 1), Goblin Stalkers (level 1), Goblin Sharp-Eyes (default) Straight Arrows [STRAR] --------------- Effect: Missile +1 Description: Goblins certainly know that a straight arrow is more likely to hit its target. However, due to their inborn negligence and laziness they are not always diligent when making arrows. Normally they simply accept whatever degree of straightness they can manage to achieve the first time around. But the fighters in this unit spend all of their spare time trying to improve their arrows. Such diligence is uncommon among goblins, but it has tangible benefits. Obtainable by: Goblin Archers (level 1), Goblin Sharp-Eyes (level 1) Poisoned Arrows [PSNAR] --------------- Effect: All wounded become killed Description: Let big orcs engage in a hand-to-hand combat! Archers prefer anther way of dispatching the enemy. Apply a drop of virulent venom (juice of poisonous mold, for example) on an arrow tip and even if the enemy is only scratched on the arm, death will come for him before the end of the battle. Obtainable by: Goblin Archers (level 2), Goblin Sharp-Eyes (level 2) Bone Bows [BNBOW] --------- Effect: Missile +2 Melee -2 Description: Crooked bows belonging to other goblins produce a sneer among these veterans. In battle they use sound composite bows made of bones and leather straps, which they either stole or made themselves. However, being confident of their precise shooting these goblins have almost forgotten the skills of melee fighting. Obtainable by: Goblin Archers (level 5), Goblin Sharp-Eyes (level 5) Healing Mold [SHEMO] ------------ Effect: Type: Spell, Target friend, Uses per scenario: 2 Restores all wounded All attacks -2 (lasts 1 turn) Description: Mold can kill, but it can also heal. The magic spores of a healing mold are more efficient than any medical potion. In just a few moments they can make all the wounded healthy again. The only thing that may prevent them from rushing into the battle is mold weakness, which inflicts every healed person. Obtainable by: Sho-doon (default) Bang Mold [SBAMO] --------- Effect: Type: Spell, Target enemy, Uses per scenario: 2 Battle spell, strength 7 All attacks -2 (lasts 1 turn) Description: A hexer who knows the secret of Bang Mold is very dangerous. He can make mold grow under the enemy's feet on any type of surface. The mold is instantly mature, and when it bursts, it throws clouds of toxic spores into the air. Spores from bang mold get in the eyes, nose, under armor, and burn the skin like small forks of flame. Obtainable by: Ash-hoon (default), Sho-doon (level 1) Spittler [SPTLR] -------- Effect: Missile +1 Description: People often say about the wicked, "Even his saliva is poisonous!". The irony is that this is perfectly true for hexers. Though constant chewing of various mushrooms and herbs hexer's saliva has become as caustic as an acid. By spitting at his enemy during a battle a hexer can inflict wounds as if with a weapon. Obtainable by: Sho-doon (level 1) Drop of Poison [DROOP] -------------- Effect: All wounded become killed Description: A single drop of poison used by a hexer is enough to turn a scratch from his dart into a deadly wound. As a rule the wretched wounded are finished off by their comrades, since the poison from the spiders that live in the Wastes causes horrible suffering. Obtainable by: Sho-doon (level 2) Mad Mold [SMAMO] -------- Effect: Type: Spell, Target friends in radius, Lasts 1 turn, Uses per scenario: 2 Melee +4 Defence -2 Description: This potion is brewed according to a secret recipe. It is special mold, gathered at a special time and dried out in a special way, which is then ground up in a stone mortar vessel. Mad mold powder makes anyone who inhales it into a berserk. Obtainable by: Sho-doon (level 3) Bark Skin Mold [SBSML] -------------- Effect: Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 2 All attacks -2 Defence +4 Description: This mold can make your skin as robust as solid wood. Enemy blades merely scratch this type of armor, and their arrows don't do any serious damage to it. However, the mold weakness that remains after taking this potion prevents creatures from attacking with the power they formerly had. Obtainable by: Sho-doon (level 4), Ash-hoon (level 4) Summon Wolves [SWOLF] ------------- Effect: Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2 Summons Spectral Wolves Description: The call of a hexer may summon wolves that have perished in combat back to the battlefield. They will not stay in the world of the living for long: only long enough to taste the blood of their enemies. Obtainable by: Sho-doon (level 5) Horror [SHRRR] ------ Effect: Type: Spell, Target enemy, Lasts until rest or reqr., Uses per scenario: 2 Willpower -40% Defence -4 All attacks -4 Description: There is no stronger feeling in the world than the horror that takes hold of the victims of this spell. Even the most fearless individuals are petrified with fear. The spell produces such shock that victims cannot remember what happened to them. Their spirit is broken, and even those who would never give up in battle, lose the will to fight. Obtainable by: Ash-hoon (level 3), Sho-doon (level 6) Gnat Swarm [SGNSW] ---------- Effect: Type: Spell, Target enemies in radius, Lasts 1 turn, Uses per scenario: 1 Defence -2 Battle spell, strength 8 Description: Some hexer's spells are so nasty that even orcs themselves despise them. The swarm of gnats is one of those. Obeying his squeaky call clouds of gnats gather on nearby swamps and rivers before flying toward the hexer. These blood-suckers can cover an immense area, biting all living creatures that fall within. Those warriors who find themselves battling the gnats cease defending themselves against the enemy. Obtainable by: Sho-doon (level 7), Ash-hoon (level 7) Brave Hiding [BRHID] ------------ Effect: Invisibility Description: An ability to hide right under the enemy's nose can save a lot of lives. Let enemies shout about cowardice and demand fair combat as much as they want. At war, hiding before a surprise attack against the enemy is a strong tactic and quite fair. Obtainable by: Sho-doon (level 7), Goblin Sneakers (default), Goblin Stalkers (default) Distilled Quiky Mold [DEQMO] -------------------- Effect: Defence +2 Description: Goblins hexers have long been known for their knowledge of berries and fungi. Mushrooms have the honor of ranking particularly high on their list of favorite items. And a potion of quiky mold is considered a true delicacy to a goblin. More importantly such potions and Elixirs serve to increase reaction time, so that countering the quickest strike is a mere trifle for a hexer. Obtainable by: Sho-doon (level 8) Determined Killers [DEKIL] ------------------ Effect: Defence -2 Skirmish Description: These goblins have taken a liking to blood. After attacking their enemies, they leave nothing but dead bodies behind them. The goblins are so fond of killing with impunity that they often tend to attack carelessly... Obtainable by: Goblin Runners (level 5), Goblin Sneakers (level 5), Goblin Stalkers (level 5) Bad Wheels [BDWHE] ---------- Effect: Move points -1 Description: You can hardly see the wheels goblins use to equip their war machines without laughing. Instead of being round, most of them are many-sized shapes in varying smoothness. Such wheels seriously slow down the movement of ballistae and catapults. Obtainable by: Spear Hurler (default), Stone Tosser (default) Big Shields [BGSHI] ----------- Effect: Defence +1 Description: A big wooden shield can provide a war machine and its crew with some extra protection from enemy attacks. Of course, it's no remedy for cavalry attacks, but it is quite helpful against arrows or javelins. Obtainable by: Spear Hurler (level 1), Stone Tosser (level 1) Round Wheels [RNDWH] ------------ Effect: Negate Bad Wheels perk Description: A round wheel rolls a lot better than any other wheel. Goblins know this well, but they are too lazy to do everything properly. However, normal combat experience has taught them that it's better to work for a while and make wheels that are round before heading into battle. Obtainable by: Spear Hurler (level 2), Stone Tosser (level 2) Camouflage [CMFLG] ---------- Effect: Invisibilty Description: The art of disguise is not a simple art, especially if you need to conceal a large object from the eyes of the enemy. This crew has mastered this and now their war machine can assume the appearance of a haystack or an old house. Now only the most sharp-eyed enemies can spot them from a distance. Obtainable by: Spear Hurler (level 3), Stone Tosser (level 3) Metal Pod [MTLPD] --------- Effect: Defence +1 Description: Metal plates that cover the sides and the bottom of the zeppelin's gondola protect the bomber's crew from enemy attacks. Arrows simply bounce off and the claws of air hunters cause no damage. Only an experienced enemy would be able to find a breach in this defences. Obtainable by: Goblin Zeppelina (level 1) Propeller [PRPLR] --------- Effect: Move points +1 Description: It is still unknown what happened to the first goblin who bent his oar in such an unusual way that he created a propeller. However, since then, goblins have found many uses for similar propellers. They proved themselves as wonderful substitutes for the oars used to propel zeppelins, thus greatly improving the balloons' speed. Obtainable by: Goblin Zeppelina (level 2) Balloon Armour [BLNAR] -------------- Effect: Defence +3 Bombardment -2 Description: The balloon's fabric is too fragile to ensure the safety of the bomber's crew. A couple of good hits and the balloon may fall out of the sky, after losing all of its volatile gas. Covering the balloon with animal skin makes it strong enough to resist both arrow impact and blows from air hunters' claws. Obtainable by: Goblin Zeppelina (level 3) Extra Payload [EXPAY] ------------- Effect: Move points -1 Bombardment +3 Description: With the desire to kill as many enemies as possible, goblins load many missiles into their dirigibles. Their bombardments become more efficient but the overloaded dirigibles are slowed down somewhat by their load. Obtainable by: Goblin Zeppelina (level 5) Vengeful Spirits [VESPI] ---------------- Effect: Missile +1 Description: A hexer is able to unleash vengeful spirits on his enemies, so the spirits will chase the souls of those killed even after death. No one has ever managed to see these spirits, but the results of these attacks they reinforce are quite visible. Obtainable by: Ash-hoon (level 1) Summon Eye [SEYE0] ---------- Effect: Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2 Summons Flying Eye Description: Some drops of sacrifcied blood, some scales of snakes, and the eye of an eagle killed at midnight... After screaming the spell out, a hexer disperses this magic powder in the air and a 'bloody eye' rises from its clouds. The hexer will be able to see everything this magic eye sees. Obtainable by: Ash-hoon (level 2) Summon Boars [SBOAR] ------------ Effect: Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2 Summons Shadow Boars Description: Although the bodies of these boars are woven from swamp fog, the way they fight is not inferior to real boars. Phantom boars are powerful enough to take the lives of enemies with them when they pass back into the underworld. Obtainable by: Ash-hoon (level 3) Dead Bones [SDBON] ---------- Effect: Type: Spell, Target enemy, Uses per scenario: 2 Battle spell, strength 16 Description: Following this hexers's command the old bones of ancient monsters rise up from the earth. The breath of death fills the air. Almost no one can resist the power of this terrible spell. Obtainable by: Ash-hoon (level 5) Fear Discipline [FDISP] --------------- Effect: Move points +1 for neighbor friends Description: Everyone is fearful of the hexer and they have good reason to be so. The warriors remember that his force can target not only the enemies. The nearby units are so afraid of the hexer that they move around much faster in his presence. Obtainable by: Ash-hoon (level 6) Big Flask [BIFLA] --------- Effect: Defence -1 Charge +4 Description: Only a hero can carry such a big flask of famous death cup beer. To enhance the effect of this concoction hexers add fresh blood and flavor it all with magic. After this treatment, the beer increases the power of charge attacks. But it makes the attacker's head a little bit dizzy and decreases his defences. Obtainable by: Besargar (level 7) Frenzied Regeneration [FRREG] --------------------- Effect: Type: Spell, Target self, Lasts 2 turn, Uses per scenario: 2 All attacks +3 Description: Seized by combat insanity a berserk pays no attention to his wounds. He wishes only to reach the enemy as soon as possible. However, if the fighter somehow fail to rush into battle the berserker's unspent enegiý will heal his wounds. Obtainable by: Mads (level 4), Bad Mads (level 4), Besargar (level 7) Contagious Madness [CONMA] ------------------ Effect: Defence -1 and Melee +2 for neighbor friends Description: The belief that the madness of a berserk is contagious is not altogether false. All the units around this hero are influenced by his combat madness and fight much more fiercely. Yet they tend to forget about defending themselves. Obtainable by: Besargar (level 9) Awfully Huge [AWHUG] ------------ Effect: Willpower -20% and all attacks -2 for neighbor enemies Description: The sound of this monster's breath is similar to that of an ocean tide. Its huge weapon looks light like a feather in its huge paws, while its enormous eyes seem to be peeping into your very soul... Enemies' hearts sink when they see such a monstrous giant nearby. Obtainable by: Wild Trolls (default), War Trolls (default) Regenerate [SREGE] ---------- Effect: Type: Spell, Target self, Uses per scenario: 5 Restores all wounded Description: It is not only the thick skin and immense power of trolls that makes them very hard to kill. Even the most serious wounds suffered by these monsters heals almost immediately and their severed limbs can grow back. If the slightest drop of life remains within a troll, he can regenerate with menacing speed. Obtainable by: Wild Trolls (default), War Trolls (default) Thick Hide [THHID] ---------- Effect: Defence +1 Description: Trolls are often noted for their thick skin. Their hide is so thick that they usually fail to even notice a kick, and are only mildly bothered by a strong blow from a weapon. Obtainable by: Wild Trolls (level 1), War Trolls (level 1) Taste for Fresh Meat [TFFRM] -------------------- Effect: Defence -1 All attacks +2 Description: Wild trolls are too slow to overtake their pray, therefore they often have to be content with carrion. These trolls have realized that in a battle, though, their prey comes to them all by itself. As the monsters have taken a liking to fresh meat, they rush into battle as soon as they see an enemy, without a thought to defending themselves. Obtainable by: Wild Trolls (level 1), War Trolls (level 1) Wall Breaker [WLBRK] ------------ Effect: All attacks +3 in urban Description: Stones is only inferior to a living rock. A troll is capable of passing easily through the walls of a stone house to suddenly attack whoever is inside. Obtainable by: Wild Trolls (level 2), War Trolls (level 2) Wild Strength [WLDST] ------------- Effect: All attacks +1 Description: Wild strength hides in trolls. Sometimes they do not know themselves how strong they are. A giant is sometimes surprised when he breaks his own club with an awkward move of his hand. Once they realize the extent of their own power, they become much more dangerous. Obtainable by: Wild Trolls (level 3), War Trolls (level 3) Big Steps [BGSTE] --------- Effect: Move points +1 Description: The monster needs to take only a few steps to cover a whole mile. It hardly notices obstacles such as hills, rocks, swamps or woods crossing over them with ease. Obtainable by: Wild Trolls (level 4), War Trolls (level 4) Shooting Protection: Hardhead [SPHEA] ----------------------------- Effect: Protection from shooters Description: Shooting is the best way to fight any monster. But these beasts have learned to stop arrows with their heads, the strongest, most well-protected part of their bodies. Their super-thick skulls are a better defence against any blow than the most durable helmet. Obtainable by: Wild Trolls (level 5), War Trolls (level 5) Pha-lansa [PHALS] --------- Effect: Defence +1 Description: Orc families treasure their stories from the time of Marcus about that terrible weapon of the old empire: the phalanx formation. Orcs are constantly trying to employ something of the kind in battle. Of course, their phalanxes don't at all resemble Marcus' phalanxes, yet they help during attacks. The very desire to act together in battle allows the orcs to defend themselves more effectively. Obtainable by: Battle Orcs (level 1), Orc Mights (level 1) Defence Bonus [DEFBO] ------------- Effect: Defence +1 Description: A good warrior is distinguished by his skill in defending himself, without having to think twice. The ability to respond instinctively to a strike often saves one's life. Obtainable by: Summoned units (level 1) AttackBonus [ATTBO] ----------- Effect: All attacks +1 Description: Combat experience translates into true combat skills. Attacks by these warriors are significantly more dangerous. Obtainable by: Summoned units (level 1) Move Bonus [MVEBO] ---------- Effect: Move points +1 Description: Knowing how to best conserve energy during long marches, they skillfully distribute their load, and vary their pace. These swift-marching specialists cover larger distances than usual, and never grow tired. Obtainable by: Summoned units (level 3) Claustrophobia [CLPHO] -------------- Effect: Defence -1 and all attacks +3 in urban Description: High walls, narrow streets and curved fences produce a fear of enclosed spaces in orcs, who are accustomed to the open spaces of the steppe. Often orcs will go mad and begin to destroy the walls surrounding them, as well as everything in their way. Many city and village dwellers have already witnessed a berserk suffering an attack of claustrophobia. Those who survive such a nightmarish spectacle would likely rather not see it again. Obtainable by: Mads (level 2), Bad Mads (level 2) Almost Round Shields [ROSHI] -------------------- Effect: Defence +1 Description: The advantages of a round shield have been widely known for centuries. But neither goblins nor orcs bother themselves with creating perfect circular shapes. They believe that it's enough to have a very light shield that offer good protection. Of course, one has to know how to use them properly. Obtainable by: Orcish Riders (level 1), Mounted Goblins (level 1), Goblin Raiders (level 1), Mighty Riders (level 1) Iron Horns [IRHOR] ---------- Effect: Charge +1 Description: Orcs use expensive steel for this weapon. With iron covers as sharp as knives, the bulls' menacing horns turn into a horrible thing capable of piercing any armor and turning even the strongest enemy into a bloody mess. Even if the enemy's unit has not been completely destroyed during this violent attack the wounds left by these horns will not soon heal. Obtainable by: Orcish Riders (level 1), Mighty Riders (level 1) Bull Trails [BULLT] ----------- Effect: Movement cost through forest is set to 100% Description: For a horseman, making his way through a forest is not easy - knotty roots, interlacing branches and deep ravines stand in his way. Yet, bull riders feel at home in a forest. The only thing is, they need to learn to dodge trees in time and find the shortest paths through piles of windfall. Obtainable by: Orcish Riders (level 3), Mighty Riders (level 3) Beast Temper [BETEM] ------------ Effect: Defence -2 Charge +4 Description: Which animal do hunters fear most of all? It's neither a bear with his strength, nor a wolf with his teeth. They are most afraid of the bull, which is violent, quick, and therefore very dangerous. Meeting even one wild bull is dangerous. What is to be said then about meeting a dozen bulls running at you? Then, what if a huge orc is riding on the backs of each of them? Both are distinguished by their malicious, bestial temper. Obtainable by: Orcish Riders (level 5), Mighty Riders (level 5) Hyena Mount [HYMOU] ----------- Effect: Defence +2 and all attacks +2 in forest Description: By nature, hyenas are perfectly built for running through forests. Their riders are also at a considerable advantage in the forest: low branches do not lash their faces and their weapons rarely get hooked. This helps them to attack and defend themselves better. Obtainable by: Mounted Goblins (default), Goblin Raiders (default) Furry Boss [FUBOS] ---------- Effect: Negates Lazy perk Description: If a pack leader appears among the hyenas, the goblins will rouse will rouse themselves. A single click from this mighty beast makes both his fellow beasts and their riders wary. Obtainable by: Mounted Goblins (default), Goblin Raiders (default) Animal Scent [ANISC] ------------ Effect: See invisible Sight +1 Description: Hyenas' eyes are enviable, yet their keen scent is even more important for their survival. Their ability to smell the enemy even when he is securely hidden from view will save their riders from sudden ambushes. Obtainable by: Mounted Goblins (level 2), Goblin Raiders (level 2) Pack Hunting [PHUNT] ------------ Effect: Defence +2 and skirmish +1 in forest Description: A lonely hyena hardly poses a serious danger to an experienced enemy. However, a pack of hyenas is quite a different thing. They can surround a victim and attack as an organic whole. At such times, they seem to double in number. At last, goblin riders have learned to take advantage of the hyena's pack hunting instinct, and they can now attack twice as quickly. Obtainable by: Mounted Goblins (level 2), Goblin Raiders (level 2) Soft Paws [SPAWS] --------- Effect: Invisibility Description: Unlike goblins, hyenas are taught from the time they are pups to approach their prey unnoticed. But goblins also realize the advantage of moving slowly. Sliding like noiseless shadows, hyenas and their riders can cross a field within yards of dozens of their enemies without being noticed. Obtainable by: Mounted Goblins (level 5), Goblin Raiders (level 5) Stone Form [STFRM] ---------- Effect: Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3 All attacks -10 Defence +10 Description: This ability inherited from their ancient ancestors is concealed in the blood of every troll. Long ago at the dawn of time trolls used to travel only at night becoming granite rocks during the daytime. But over time, trolls learned to stop fearing the light and so they forgot the secret of Stone Form. Today monsters that can turn their bodies into granite for a short while are very rare. This art is particularly valuable in battle, as almost nobody can injure a troll once he has turned himself into a stone colossus. Obtainable by: War Trolls (default) Poison Tail [POSTL] ----------- Effect: All wounded become killed Description: A slash of the poison pretanodon's tail can be fatal for a careless enemy. It is not easy to repel this attack, as a pteranodon can strike suddenly from behind his rider, at the same time as the rider engages the enemy. An inexperienced enemy may linger for a second that may cost him his life. Obtainable by: Pteranodon Rider (level 3) Lasher [LASHR] ------ Effect: Move points +1 Description: A common lash is a wonderful way to make a pteranodon fly faster. The only difficulty is that few riders who use the lash reach their destination alive, as the pteranodon often throw them off or eat them while in flight. Those who manage to reach their destination are given the title of lash masters. They know how to drive a pteranodon on with blows that do not annoy them. Obtainable by: Pteranodon Rider (level 3) Looking Glazz [LOGLZ] ------------- Effect: Move points +1 Description: Not every goblin will risk tangling with looking glaszz magic. It is said to distort the world in a strange manner, making things at a distance appear close by. This pteranodon is ridden by a very daring goblin. He can see almost as far as the very horizon noticing all enemies. Obtainable by: Pteranodon Rider (level 4) Hunting Tradition [HNTTR] ----------------- Effect: Missile +2 in hills and forest Description: It is dangerous to quarrel with elven archers, since an elf can hit a squirrel's eye at a distance of hundred paces. Woods and hills are their favorite places to practice hunting. Few people would wish to roam there and serve as targets. Obtainable by: Elven Bows (default) Bold Archers [BLDAR] ------------ Effect: Missile +2 Defence -1 Description: Elven practice archery for longer than most humans are alive. No one can match an elven master bowman. They are aware of their own superiority, but this vanity is sometimes their downfall as they stop looking out for their own safety during battle. Obtainable by: Elven Bows (level 1) True Elven Bowstrings [TRBST] --------------------- Effect: Range +1 Description: Humans appreciate the craftsmanship of elven bowstrings but cannot use them proficiently. Only elves themselves can use these bowstrings to send arrows much farther without losing their infamous accuracy. Obtainable by: Elven Bows (level 3) Aggressive Style [AGGST] ---------------- Effect: Defence -2 All attacks +3 Description: Elves study various styles of swordsmanship. These sword masters believe that aggression and speed can tip the scale in a fight. One need not worry about defending oneself if the enemy is already dead. Obtainable by: Elven Swords (level 2) Defensive Style [DFSTL] --------------- Effect: Defence +2 All attacks -1 Description: The ancient art of radial defence allows elven swordmasters to fight multiple enemies at the same time. It allows them to establish an impenetrable barrier around themselves, and kill their enemies with quick and accurate strikes. Obtainable by: Elven Swords (level 2) Shooting Protection: Sword Masters [SPSWM] ---------------------------------- Effect: Protection from shooters Description: These skillful warriors are capable of deflecting enemies' arrows with their weapons. Some say they can predict where an arrow will land as soon as an archer draws it from his quiver. Obtainable by: Elven Swords (level 3) Hill Walker [HLWLK] ----------- Effect: Movement cost through hills is set to 100% Description: The dwarves spend their whole lives in mountains caves and among the hills. From childhood onward, they learn to walk up hills as if they were plains. Obtainable by: Dwarnrock (default), Dwarven Axemen (default), Dwarven Crossbowmen (default), Dwarven Nobles (default) Rune Axes [RNAXE] --------- Effect: Melee +2 Description: Dwarves cover their combat axes with magical runes, which make their weapons even more durable and sharp. These axes become truly deadly weapons, even in unskilled hands. Obtainable by: Dwarven Axemen (level 4), Dwarven Nobles (level 4) Ofris Master Armor [OMAAR] ------------------ Effect: Defence +3 Description: A long time ago, skillful dwarven craftsmen produced unmatched armor in their underground smithies, hidden deep within the sacred Ofris mountain. Such armor is priceless now. No dwarf will ever part with his suit. Obtainable by: Dwarven Axemen (level 5), Dwarven Nobles (level 5), Dwarnrock (level 8) Rune of Resilience [RORES] ------------------ Effect: Defence +1 Description: The resilience rune force will deflect a foul blow and help a hero remain on his feet even after the hardest battle. Dwarnrock's weapon with this rune inscribed upon it blocks any strike and deflects any arrow with ease. Obtainable by: Dwarnrock (level 2) Rune of Devastation [RODEV] ------------------ Effect: Melee +2 Description: Runes help dwarves who are striving to become mighty warriors. The rune of devastation has made Dwarnrock's axe very sharp and the warrior himself indefatigable. A fight against this hero will be the last for many enemies. Obtainable by: Dwarnrock (level 7) Rune of Endurance [ROEND] ----------------- Effect: Move points +1 to neighbor friends Description: Dwarves possess the secret of rune's magic. A rune of endurance inscribed by this hero will render all nearby units truly indefatigable. They will be able to cover great distances without a single halt. Obtainable by: Dwarnrock (level 9) Concentration [CNCNT] ------------- Effect: Defence -1 Missile +2 Description: Teya feels the natural flow running through all living creatures. By concentrating she can harness this flow to empower her attacks. But while doing so, Teya runs the risk of missing an enemy's attack. Obtainable by: Teya (level 1) Rejuvenation [RJUVN] ------------ Effect: Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 2 Restore all wounded Defence +2 Description: Elf mages know not only destructive magic, but also healing spells. Elves have an innate connection with magic so the impact of their healing spells is very powerful. They not only heal wounds fully, they also provide some short- term defence. Obtainable by: Teya (level 3) Guarded by Woods [GBWOD]
----------------
Effect:
Defence +4 in forest
Description:
Few elves reach such a state of oneness with nature. When you feel the forest
as an extension of yourself. When you can move any branch as if it were your
own arm, or twine the roots round your enemies' legs by just thinking about
it, or grow a whole wall of trees in the enemy's way. It seems to the
attacker that the forest itself guards Teya.
Obtainable by:
Teya (level 4)
Expert Arcanist [EXPAR]
---------------
Effect:
Armour-piercing missiles
Description:
Teya's attacks always hit their target, even if the target is wearing heavy
armor. A magic arrow can penetrate any protection it encounters: there is no
armor strong enough to resist it.
Obtainable by:
Teya (level 7)
Regrowth [RGRWT]
--------
Effect:
Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 1
Restore full hitpoints
Defence +2
Description:
Only the most skilful sorcerers are able to bring fallen warriors back to
life. No wonder elves, the best mages in the world, have an excellent command
of this type of magic. The spell is so powerful it not only resurrects the
dead but also provides short-term defence to the creature for which it is
cast.
Obtainable by:
Teya (level 7)
Nature Intervention [NTINV]
-------------------
Effect:
Type: Spell, Target friends in radius, Lasts 1 turn, Uses per scenario: 1
Restore full hitpoints
Defence +2
Description:
Blessed are those who have experienced the magic of the great resurrection.
When they rise from the ground, they feel alive as they never did before.
They see their fellow warriors rise up and the fatal wounds of their friends
in other units heal over. The heady joy of rebirth is visible in their eyes.
Obtainable by:
Teya (level 9)
Dragon Slave [DRGSL]
------------
Effect:
Type: Spell, Target enemies in radius, Uses per scenario: 1
Battle spell, strength 30
Description:
Only a few elf mages believe in the existence of this spell. However,
fairytales about its power still serve to frighten children. The power this
spell contains is so tremendous that even dragons cannot resist it.
Obtainable by:
Teya (level 10)
Extra Armor [EXARM]
-----------
Effect:
Defence +3
Move points -1
Description:
Additional steel plates added by the dwarves to their mobile fortress
considerably improves its protection. The machine has lost some of its
mobility, though, because of the extra weight.
Obtainable by:
Dwarven Mobile Fort (level 1)
Rough Terrain Mod [RTERM]
-----------------
Effect:
Movement cost through hills and rough is set to 100%
Description:
The dwarves equip their combat machine with spiked wheels and install a steel
plate on its front to push rocks and stones aside. With these improvements,
the mobile fortress can climb over hills and rocky terrain with ease.
Obtainable by:
Dwarven Mobile Fort (level 2)
Master Crafted Engine [MCREN]
---------------------
Effect:
Movement points +1
Description:
The mechanics of this mobile fortress were built by a true craftsman. This
dwarven combat machine can move much faster.
Obtainable by:
Dwarven Mobile Fort (level 3)
Counter Attack (Shoot) [CASHT]
----------------------
Effect:
Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
Use all attacks while defending
Description:
An enemy will regret attacking this mobile fortress! The war machine's crew
will have time to charge their weapon and fire at the attacking enemy.
Obtainable by:
Dwarven Mobile Fort (level 3)
Crack Crew [CRCRW]
----------
Effect:
All attacks +2
Description:
These dwarves know every secret to manipulating their mobile fortress. Their
combat machine attacks have improved. The crack crew is also capable of
protecting itself and its machine in a melee.
Obtainable by:
Dwarven Mobile Fort (level 5)
Dwarven Noble [DNOBL]
-------------
Effect:
Defence +1 and willpower +10% to neighbor friends
Description:
Dwarven nobles inspire nearby units with their appearance. The warrior defend
their positions, so as not to lose face before their clan chief. And of
course, no one would conceive of fleeing from the battlefield in their
presence.
Obtainable by:
Dwarven Nobles (default)
Sizzling Flame [SIZFL]
--------------
Effect:
Flame breath +2
Description:
Normal fire seems as cold as ice compared to a dragon's flame. Elves say that
exhale the same flame in which the world was born and in which it will perish
at the end of time.
Obtainable by:
Dragon (level 2)
Strong Wings [STRWI]
------------
Effect:
Move points +1
Description:
Dragons need strong wings, and not only for aerial fighting. Long flights
require both strength and endurance. A dragon's ability to fly farther than
usual at a crucial moment can bring a victory in the battle.
Obtainable by:
Dragon (level 2)
Phoenix Resurrection [PHRES]
--------------------
Effect:
Restore full hit points to self
Description:
The flame that gave birth to the world resurrects the fiery guards. While at
least one female warrior is alive they will continue to come back to life and
rejoin the ranks.
Obtainable by:
Flame Guards (default)
o-----------------------------------------------------------------------------o
| ..:: Terrain and Movement Tables ::. |
o-----------------------------------------------------------------------------o
HI - Heavy Infantry
LI - Light Infantry
Ar - Archers
HC - Heavy Cavalry
LC - Light Cavalry
AF - Air Fighters (Sky Hunters)
AB - Air Bombers
Sk - Skirmishers
WM - War Machines
HR - Non-Mage Heroes
HM - Mage Heroes
Terrain Bonuses in Defence [TBIND]
--------------------------
The defence modifier your unit get for standing on a particular type of
terrain when getting attacked by an enemy.
Plain Forest Swamp Desert Rough Hill River Village Town Castle
HI 0 0 -8 -2 0 +2 -8 +2 +4 +6
LI 0 +4 -4 0 +4 +4 -4 +2 +4 +6
Ar 0 0 -8 0 0 +2 -8 +2 +4 +6
HC 0 -4 -10 -2 -4 +2 -8 0 +2 +4
LC 0 -4 -10 0 -4 +2 -8 0 +2 +4
AF 0 0 0 0 0 0 0 0 0 0
AB 0 0 0 0 0 0 0 0 0 0
Sk 0 +4 -4 0 +4 +4 -4 +2 +4 +6
WM 0 -4 -10 0 -4 +2 -8 +2 +4 +6
HR 0 0 -8 0 0 +2 -8 +2 +4 +6
HM 0 0 -8 0 0 +2 -8 +2 +4 +6
Terrain Bonuses in Attack [TBINA]
-------------------------
The attack modifier your unit get for attacking an enemy standing on a
particular type of terrain.
Plain Forest Swamp Desert Rough Hill River Village Town Castle
HI 0 0 -4 -2 0 0 -4 0 0 0
LI 0 +4 0 0 +4 +2 0 0 0 0
Ar 0 0 -4 0 0 0 -4 0 0 0
HC 0 -4 -6 -2 -4 -2 -4 -2 -2 -2
LC 0 -4 -6 0 -4 -2 -4 -2 -2 -2
AF 0 0 0 0 0 0 0 0 0 0
AB 0 0 0 0 0 0 0 0 0 0
Sk 0 +4 0 0 +4 +2 0 0 0 0
WM 0 -4 -6 0 -4 0 -4 0 0 0
HR 0 0 -4 0 0 0 -4 0 0 0
HM 0 0 -4 0 0 0 -4 0 0 0
Movement Cost Table [MOCOT]
-------------------
Plain Forest Swamp Desert Rough Hill Mountain River Road
Foot 100% 67% 25% 67% 67% 67% – 25% 143%
All Terrain 100% 100% 50% 100% 100% 100% – 33% 143%
Mounted 100% 25% 20% 67% 50% 67% – 25% 143%
Big Foot 100% 100% 50% 100% 100% 100% – 50% 143%
Wheeled 100% 20% 20% 50% 25% 50% – 20% 143%
Flight 100% 100% 100% 100% 100% 100% 100% 100% 100%
o-----------------------------------------------------------------------------o
| ..:: Artifacts ::.. [ARTFT] |
o-----------------------------------------------------------------------------o
Burning Sword [ABSWR]
-------------
Effects:
Defence -1
Melee +2
Description:
This sword was forged in the dwarves' underground smithies. The blade's
steel still bears the flame of red-hot furnaces. The holder of this weapon
is very dangerous in a melee. However, one needs to be cautious not to
burn oneself when handling this weapon.
Found: Ruined chapel (Wind of the Steppes)
Eye of an Eagle [AEOAE]
---------------
Effects:
Sight +1
Description:
This artifact grants the holder the sharpness of an eagle's eye. With its
help you are more likely to spot your enemy in time to prepare for battle!
Found: Dead Mage (Against the Wind)
Helm of Saint [AHSAI]
-------------
Effects:
Defence +1
Description:
The best days of this old helmet have long gone. It is so rusted through
that it doesn't even seem able to withstand glancing blows. But this
helmet is more effective than it seems. It was once worn by a zealot who
spread the doctrine of Marcus throughout the lands of the pagans. The
strength of his holiness protects better than any steel.
Found: Gold & Silver victory in scenario Against the Wind
Sphere of Cold [ASOCL]
--------------
Effects:
Movement cost through river is set to 100%
Description:
This artifacct is availabe in many Sylent shops, for quite a lot of money,
of course. The owner of the magic sphere of cold can turn water into ice.
With it one can get across any river with ease.
Found:
Altar (Rapid Rescue)
Gold victory in Reconnaissance in Force
Amulet of the Fanatic [AOTFN]
---------------------
Effects:
Defence -2
Melee +3
Description:
The amulet of berserk fanatics date back to the time of the Tirolingian
Wars and are highly valuable. Only a few of them remain and mages that
have studied these artifacts are certain there is not the slightest drop
of magic in them. However, these amulets still have the effect of making
the holder act like a berserk: they enhance attacks but make the holder
forget about defending himself.
Found: Gold victory in scenario Rapid Rescue
Banner of Valor [ABAOV]
---------------
Effects:
All attacks +1 for neighbor friends
Description:
The banner of valor that flutters above the heads of warriors encourages
the nearest allies to take up arms. Now the warriors' attack is even more
violent than before.
Found: Ruined chapel (Back to Derenhalle)
Lance of Glory [ALOGL]
--------------
Effects:
Charge +2
Description:
In the old days many glorious knights perished in contests, vainly hoping
to obtain one of the famous lances of glory. But the award was worth the
risk. It is known for sure that this weapon has a secret power to enhance
a ramming attack. Most of these lances were broken in combat or stolen
from their legal owners. But there are some places were these precious
artifacts can still be found.
Found:
Gold & Silver victory in scenario Back to Derenhalle
Kill the Foot Knight in the additional quest "Intercept the magic cargo"
in Land of Knights
Sword of Wrath [ASWWR]
--------------
Effects:
Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 1
Battle spell, strength 9
All attacks -2
Description:
Such swords are sanctified at the Holy Marcus Cathedral in Verson and
sometimes even in the very Ticsus when a new inquisitor is ordained. No
priest would ever abandon this weapon. Those who find such an artifact
must know that another brother of the holy church perished defending the
cause of faith. The owner of this sword can cast the wrath of Marcus upon
the heads of his enemies.
Found: Old church (Freiburg's Destiny)
Relics of Marcus [AROMA]
----------------
Effects:
Defence +2
Willpower +20%
Description:
The incorruptible relics of holy Marcus can resist evil and strengthen
moral courage. People say sinners do not dare to even approach this relic.
Found: Temple of Marcus' Blood (Freiburg's Destiny)
Elixir Of Life [AELLI]
--------------
Effects:
Restore full hitpoints to self
Description:
Resurrection is such a complicated sorcery spell that only a few selected
wizards can master it. But the Elixir of Life enables any person, even
those ignorant of magic, to raise the dead.
Found:
Gold victory in scenario Freiburg's Destiny
Gold & Silver victory in scenario The Fall of Verson
Gold & Silver victory in scenario Secret mission
Firkan's Map [AFMAP]
------------
Effects:
Move point +1
Description:
The famous Sylentian merchant Firkan traveled all around the world, from
the seas of Ticsus to the swamps of Daiaran-Ai, and from Quendaylon to
Verks Wastes. It was in the Wastes that he vanished. Detailed maps and
records made by Firkan during his travels save you from wasting your time
looking for the easiest and safest paths.
Found:
Water mill in Generals of Leranse
Gold & Silver victory in scenario Land of Knights
Staff of the Eternal Flame [ASTEF]
--------------------------
Effects:
Type: Spell, Target enemy, Uses per scenario: 1
Battle spell, strength 10
Description:
This staff used to belong to a mighty mage, an expert in the element of
fire. The staff absorbed part of its former owner's power and can be used
to attack enemies with fireballs, even if its present owner lacks any
knowledge of magic.
Found:
Gold victory in scenario Plains of Leranse
Gold & Silver victory in scenario Fall of Freiburg
Horn of Horror [AHORN]
--------------
Effects:
Willpower -20% to neighbor enemies
Description:
When nearby enemies hear the sound of this horn they realize that the
darkest day of their lives has arrived. Their hearts go cold and their
will weakens.
Found:
Killing the "Rust" spamming Goblin Hexer in Plains of Leranse
Gold victory in scenario Fall of Irand
Horn of Fury [AHORF]
------------
Effects:
Melee +1
Description:
The sound of this magic horn shakes the skies. Blood begins to stir in the
veins of fighters and their fury increases their power in a melee.
Found: Gold & Silver victory in scenario Joining the majority
Shield of the Ancients [ASHAN]
----------------------
Effects:
All attacks -1
Defence +3
Description:
This ancient shield, dating back to the times of holy Marcus, contains
magical powers. Its magic can increase the defensive capabilities of an
entire unit. However, the curtain of magic armor it provides is so heavy
that it restricts movements during an attack.
Found: Gold & Silver victory in scenario Generals of Leranse
Standard of High King [ASOHK]
---------------------
Effects:
Defence +1 and Willpower +10% to neighbor friends
Description:
Seeing the standard fluttering above the heads of the fighters, fills
their nearest allies with the hope that victory is in sight. Their morale
becomes stronger than stone.
Found: Gold victory in scenario Wings of Verson
Cloak of a Saint [ACLAS]
----------------
Effects:
Defence +3
Description:
A light cloak once covered the shoulders of a zealous monk, protecting him
from the rain and wind. Now its power can defend an entire unit from enemy
weapons.
Found: Gold victory in scenario Deserted City
Mummy Eye [AMUEY]
---------
Effects:
Sight +1
See invisible
Description:
If an orc hexer dies in the wastes, nobody dared to approach the place of
his death. His fellow hexers will take his body away only after it has
been mummified by dry winds. Their dark magic turns the dead eyes of
mummies into valuable artifacts. The one that carries such a magic eye
gains not only better vision, but also an ability to notice the invisible.
Found: Stone circle in Conquest of Goblins
Axe of Madness [AXMAD]
--------------
Effects:
Melee +2
Defence -1
Description:
This axe makes its holder act like a mad orc. Their attacks become more
violent, but heir defences fall away.
Found: Stone circle in Conquest of Goblins
Night Stone [ANIST]
-----------
Effects:
Invisibility
Description:
The black stone fell from the skies on a moonless night. The magic power
contained in this stone hides its holder from their enemy's sight,
making him as invisible as the best scout.
Found: Troll's cave in Joining the majority
Red Plate of Azurnash [AREDP]
---------------------
Effects:
Defence +1
Description:
If the legends is true, Azurnash is the last warrior of the Siirta people,
who were annihilated in ancient times by the elves. Azurnash survived. He
lived with the dwarves and fought together with them against the hated
elves. In gratitude for his deeds underground dwarven masters reinforced
his armor with their magic.
Found: Witch circle in Fall of Irand
Ancient Crown [ACRWN]
-------------
Effects:
Melee +3
Defence -1
Description:
This crown was worn by the great monarchs of ancient times, It was used to
give them strength in combat. Indeed, this artifact makes fighters stronger
in a melee. But the pride of possessing such an ancient crown often makes
the wearer overestimate his own powers, which has an adverse affect on his
defences.
Found: Killing King Victor (Fall of Freiburg)
Desecrated Relic [ADREL]
----------------
Effects:
All attacks -1
Defence +2
Description:
This sacred relic was profaned by the touch of a sinner. The power of the
relic still defends its holders, but the wrath of vengeful forces is felt
by nearby units and it prevents them from attacking with accuracy.
Found: Old church (Fall of Freiburg)
Staff of Meteors [ASFME]
----------------
Effects:
Type: Spell, Target all in radius, Uses per scenario: 1
Battle spell, strength 11
Description:
The holder of this staff rules over the celestial flames. Following his
order, red-hot meteors begin to rain down upon his enemies. Happily for
some, this fatal spell obeys even those who lack any knowledge of magic.
Found:
Cave at Snake Swamp (War in The Air)
Gold victory in scenario Unmasking
Feather Boots [AFTBO]
-------------
Effects:
Move points +1
Description:
These awkward boots with bunches of feathers tied to them, are no laughing
matter for orcs. They believe that the magic of flight is contained within
bird feathers. Hexer's spells make these boots as light as the air itself.
The owner of this artifact can travel long distances with ease.
Found: Gold victory in scenario War in The Air
Staff of Eternity [ASTET]
-----------------
Effects:
Defence +2
Description:
Pieces of elven holy and eternal trees that the Siirta people cut down even
before the great deeds of Marcus are said to be hidden inside these staffs.
Of course, elves will never agree that this is true, but it cannot be
denied that the owners of such artifacts die in combat less frequently. It
seems that some sort of magic protection is involved.
Found:
The Black Altar (Trap for the King)
Stone circle (Ofris)
Big Banner of Ugraum [ABBOU]
--------------------
Effects:
All attacks +1 for neighbor friends
Description:
The horde has an item which embodies its pride and power. The mighty Ugraum
made this huge banner himself and handed it over to the most distinguished
unit. This symbol makes orcs almost as strong as their great leader.
Found: Gold victory in scenario Trap for the King
Bow of Doom [ABOWD]
-----------
Effects:
Missile +2
Description:
This legendary bow has existed since ancient times. Elves used it to punish
the trecherous people of the Siirta for cutting down their holy trees. The
holder of the bow shoots with incredible accuracy.
Found: Troll's cave (Secret mission)
Lightning Bow [ALIBO]
-------------
Effects:
Type: Spell, Target enemy, Uses per scenario: 2
Battle spell, strength 15
Description:
In the time of the old empire, crafty robbers stole several magic bows like
this one from elves. Nothing is known about the fate of those robbers and
the magic bows were lost as well. Those lucky to find one of these secret
weapons cherish it above all else. Lightning bows enable their owner to
case lightning down upon their enemies' heads even if the owner is
completely ignorant of magic.
Found:
Gold victory in scenario Secret mission
Ring of True Sight [AROTS]
------------------
Effects:
Sight +1
Defence +2
Description:
This magic ring protects its holder and expands his limits of perception,
revealing the very core of things. It lets one see the world as it really
is.
Found: Gold & Silver victory in scenario Unmasking
Flameguard Token [AFLTO]
----------------
Effects:
Restore full hitpoints to self
Description:
This ancient amulet endows its holder with the secret power of the flame
guards. If at least one warrior in the unit remains alive, the flame of
resurrection will continue to raise all his dead comrades and heal the
wounded.
Found:
Gold victory in scenario Desperate Drive
o-----------------------------------------------------------------------------o
| ..:: States ::.. [STTES] |
o-----------------------------------------------------------------------------o
A state temporarily modifies a units' attributes and are applied by attacks and
spells.
Normally a state disappears after one round, but sometimes the unit must rest
or recruit for a negative state to let go, which is the case with "Broken", if
it was a result of an attack.
A unit affected by a state has a slowly rotating half circle around its base
on the map view.
States appear under the health bar in the unit's characteristics window. Only
the first three states will be shown. The excess states will still be applied
to the unit, though.
It is possible for a unit to have multiple states, and if so they stack. This
means that a unit affected by Cold and Crippled gets -4 to its movement points.
Bark Skin [STBKS]
---------
Effect:
Lasts 1 turn
Defence +4
All attacks -2
Description:
Affected by magic mold, the skin becomes as hard as wood.
Blessed [STBLS]
-------
Effect:
Lasts 1 turn
Defence +1
All attacks +1
Description:
Be blessed in the name of holy Marcus, and may neither lances, nor arrows,
not curses harm you.
Broken [STBRO]
------
Effect:
From spell: Lasts 1 turn
From attack: Lasts until rest or recruitment
Willpower -40%
Defence -4
All attacks -4
Description:
Spirits is the main weapon of a warrior. Even in a hopeless fight a high-
spirited man can win. Those whose spirit is broken, who only think of
saving their own skin, and turn their back in the enemy, will face only
one fate - defeat and death.
Counter Attack (Bolt) [STCAB]
---------------------
Effect:
Lasts 1 turn
Use all attacks while defending
Description:
Nothing to see here. Move along...
Counter Attack (Charge) [STCAC]
-----------------------
Effect:
Lasts 1 turn
Use all attacks while defending
Description:
Always ready to attack any enemy. The enemy's attack will suffocate beneath
the avalanche of such a charge.
Counter Attack (Missile) [STCAM]
------------------------
Effect:
Lasts 1 turn
Use all attacks while defending
Description:
Always ready to counterattack. If they spot the enemy getting ready for an
attack, these archers shoot first.
Counter Attack (Shoot) [STCAS]
----------------------
Effect:
Lasts 1 turn
Use all attacks while defending
Description:
Always ready to counterattack. The mobile fortress crew will timely load
the gun and shoot at the attackers.
Crippled [STCRI]
--------
Effect:
Lasts 1 turn
Move points -2
Description:
These warriors have been crippled by crossbow bolts. There are multiple
wounded with broken legs, and they move slowly.
Defensive Order [STDFO]
---------------
Effect:
Lasts 1 turn
Defence +5
All attacks -3
Description:
After receiving a defensive order, the warriors have built a fence, posted
pickets, and checked their weapons. They are now ready to repulse any
attack.
Defensive Stance [STDFS]
----------------
Effect:
Lasts 1 turn
All attacks +1
Defence +4
Description:
These warriors are always ready to repulse an attack. Enemies will be
unpleasantly surprised by the unit's strength.
Frenzied [STFZD]
--------
Effect:
Lasts 2 turns
All attacks +3
Description:
In a combat frenzy, berserkers pay no attention to their wounds. Maybe that
is the reason why they also heal so fast after battle.
Frozen [STFRZ]
------
Effect:
Lasts 1 turn
All attacks -1
Move points -2
Description:
The whole body freeze, the clothes turn fragile, and iron armor and
weapons burn to the touch.
Forced March [STFMA]
------------
Effect:
Lasts 1 turn
Move points +2
Description:
These warriors will be able to cover a larger distance than usual. Fatigue
is no hindrance to them. The unit will reach its destination without a
single halt.
Harassed [STHAR]
--------
Effect:
Lasts 1 turn
Defence -2
All attacks -2
Description:
An enemy has appeared out of nowhere, attacked, and vanished. The warriors
are tormented by the threat of a new attack. Their tired hands are too weak
to hold a weapon. They even cannot think about fighting. They must make
camp and rest for awhile.
Inspire to Attack [STITA]
-----------------
Effect:
Lasts 1 turn
All attacks +3 for neighbor friends
Description:
The commander has given the command to get ready for battle, and is himself
prepared to attack. Inspired by his example, these units will show the
enemy their worth in a melee.
Inspire to Defend [STITD]
-----------------
Effect:
Lasts 1 turn
Defence +3 for neighbor friends
Description:
Inspired by their commander's example, nearby units have duly prepared to
defend their position. They are ready to meet their enemies fully armed.
Invisible Stance [STINS]
----------------
Effect:
Lasts 1 turn
Invisibility
Description:
Almost nobody can spot them. Any gully, tree or bush will serve as cover
for these warriors.
Magic Shield [STMAS]
------------
Effect:
Lasts 1 turn
Defence +10
Description:
The unit is protected by a solid magic shield. Such protection can save a
lot of lives.
Marcus Wrath [STMWR]
------------
Effect:
Lasts 1 turn
All attacks -2
Description:
Heaven's rage has befallen the unit, causing the warriors' souls to
shudder. It's hard to fight when the light has dimmed and all hope has
vanished.
Mold Weakness [STMWE]
-------------
Effect:
Lasts 1 turn
All attacks -2
Description:
Consuming any mushroom whether they are edible or poisonous, results in a
temporary mold weakness. Mold's spores obscures one's mind and impair the
combat capabilities of a unit.
Petrified [STPTR]
---------
Effect:
Lasts 1 turn
All attacks -10
Defence +10
Description:
A trolls body becomes as stiff as granite. A petrified warrior cannot move
properly or attack, yet in this state, hardly anyone can damage him either.
Rejuvenated [STREJ]
-----------
Effect:
Lasts 1 turn
Defence +2
Description:
Elves' healing magic is very powerful. Besides closing wounds and treating
illness, it can provide temporary protection to those under its influence.
Righteous Fury [STRFR]
--------------
Effect:
Lasts 1 turn
Melee +4
Defence -2
Description:
This unit will fight the enemy furiously, inspired by their holy faith.
Woe be to those who stand in these warriors' way!
Rusted [STRUS]
------
Effect:
Lasts 1 turn
All attacks -5
Description:
Iron rusts and crumbles, leather coarsens and bursts, a rock gets covered
with moss and crumbles, while wood rots right in one's hand.
Self Destruct [STSDE]
-------------
Effect:
Lasts 1 turn
Self dispel
Description:
These creatures have been brought to life by magic. Their existence is
brief and they will self-destruct when it is over.
Swarmed [STSWA]
-------
Effect:
Lasts 1 turn
Defence -2
Description:
Swarms of insects attack everything in sight. While trying to protect
themselves from the stinging pests, warriors drop their guard.
Wild Wind [STWWD]
---------
Effect:
Lasts 1 turn
Missile -5
Description:
Long after a magic hurricane has subsided, these winds will impede proper
shooting. Is it possible to shoot accurately in a wind if it is constantly
changing direction.
o-----------------------------------------------------------------------------o
| ..:: Tips & Tricks ::.. [TSNTR] |
o-----------------------------------------------------------------------------o
Use the mouse scroll wheel instead of pressing the GUI's arrow buttons. Much
faster and more intuitive.
The FW Map Editor is available here
http://www.1cpublishing.eu/game/fantasy-wars/downloads
for you keep people wanting to create your own maps.
Probably one of the best foot unit is a level 5 peasant upgraded to a Yeomen.
The perks Force March, Ford Seekers, Segmented Movement and Peoples Rage
together with the Yeomen stats are nothing to sneeze at.
Computer controlled enemies does not get new perks when they level up. Sad but
true.
Segmented movement for Sky Hunters is a must. Attack + retreat and cover a
friendly unit, is a great way to let the unit pull double duty.
Pre-deployed units in a scenario are sometimes equipped with extra perks, even
though their level is 0. These units becomes stronger than a normal purchased
unit. Wings of Verison starts with a Level 0 War Eagle with Segmented
movement for example.
Ballista's are, in my humble opinion, better and more versatile than catapults
due to its +1 range which makes it easier and safer to position.
Passing "Sphere of Cold" between units crossing a river is a great way to speed
up travelling through rough terrain.
Summoned units can not conquer cities, but they can be created in one.
Don't forget to cast magic such as "Force March" for units who cannot attack
an enemy that round in order to get that extra experience. This is especially
important for the magic users as casting spells is their main way of leveling
up.
Artifact hunting can be annoying sometimes when a ranged unit is killing the
artifact holding enemy. Under these circumstances there seems to be some
confusion of who is to receive the artifact and so it is discarded.
To prevent this let a melee unit administer the killing blow. If this unit
have all its artifact slots occupied then the artifact will be placed in the
artifact chest.
Artifacts from own units killed in battle are not destroyed, but placed in the
artifact chest.
Units do not automatically rest at the end of a turn if no action (attack &
rest) has been taken, so make sure you go through your unit list before
ending your turn.
It is considered a very wise move to remove any artifacts from your hexers
after the scenario "The Fall of Verson", and perhaps also skipping the
perk/spell "Word of Death" for Ash-hoon. You did not see that twist coming,
right? Unless of course your Looking Glazz was seriously broken...
If a unit is standing near a river hex and want to cross you will get more
movement points if you first move into the river, and then cast force march,
as opposed to the other way around.
The poison perks converts any wounds from an attack to kills. Normally an
attack produces wounds + a random number of kills. This means that an attack
doing 4 wounds and 1 kill would result in 5 kills for a unit with this perk.
This is useful because the attacked unit must recruit to get back to full
strength.
The "resurrect" spells and artifacts restores a unit on the map to its full
strength - much as a recruit action, but without the experience loss.
It is not possible to resurrect a unit or hero which has been eliminated from
the map.
Recruitment lowers the experience of a unit, but will never subtract gained
levels. This means that a level 2 unit with 201 experience points, with only 1
hit point left will recruit to full strength, with 200 experience - 1
experience point lost. The experience loss for a level 1 unit with 199 exp is
much worse since it can potentially lose 99 exp after recruitment.
o-----------------------------------------------------------------------------o
| ..:: Cheats ::.. |
o-----------------------------------------------------------------------------o
Easier Experience [CEXPR]
-----------------
So you think it takes an eternity to get your troops up to their maximum level?
This is easily fixed by changing a value in the "levelUp.script" file, which is
located in your FW installation directory + \Data\GameData\Scripts\.
Change the line
local newLevel = math.floor( detachment:GetExperience() / 100 );
to
local newLevel = math.floor( detachment:GetExperience() / 50 );
Now a unit will only need 50 experience points instead of a hundred to level
up.
This means that a normal level 5 unit now can get to level 10, but be aware
that the game will crash if you try to do a level up after the unit has reached
level 5, since there are no more perks to choose from.
Artifact Switching Cost [CARTC]
-----------------------
25 gold to switch an artifact during a scenario seems awfully steep, no?
Go to your FW installation directory + \Data\GameData\Scripts\ and open the
incorrectly named file "artefcats.script" in Notepad.
Change the line
local cost = 25;
to
local cost = 0;
Now you can change artifacts back and forth between units for free.
Quick-Resting [CQRST]
-------------
It is hard keeping pushing forward when your units are badly hurt and need
to rest or recruit to gain hit points and remove unwanted states, since the
units' turn is forfeited. Here is how to both rest and then move and attack.
Go to your FW installation directory + \Data\GameData\Scripts\ and open the
file "RestRecruit.script" in Notepad.
Change the line
unit:ZeroFreeActions();
to
--unit:ZeroFreeActions();
Do this change for the two occurrences in this file.
Remove Fog-of-War [CRFOW]
-----------------
Tired of being ambushed by hidden units? Want to see what the enemy is having
in store for you before they know it themselves?
Go to your FW installation directory + \Profiles\ and open the
file "Settings.xml" in Notepad.
Under the -tag add the following section:
true
The file should now look like this:
true
...
The map will from now on be free of the fog-of-war and all units are visble to
each other.
o-----------------------------------------------------------------------------o
| ..:: Credits ::.. |
o-----------------------------------------------------------------------------o
A great thanks to DSimpson, Absolute Steve and A I e x for writing some of the
best FAQs out there and for inspiring me to take the time to write my own.
Thanks to GameFAQs for its outstanding service to the gaming community and for
hosting this FAQ.
The title was generated by ASCII Generator found here:
http://www.network-science.de/ascii/