Age of Wonders II, The Wizard's Throne: Playable Races Guide
Author(s):
William Buckwalter a.k.a. SSJlv2Vegita@aol.com
Platform--------> PC (DOS/WINDOWS)
Game------------> Age of Wonders II: The Wizard's Throne
Guide Type------> In-Depth
First Published->
Last Updated---->
Version Number--> 1.02
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|TABLE OF CONTENTS|
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|Introduction|
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1a) Purpose of this guide
1b) Frequently Asked Questions
1c) Legal Stuff
1d) Updates and Revisions
1e) Credits/Thanks
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|The Beginning Of The Guide|
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2a) The Basics
2b) The World Map
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|The Races|
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3a) The Humans
3b) The Tigrans
3c) The Draconians
3d) The Frostlings
3e) The Elves
3f) The Halflings
3g) The Dwarves
3h) The Archons
3i) The Dark Elves
3j) The Orcs
3k) The Goblins
3l) The Undead
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|Extra Units|
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4a) The Monks
4b) The Machines
4c) The Summons
4c.1) Earth Sphere
4c.2) Air Sphere
4c.3) Fire Sphere
4c.4) Water Sphere
4c.5) Death Sphere
4c.6) Life Sphere
4c.7) Cosmos Sphere
Hopefully by the time you read this, this will not be the only guide on for
AoW2. It was when I started and finished this guide. And that's why I did it.
After holding a poll on the AoW2 message board I began this In-Depth guide
since it was said to be the best thing for any beginners seeking help. And if
any1 who reads this needs help with something not covered by this guide (or is
poorly explained), feel free to E-Mail me, but read the section about
contacting me first. Also, before you head to check out the specific info on
the different races, head over to the "2a) The Basics" section, because if you
don't you will probably be confused about why I make particular choices, or
why I leave out the reasoning behind why one unit is better in one setting,
while another is better in another setting.
This section is the compilation of all the questions that I have received
and/or have expected.
Q: In Campaign mode, can I choose which race I start out with?
A: No, what race Merlin starts out in each scenario as is pre-determined.
Q: Which race is better?
A: Each race has it's own pros and cons, which are explained in another section
of this guide. But you will probably find one or more that you like better
than the others.
Q: Can I choose which race I can be in custom scenarios?
A: It depends. Some customs may not allow you change the starting race of the
wizard you choose, while others will.
Q: What the heck happened to the old races, and what are these new ones!?
A: The Azracs have been replaced by the Tigrans, the Lizards by the Draconians,
and the Highmen just has a new name, which are the Archons.
Q: What are the differences between AoW and AoW2?
A: You're main leader, now called a wizard, can no longer gain levels. There
is now a heavier emphasis on magic. The heroes have remained largely
unchanged (except for portraits and methods of choosing stat gains), and the
units have been slightly changed overall. Practically everything is changed
in some way or other, so it is just better to take a look at the manual.
Q: What if I: (a)lost the manual? (b)don't have the manual because I borrowed
this game from a friend? (c)don't have the manual for some other reason?
A: Take the tutorial, either from the main menu, or as the first sphere in the
campaign mode.
Q: How do I use the editor?
A: E-mail me with any specific questions, but please try to figure it out on
your own. I did, and I have doubled the number of maps in the custom folder
with all the maps I have made, so you can too!
Q: Why did you say certain things without explaining them fully?
A: More than likely, you "forgot" (coughlazycough) to check out previous
sections which explain in detail many things (ex: if you didn't look at
the "2a) The Basics" section, you won't understand what gate defenders are,
or how many you should have in a defending army). However, over the course
of writing this guide, I do realize that you may not read all the sections
for the different races, and that since I may refer to a tactic fully
explained in a previous section without the full explanation in the section
you go to, it may not be your fault that you do not understand. That said, I
suggest you read the sections for every race (in the order I wrote them, so
just go from top to bottom), since this will provide you with enough info
about each race that you are more than likely to command in the Campaign
mode, and to decide which race fits your style for Custom Scenario play.
This may be not be reproduced under any circumstances except for personal, or
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission from me. Use of this guide on any
other web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
This document is Copyright 2003 by William Buckwalter
Age of Wonders II: The Wizard's Throne and all related marks are copyrighted
and trademarked by their respective owners. I had nothing to do with the
development of the game and I am not affiliated with them in any way.
You may download this guide, print it out, and even give it to a number of your
friends. However, you may not profit from selling or distributing this guide.
*turns blue, gasps, and keels over*
......... Phew! Now that that is out of the way, on with the rest of the guide.
Triumph Studios for making such a great strategy game, and an Editor, both of
which were used in producing the factual information (such as the stats of the
different units) of this guide.
CJayC for creating such a wonderful site like GameFAQs which has helped me with
many gaming problems, and for providing such an easy to read and helpful..erm..
help section for making FAQs, without which I would never have attempted to
write what you are reading right now.
AoW2 is an entirely new ball game in comparison with the first game. The
following is the list of things you will need to know before beginning to
understand my advice, and to formulate your own strategies:
* Cities now need specific structures to build newer and better troops. No more
one step upgrades for you.
* Magic can only be cast within your domain, which extends around your Wizard,
a reach that is greatly extended by Wizard Towers (structures built in your
cities), and around special places called Magic Relays (sometimes found on a
map). There is also a "mini-domain" that extends for one hexagon (a single
space on the map) all around any of your heroes.
* Regardless of whether or not you have a spell being cast (like a Death Storm
or a summon), you may cast spells in battle (both personal and combat
spells).
* When one army is attacked, any armies that are allied with the player being
attacked will join in (as will armies from the same player), if they are
adjacent to said army. The same is true for the attacking army; any allies or
armies of the same player will help IT in the battle, if they are adjacent to
the ENEMY army being attacked. So it is possible for you to surround 1 enemy
army on all 6 adjacent hexes, to bring your total number of attacking troops
to 48!
* For those of you who have never played a game from this series, 8 is the
maximum number of troops allowed in 1 army.
* Another new feature is the movement points, and how they relate to the
ability of a unit to attack. When plotting a course for you to get to a point
upon the battlefield, some dots along the way will be green, yellow, or red.
If you're normally only allowed to attack once per turn (using an ability
like fire cannon, for instance) you may only attack while you are still in
the green. Yellow allows for two attacks (a human cavalry slashing his spear
at an enemy will attack twice in this instance), and red allows for just one
attack. Certain abilities like Healing, Entangle, Turn Undead, are called
"touch" attacks, and can be performed in the red movement spaces as long as
they are adjacent to the target.
* Goodbye battering rams! Gates can now be attacked by regular units, while
units with the ability Wall Crushing can do even more damage to gates, and
can attack the walls of cities themselves.
* I call places cities for general use, but each "city" has a different name
that shows how big a population it has. In ascending order they are: Outpost,
Village, Town, City. The bigger the population, the faster it builds things,
and the more structures it can build.
* There are "basic" units (a level 1 unit, unique for each race, that can be
built even at an outpost), level 1 units (you need a barracks for them),
level 2 units (need a warhall), level 3 units (you need a Champion's Guild),
and the all-powerful level 4 unit (you need a Champion's Guild, a Sanctuary,
and a Master's Guild).
* Now the maximum for the attacking, defensive, damage, and resistance stats is
20, instead of 10. The max for movement stats is 50, and the max for hp is
a whopping 40 points.
* The unit that does well in breaching City walls does not necessarily do well
out on the open field. A unit with high Defense and Resistance (and a high
Attack helps just as much) would be good for the open field. Why? Because in
the open field you will either want to have very fast attacking units that
take out the enemy all at once (8 Cavalry rush outwards to take out 8 enemy
Archers, for example), or when YOU are being attacked by 8 fast attacking
units you would want around 3-4 projectile units shielded by high Defense
but slow units. The latter type of units do exceptionally well as gate
defenders, while the latter type of unit generally do better in attacking
armies (because they can reach the gate quickly, and therefore breach the
enemy defenses sooner. Plus, they can send excess units around to attack
other gates). Also keep in mind that a unit that can bypass the walls
entirely (by Having Flying, Pass Wall, or Wall Climbing), or that can destroy
the walls quickly even without great speed (by having Wall Crushing), are
nearly always the better choice.
+Gate Defender: A type of Unit explained in the defensive strategy section of
the beginning to the "The Races" section.
* Now, the best projectile unit for defending armies is simply the one with
the better ability (Archery, Hurl Stones, Throw Blades, and Poison Darts are
generally better than any 1 shot projectile, except against high defenses).
But when in the attacking army, and having to defend against another enemy
army, it is a better idea to have a unit that can defend itself to a degree.
They don't have to be the best fighters in the world, because the attacking
units in an army will usually be able to handle all the hand to hand combat,
but it is a thing that makes Monks better than Archers (Archery is sometimes
better, but only against high Resistance units, and Monks are better against
low Resistance high Defense units) for having both Strike to defend
themselves, and Healing to replenish the HP of the attacking units guarding
them. Monks are also a better choice than Archers when storming the walls of
a city, because your units will have to sit through at least 2 rounds of
being hit by the enemy (so Healing is needed), and they are at least as fast
or faster than the designated level 1 archer unit of a race (Having Fire
Crossbow is only good when the unit with this ability doesn't have to move
far, because these units tend to have low movement).
BASIC WORLD MAP STRATEGY: Out of battle, it is important to pay attention to
your surroundings. If you see an enemy army on the horizon, you had better pick
it out on the map before you are caught unaware. Also, keep in mind these rules
which is true with any race:
1) Consolidate what you have. Once you capture a city, make sure it is composed
of a friendly race, because then units produced from it will not rebel
against you. You also need to post armies on each of your frontline cities,
and some in the heart of your territory, so that if you are invaded, you
will not have to divert an attacking army away from capturing enemy cities
if you find YOURSELF attacked.
2) If you have Heroes, spread them out among your attacking armies or in
defending armies that are outside your domain. They can quickly become a
powerful unit, and they allow you to use very useful spells in battle.
3) Slowly spread out your armies, always making sure you follow rule # 1. It
may be less boring to run off towards deeper enemy territory, but your
attacking army will be more than likely surrounded and engulfed by superior
enemy forces, dumb computer or not. Plus, once your attacking army is gone,
and you didn't prepare the cities you captured, the enemy will quickly take
back even more than you took in the first place.
4) Always place a defending army with your Wizard, no matter how far back and
safe it is in your territory. You could have always overlooked a teleporter,
underground pathway, or an army of Flying units that bypass natural barriers
like mountains and water.
5) As the game progresses, the computer will have ever increasingly large
armies sometimes having as many as 4-7 different armies of 8 packed in a
close formation. And, whenever the computer does attack, it will attack in
large groups like this. So whenever you find a lone computer army that you
can beat, no matter how close your army would come to obliteration, take the
opportunity to kill it. If you don't you will curse yourself when it joins
a force 3 times as large, and then forces you out of the area.
6) Independents will never make more troops, and unless they are titled as
Raiders or Berserkers, they will not attack structures or armies (Raiders
will capture defenseless structures and Raze them). However, keep them away
from your opponent. If your opponent has good relations with that race, they
can buy both the city and the troops.
7) Save often, and try to have a backup file that you update every 5-10 turns.
Save before a battle, and after the battle if you did well. Load your save
if you didn't. Keep the backup file at least 5 turns or so behind your
current file, so that if you make a mistake that goes un-noticed and then
builds up to unstoppable proportions (not guarding a cavern, then have 20
enemy troops pop up onto the surface that wreck havoc), you can go back to
your other file and prevent it from happening.
8) Don't underestimate the computer. Even though there are basic mistakes it
makes that you can take advantage of, it will slaughter the unwary. It puts
all its effort into either defense or attacking, and it doesn't commit
human error. True, it isn't that smart, but if you don't get to learn every
little nuance and feature of it's strategy and of the game, then superior
reasoning won't help you:P (of course, there are difficulty settings that
can make it harder or easier, but it generally doesn't change much).
9) As you play the game, remember that what I provide you is just a foundation.
You have to come up with better tactics for the more and more varied
situations you encounter, and change my own advice into the style that suits
you best. Don't like playing it safe? Send all your troops to the front to
kill of your opponents quickly, before they have a chance to take any of
your cities. Like to skip the lower levels of troops and upgrade as soon as
you can? Go ahead. I won't cover how exactly to win with those strategies,
so you will have to do that on your own.
10) PLAY THE TUTORIAL. I cannot stress this enough. It teaches you the basics
of how to play the game, and fundamental rules that I may, and probably
will not, cover.
This should do for now, as everything else concerning what is in this guide
will be explained at the appropriate section (like how all Dwarves have
mountaineering, this will be explained in the "The Dwarves" section). Also,
check out sections 5 and 6 as well. 5 provides information about what each
category in a unit table (such as the example below, which happens to be the
general unit table) represents. And section 6 provides important information
____________ about what exactly a structure costs, what units it allows you
Name: | to produce, and what upgrades it may or may not give your city.
Alignment: | There is also a chain of what structures need to be built before
Attack: | you are allowed to make another structure. So remember to check
Damage: | those sections out before you rummage through the rest of this
Defense: | guide. Oh, and did I mention that it covers.....blah blah blah.
Resistance: | Seriously though, read it... Why aren't you copy and pasting the
HP: | section header from the table of contents into the ctrl+f search
Movement: | engine!? It's easy, just press ctrl+f and type in what you want
Abilities: | to find! PRESS THE KEYS NOW DAMNIT!..... Eh hem, sorry about
Cost/Upkeep:| that.... why are you still reading this?
------------
*manic laughing ensues*
Before I begin with each race, I need to explain a number of things. The
computer is dumb, so it will only attack one gate, and only send as many units
as it can before the 2 hexes around the gate are occupied (ex: 8 Human Cavalry
attack a city, and 2 dash up to attack the gate. The gate is now surrounded, so
the computer will now leave the other 6 units in their place until they can get
into the city, or one of their comrades dies). So the basic defensive strategy
I use is to make 2-4 attacking units, which will gather around the gate under
siege to block the entrance. The other 4-6 units will have some kind of
projectile (arrows from Archery, bullets from Fire Pistol, etc.) that they can
use to damage the attacking enemy from afar. First the unites closest to the
gates, then the others. If I have more than 2 attacking units, I replace any
of the others that die defending the gate. So the enemy units are slaughtered
and I am barely hurt. Also, using healing spells on the gate defenders or
throwing in a few combat spells to hit the enemy helps even more.
As for the basic attacking strategy, I tend to use 5 attacking units, and 3
projectile units (this is because there are barely any instances where a place
is not fortified with a wall, and I will need to break in quickly with as many
attackers as possible. The projectile units are there to guard against flying
units, and to help in defensive formations when my attacking army is the one
being attacked). I prefer to use monks for their added healing ability in both
attacking and defending armies, unless a troop from the race I'm using has far
better stats or projectile ability. It is also a good idea to include a Hero
among those 5 attacking Units. After level 5 they can contend with even level
4 units, and since they have a mini-domain, you can use spells in any battle
no matter how far away if they are in the fight. It is also a good idea to
enhance your Hero, and even some of your more powerful troops, with "personal
spells". These include Haste, Enchant Weapon, Stone Skin, Bless, and so on.
You might also want to send those not attacking the nearest gate around to
other gates, especially if the enemy has high defense units. You don't want to
be stuck at one gate if they just have 1 projectile unit firing at you, let
alone 4 or more.
Also note that I will normally not include level 4 units, because it is harder
to get any large number of them, so when you do, decide for yourself where you
put them, since they are generally good in any capacity. But I will include a
short description of each to show what their strengths are, if I don't mention
them in the Defensive and Offensive strategies. Also, when I do not mention the
numbers for the troops, assume I am using the above general guidelines.
*NOTE* Attacking units/gate defenders are better dumped for higher level troops
(when you get the choice of making them) 99% of the time. However, archery is a
great ability, especially with gold experience troops, so decide carefully when
trading them in for higher level troops, because it may not be the best thing
to do. Gold experience archers will decimate the enemy troops when shiny, brand
new Monks may only do moderately well.
*NOTE* Also keep in mind that my strategies are just for general use. If I do
not include a unit of a race often in either defense or offense, it doesn't
mean they are useless. Any unit is useful in one situation or another, so keep
that in mind when building your armies.
The Units: You can't help but love the Humans simply because they represent our
own flexibility and ingenuity. With the best transport unit in the game that's
also one hell of a projectile unit, and Knights that can rush up and mow down
the opposing units, Humans are the best rounded of the races, excelling in
no particular field but doing well in all.
Level 4 Unit
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Name: Air Galley
Alignment: None
Attack: 0
Damage: 0
Defense: 10
Resistance: 10
HP: 30
Movement: 40
Abilities: Shoot Javelin, Transport VII, Flying, Marksmanship I, Vision II,
Fire Weakness, Poison Immunity
Cost/Upkeep: 330g / 15g
Defensive Strategy:
Position either Cavalry or Knights as the gate defenders. Cavalry are cheap but
effective, so they are good in the beginning, as are Swordsman even earlier.
However, Knights are the perfect gate defenders because they have a great
defense, and WillPower! This means that the only way past them is to go around
by Wall Climbing or Flying, or kill them. No possibility of them getting
dominated into betraying you. As for the projectile units, first get
crossbowman, then dump them for Swashbucklers or Monks. Monks for healing,
Swashbucklers for just pure damage, since Fire Pistol has a high attack rating
and a good damage rating, it is perfect for those critical hits. Don't ever get
Witches though, because they cost too much for such little improvement. They
are equaled in shooting by Monks, but don't have healing. They are better
fighters though, but rarely will they ever have to get into hand-to-hand
combat.
Offensive Strategy:
Cavalry are a must here. It is always a great thing to be able to attack the
gate the first turn, especially when it is heavily defended. And, of course,
Knights are an even better version of them, so get them if you have the money.
Now, get 5 of either unit. Then get 2 Witches because they are the best at
defending themselves out of all the projectile units for the Humans. Now, you
must be wondering, what happened to the 8th unit? That's where the Air Galley
comes in. It covers for the 3rd projectile unit with it's powerful Shoot
Javelin ability, it's flying so it can't be attacked by ground units, and it
is the best form of transport in the game. Give Haste to the Air Galley and all
8 units travel 20 hexes in one turn on the world map! Land small bands along
the way to take structures, and hop back in as you travel.
The Units: It seems as if the national sport for this race is Archery contests
of some form or another. The Shredder has Throw Blades, the Fire Cat has Fire
Bolts, the Cat Master has Archery, and the Mystic has Magic Bolts. With average
to good attacking units, this race excels at quick attacks and defense of their
cities.
Level 4 Unit
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Name: Sphinx
Alignment: Neutral
Attack: 15
Damage: 10
Defense: 12
Resistance: 16
HP: 26
Movement: 32
Abilities: Walking, Strike, Mountaineering, Night Vision, Magic Strike,
Dominate, Fire Immunity
Cost/Upkeep: 360g / 15g
Strengths: This guy can take a beating and then some. However, he has to take
the long route of breaking down the gate to do any damage in
offensive parties. But his real strength is in defending. Some unit
breaks down the gate? Dominate it to attack it's fellow units.
Defensive Strategy:
Ah, the beautiful Tigrans. They are chock full of projectile abilities. Their
Basic Unit has Throw Blade which is very similar to archery, so they are the
perfect choice for your projectile units until you get a war hall. Then you go
with Cat Masters for both gate defenders and projectile units, or use some
monks. When you have more money, ditch the Cat Masters used as gate defenders
and replace them with Manticores. Flying units mean ground attackers will be
stuck after they break down the gate since they can't attack, and the
computer won't go to another gate. This way you can focus on killing off enemy
projectile units and Flying units. Now you have a number of choices for the
others. Choose Cat Masters if you prefer physical attacks. If you prefer the
Magic Bolts ability, go with Mystics if you are threatened by many enemy Flying
or Wall Climbing units. Go with Monks for better support of your gate defenders
(healing anyone?).
Offensive Strategy:
In the beginning, you can't go wrong with Shredders as projectile units (can't
reach the enemy with Throw Blade? Attack the gate!), and Hunters are the early
speed demons you need to reach the gate the first time through. A little later,
use Cat Masters for the same reasons as Shredders, and choose Prowlers over
more Cat Masters because they can just bypass the gate entirely with Wall
Climbing. Now, unlike the defensive strategy at this next level of gold income,
where you have many choices, there is just one choice for the makeup of this
army. 5 Manticores rush over the walls with Flying, as Mystics Phase behind the
enemy lines to deal out Magic Bolts. Since they are blurred, the Mystics won't
be hurt all that much, and Manticores will rip through any average defense unit
that isn't decimated by the Mystics' barrage the second turn. The Tigrans have
a nice defensive team and a lightning quick strike team. However, they don't
have the power to get through the high defense units. Manticores are quickly
shot down by skilled archers, while Mystics can't avoid the attacks of other
level 3 units for long. Quick and great at defending the walls of a city, their
only real fault is that they don't pack enough power.
The Units: This race has replaced the Lizards. They have some similarities, but
one major difference: None of them can swim. The emphasis is more on the Fire
Sphere. This race has average projectile units, with some exceptional attacking
units like the Flyer and the Red Dragon.
Level 4 Unit
------------
Name: Red Dragon
Alignment: Neutral
Attack: 16
Damage: 10
Defense: 12
Resistance: 14
HP: 30
Movement: 40
Abilities: Flying, Cause Fear, Magic Strike, Vision II, Strike, Fire Immunity,
Fire Breath, Dragon
Cost/Upkeep: 370g / 15g
Strengths: If I don't have a Hero handy, these do just as well. Since they have
Flying they can go anywhere, and walls won't stop them. And with
Fire Breath, they can take their time killing off any ground units
that can't reach them. It is also a superb fighter, and can hold out
against any other Flying or projectile unit with strike.
Defensive Strategy:
Early on you will want to have both Flamers and Hatchlings. Since there is only
a limited amount of space for your Flamers to attack from along the walls, the
further they are from the gate the more likely they are to hit your gate
defenders (which should be Chargers). Use only 2 Flamers, and the rest of the
projectile units should be Hatchlings. As you get more money, switch the
Chargers for Crushers, and both Hatchlings and Flamers for Monks. Then replace
the Crushers with Flyers. However, you will probably want to keep the Monks.
Elders have better stats, but once again that won't matter unless your enemy
has an abundance of Flying or Wall Climbing units.
Offensive Strategy:
Draconians have an advantage here early on. Use Chargers for the attacking unit
and Flamers for the projectile unit. Because they have Fire Breath they can hit
enemy units that are behind the walls as easily as if there were no walls at
all. Just remember to avoid hitting your Chargers (use 4 Chargers and 4 Flamers
for here, 2 Flamers for each side of the gate will do). After you get more gold
you will definitely want Crushers. They make up for their low speed by being
the juggernaut of level 2 units. With Wall Crushing both gates and walls will
be struck down fast. As for projectile units, get Slithers. After they use Wall
Climbing to get behind enemy lines they can also double as attacking units.
However, this team is horrible out in the open, so be careful. Now, when you
get that Champion's Guild, get Flyers and Elders. Since they are more likely
to be attacked in the open field the Elders are better than Monks for their
high stats. The reasons for Flyers is obvious (Flying!!!)
The Units: Frostlings are weak soldiers. You could think of them as Goblin
popsicles. Most units have both Cold Protection and Fire Weakness. However, the
Frostlings that are mounted are quite powerful. Take the Mammoth Rider for
example. One definite plus is that they are the only Race that can grow crops
around their cities on snow.
Level 4 Unit
------------
Name: Doom Wolf
Alignment: Neutral
Attack: 15
Damage: 12
Defense: 10
Resistance: 12
HP: 24
Movement: 50
Abilities: Cold Immunity, Cold Strike, Strike, Path of Frost, Walking, Animal
Cost/Upkeep: 350g / 15g
Strengths: This thing is a speed demon. It is a good fighter, but whenever I
use it I have the sneaking suspicion that the designers of the game
have put Physical Weakness onto it without me being able to tell. It
always seems to get hit more than it's fair share. However, it is
still a good fighter, and can out distance anything else on the
battlefield.
Defensive Strategy:
Early on it is simple enough. Raiders for gate defenders, and Shardthrowers for
your projectile units. After you get a War Hall, however, you have a choice.
Replace your Raiders with Wolf Raiders. Depending upon who your defending
against though, you have 2 choices for projectile units. Monks (better for
magic defense than Frost Witches, and have healing), while Shardthrowers are
still better for physical defense. Now, once you get a Champion's Guild, keep
the Monks or Shardthrowers that you have as projectile units, but get rid of
the Wolf Raiders. Get Icedrake Riders as gate defenders if you're not facing
many enemy projectile units (because they will get the computer stuck), but
get Mammoth Riders if you are.
Offensive Strategy:
Here the beginning is the same as defensive, get Raiders for your attacking
units and Shardthrowers for your projectile units. Then, once you have a War
Hall, trade in the Raiders for Wolf Raiders, but now you will want to get
Monks for projectile units. Frost Queens are barely any better at defending
themselves, and they have an inferior projectile. Plus they don't have healing.
If you want to, you can keep your Shardthrowers instead, if you're low on gold,
but Monks are still better for their healing ability. Once you have a
Champion's Guild, you should definitely have Monks by now, and you will want
Mammoth Riders for attacking troops.
The Units: Every single Elven unit has Forestry, which comes in real handy when
you run into thick forests. They also have very good archers, and average
attacking units with high movement.
Name: Iron Maiden
Alignment: Pure Good
Attack: 14
Damage: 9
Defense: 10
Resistance: 12
HP: 18
Movement: 40
Abilities: Walking, Forestry, Holy Champion, Magic Strike, Charge, Strike,
Phase, Magical Mount, Willpower
Cost/Upkeep: 220g / 12g
Level 4 Unit
------------
Name: Fairy Dragon
Alignment: Good
Attack: 14
Damage: 11
Defense: 14
Resistance: 16
HP: 22
Movement: 40
Abilities: Strike, Flying, Dragon, Magic Protection, Magic Strike, Phase,
Vision II, True Seeing
Cost/Upkeep: 340g / 15g
Strengths: This unit isn't the best fighter, but it is good. It has Flying, so
that's always a plus, and it can Phase if something is out of it's
reach. It is also a great scouting unit, because nothing can hide
itself from True Seeing, and it has great range with Vision II.
Defensive Strategy:
The Longbowman is undoubtedly the best archer in the game. It starts out with
Marksmanship I, giving it an early advantage. I would keep these guys as
projectile units through all stages of your game, unless you prefer Healing
over power (in which case get High Priests). As for gate defenders, go with
Swordsman, then Scouts, and then Iron Maidens or Druids. Choose Druids for the
Entangle ability (to block the gate with entangled enemy units, allowing you
to pick off the guys in the back), and Iron Maidens just for the ability to
take a good beating.
Offensive Strategy:
As seen above, the same thing goes for projectile units, Longbowman is just
that good. At level 1, you have 2 choices for attackers. The Swordsman for
better stats, the Gladerunner for blazing speed (it's only really good for
scouting, and getting in the few extra hits on the gate the first round). At
level 2, Scouts are the only way to go, since they have much better stats and
just as good speed. At level 3, go with Iron Maidens (Phase the first turn
behind enemy walls to be able to attack once, second round you can just easily
slaughter the enemy).
The Units: Hob...erm, Halflings are weak little folk. However, they make up
for this by having great projectile attacks. What is really funny though, is
that the manual says that Sheriffs are dressed in bright red by other Halflings
so that the Sheriffs will draw the enemies to himself and away from the other
Halflings, a great example of how unwilling they are into getting into hand to
hand combat.
Basic Unit
----------
Name: Peasant
Alignment: Good
Attack: 4
Damage: 4
Defense: 4
Resistance: 6
HP: 8
Movement: 20
Abilities: Walking, Strike, Concealment, First Strike, Forestry
Cost/Upkeep: 15g / 6g
Strengths: He slices, he dices, he even cooks your meals! J/k, but this guy
certainly does have a long list of abilities. He is also a defensive
monstrosity. With a defense of 17, and resistance of 18, and Blurred
(which in itself reduces the chance of being hit by 25%), he just
never gets hit. And, with Magic Bolts, he can stay out of the hand
to hand combat and shoot away. Plus he can Phase! He also has
Invisibility, which means he won't be seen until he is right next to
the enemy. Only thing this little guy can't do is cross mountains.
If only Phase worked on the World Map.............
Defensive Strategy:
Remember when I said that the Elf Longbowman was the best archer in the game?
That was a little deceptive, because Hurl Stones is just as good or better than
Archery, and the Slinger has both Hurl Stones and Marksmanship I. So have them
as the projectile units at level 1, and Swordsmen as the gate defenders. Then
at level 2 switch the Swordsmen for Pony Riders, and consider switching the
Slingers for Rogues. Poison Darts is great because it can significantly lower
an enemy's stats if it gets poisoned. Plus, Rogues have Marksmanship I as well.
At level 3, keep the Rogues if you get Eagle Riders (Flying units make the dumb
computer get stuck at the gate). But, if you decide to get the Sheriff, go with
High Priests. Why? Because if an enemy unit strikes the Sheriff, there is a
good chance it will get poisoned, because of the nifty ability Smoky Haze
(which makes this unit look like Pig Pen from Peanuts).
Offensive Strategy:
This race is straightforward enough in attacking. For levels 1 and 2 use the
respective attacking units (Swordsman and Pony Rider) and the respective
projectile units (Slinger and Rogue). Remember that Rogues have Wall Climbing:)
Now, keep your Rogues, but switch the Pony Riders for Eagle Riders. You may
want to get Sheriffs instead, because Eagle Riders are unbearably weak.
The Units: Short, stolid soldiers are abundant in the Dwarven armies. With one
of the best projectile units in the game, and high defense units at every
level, the Dwarves excel at both defense and offense at higher levels, with
better offense than defense in the lower levels. However, they tend to be a
little slow unless they are mounted. But, they are the only race in the game
who can cross mountains, and one of only a few that can travel quickly
underground.
Level 4 Unit
------------
Name: Steam Tank
Alignment: None
Attack: 0
Damage: 0
Defense: 14
Resistance: 14
HP: 32
Movement: 20
Abilities: Walking, Poison Immunity, Cold Protection, Steam, Fire Cannon,
Marksmanship I, Fire Weakness
Cost/Upkeep: 300g / 15g
Strengths: This thing is exactly what it's name suggests, a tank run by steam.
With Fire Cannon and Marksmanship I it blows apart both stone walls,
and the flesh and bones of any units foolish enough to get in it's
way. If it is ever attacked by ground units, it is able to use
Steam, which is basically Round Attack, but with a cloud of Steam.
The only weakness it really has is the Fire Sphere and it's snail
pace. Plus, it can't fight back with it's own sword against any
enemy units, so it falls fast to just 3 or 4 level 2 units.
Defensive Strategy:
Early on Axemen are your best bet for gate defenders, since they have a
slightly better defense than Berserkers, and Block. Crossbowman can be really
useful though, at all levels of projectile units. Fire Crossbow is a great
ability for penetrating through the armor of high defense opponents, and it has
average damage (I prefer Archery for a larger number of weaker hits). At level
2 replace Axemen with Boar Riders, and replace the Crossbowmen only if you're
fighting low resistance/high defense units with High Priests. At level 3 keep
whatever you currently have as projectile units, but switch the Boar Riders for
Runemasters, who have many defensive abilities against magic, and high defense
and resistance ratings to boot. Plus, they have 23 HP!
Offensive Strategy:
Keep Crossbowmen only as long as you don't have High Priests, because they are
just too slow (then keep the High Priests at all later levels). At level 1 you
want Berserkers for attacking units. Because of their ability Double Strike,
they tend to get more hits in both in defending themselves and attacking. They
also have above average speed for a Dwarf (low defense though!). At level 2
replace the Berserkers with Boar Riders. At level 3 you now have a choice.
Moles are better in general for breaking down gates because of their superior
speed and Wall Crushing ability, but Runemasters are a bit better at hand to
hand combat.
The Units: Previously known as the Highmen, the Archons are a race of purity.
Every unit has Holy Protection and Holy Strike, and they have nice abilities
throughout all areas. The only thing that bugs me is that they look a bit too
much like the Romans...
Level 4 Unit
------------
Name: Titan
Alignment: Pure Good
Attack: 15
Damage: 12
Defense: 15
Resistance: 12
HP: 32
Movement: 36
Abilities: Holy Strike, Holy Protection, Walking, Fire Immunity, Round Attack,
Strike, Vision I, Willpower
Cost/Upkeep: 375g / 15g
Strengths: The tallest unit in the game, the Titan can be an imposing sight. He
is in the top 4 in terms of physical strength. The Goblin Kharagh
has slightly varying but equal power to the Titan, along with the
Level 4 Earth Summon (the Basilisk). The only unit that is stronger
is the Level 4 Cosmos Summon (the Rift Lord, my personal favorite of
the summons, not to say the others are weak, just that they wouldn't
do so well in a pure fist fight). With the clear-out ability Round
Attack, the Titan can play a defensive role as well as offensive.
Defensive Strategy:
At level 1 get Legionaries as gate defenders, and Archers as projectile units.
At level 2 replace the legionaries AND Archers with Avengers. These guys are
tougher than Paladins, and have Holy Bolts. They are particularly resistant to
magic as well. At level 3 you have a few choices. Go for all Charioteers if the
city your defending is very important, but otherwise don't bother since it
would be so expensive. If you don't, get Pegasus Riders for gate defenders.
Offensive Strategy:
For level 1 get the generic army, with Legionaries and Archers. At level 2 you
will want Paladins now as attacking units because they are far faster than
Avengers, and will finish with the gate quicker. Get Avengers as projectile
units. Now for something different. Depending upon how much money you have, get
up to 5 Charioteers (you don't want more than that because Magic Bolts and the
Turn Undead ability can be very useful at times, 3 is enough for Avengers, but
not 2). I would highly suggest though, that you at least have 2 Charioteers, so
that you can have 2 units working on breaking down the gate.
The Units: The Dark Elves are supposedly Elves that have "died" (but since
Elves are supposed to be immortal, they just become evil...or something. Crappy
explanation from the game if you ask me). Anyway, they are a bit different from
Elves. They have one of the coolest looking units in the game, called a Shade,
which is basically a shadowy assassin. All units have Night Vision, and either
Poison Protection or Immunity. They also have the most unique level 4 unit:
the Incarnate. The cool thing about him is that his major purpose is to possess
other units (who don't have Willpower).
Basic Unit
----------
Name: Night Guard
Alignment: Evil
Attack: 5
Damage: 5
Defense: 4
Resistance: 5
HP: 10
Movement: 24
Abilities: Walking, Night Vision, Strike, Poison Protection, Magic Strike,
First Strike
Cost/Upkeep: 20g / 6g
Strengths: The only strength this unit has before it uses Possess to capture
another unit, is it's spell defense. It has a good Resistance
rating, and has a number of Immunities. However, when it takes
control of another unit, it will take on all the abilities of that
unit while losing it's own. But don't worry. At anytime you can
"exit" your current body, and take on another. And, when the body it
currently has is killed in battle, it results with no damage to the
Incarnate itself.
Defensive Strategy:
Throughout all levels of play, it is wise to keep the Archers as your
projectile units (they are nearly identical, and just as good as the Elven
Longbowman), unless you prefer Dark Priests. Gate defenders are another story.
At level 1 get Swordsmen, at level 2 get Bladedancers, at level 3 get Shades.
The first 2 levels are just plain better fighters than the alternatives, but
the reason to get Shades is mainly because of Physical Protection (which cuts
the damage they take in half). They are only slightly less adept fighters than
Spider Queens, but they cost a bit less. Plus, they get Unholy Champion at gold
level experience.
Offensive Strategy:
Here, the same thing goes for projectile units as above in the Defensive
Strategy section. Level 1 is obvious, go with the Warriors as attacking units.
At level 2 you will want Executioners, because they get more hits on the gate,
especially early on, and can effectively and quickly deploy outwards to other
gates. For level 3, go for Spider Queens since they are the better fighters,
and have the nifty ability to incapacitate ANY foe with the ability Web, as
long as they can get past the Defense rating of said unit (as with all similar
touch abilities).
Strengths: It's Jabba The Hut!! For a huge...worm thingy... this thing can move
fast. Plus, it has a huge Attack rating, and a very nice Damage
rating. However, although it has a nice spell defense going, it's
defense sucks (come on, seriously, how well can a big slug avoid
getting hit?). Two more things are going for ole' Jabba here. One,
it somehow has the ability Swimming. Two, it has the unique ability
Swallow Whole. This gives it an added chance of swallowing a unit
whole while attacking, in effect an instant death.
Defensive Strategy:
This is an easy and straightforward race when it comes to defense. Pick Archers
and then Black Priests when you can get them for your projectile units, same
thing goes for the Offensive Strategy section so I won't even mention them
there. As for gate defenders, continually upgrade in the following path:
Axeman--->Heavy Cavalry--->Warlord. Warlords are one of the best gate defenders
in the game, since they have great HP, Attack, Damage, and Defense. They're a
little low on resistance though, so be wary of Magic Bolts or other such
projectiles.
Offensive Strategy:
Check the Defensive Strategy section for choice of projectile units. The
following is a path in which to get attacking units:
Axeman--->Heavy Cavalry--->Shaman or Warlord. At level 3 you have a choice,
which is this: Do I want speedy average attackers, or slow behemoths? Choose
Shamans for good attacking units who can quickly scale the walls of a fortified
city, or slow Warlords who, once through the gates of a city, slaughter all
projectile units, and most attacking units. Warlords are the sure bet here,
because Black Priests can use Healing to replenish any damage taken while
breaking down the walls, and nothing but high level Heroes or level 4 units can
beat back a concerted Warlord attack.
The Units: The only race with all units to have Cave Crawling (or Flying in one
case) and Night Vision, these wide eyed runts are meant to stay underground.
Ugly, weak by nature, and short, most units have Poison Strike to make their
opponents as weak as they are, and they have in turn either Poison Protection
or Poison Immunity. The strongest units they have are either not Goblins or
they are Mounted. The evil equivalent of the Frostlings and Halflings, these
guys have one unique unit that is a thing that is best avoided: the Bomber. The
Manual says that the weaker Goblins of society are strapped to explosives and
sent out onto the battlefield on suicide missions. Self Destruct is a powerful
ability that hits ground units, flying units, and walls. These cheap units can
pack a deadly punch to any army when in great numbers.
Strengths: With a huge Attack (Charge makes the first strike have a rating of
19!), and a substantial Damage rating of 14, this unit is meant
for one thing only, and that is to be in the thick of the fight. It
has huge HP, allowing it to take a beating, and has a good Defense
and even better Resistance. It's a wonder why this unit doesn't have
Cause Fear.
Defensive Strategy:
Although the possibility of poisoning your opponents is a great thing, Poison
Darts is not quite as good as Magic Bolts, especially since Black Priests also
have Healing (more units have Poison Protection than Death Protection), so only
use Darters for as long as you can't get Black Priests for projectile units.
As for gate defenders, use Swordsmen at level 1, Butchers at level 2, and Big
Beetles at level 3, because they are all better fighters than their same level
competitors.
Offensive Strategy:
The same thing for projectile units here as above in the Defensive Strategy
section. At level 1, use both Swordsmen and Bombers for offensive units. Why?
Because 3 Self Destructs will usually destroy the gate of a Stone wall, and
only about 2 are needed for the gates of a Wooden Wall. Keep the Swordsman well
behind them though, you don't want them to be hurt in the blast (the more
Bombers you use, the less projectile units you should have, there should be
about a 3:2 ratio of attackers (not including Bombers) to projectile units).
At level 2 dump the Bombers, and replace all of your attackers with Wolf Riders
or Butchers (if you prefer slightly better fighting units that are much slower
than the Wold Riders). And at level 3, you have a tough choice. Wyvern Riders
don't have to break down the walls of a city, while Big Beetles are much better
at fighting, and have Wall Crushing and fast movement to get to the gate
quickly. I would choose the Big Beetles, because they are much better when the
battle is on the open field.
The Units: The epitimy of evil, the Undead are all Pure Evil. The most glaring
weakness they have is that they have the ability Undead, which means they can
be panicked by monks of every alignment. They are also a little on the weak
side in terms of physical strength (face it, they are just a pile of bones
without any muscles attached), except for their later units. They also have the
most balanced level 4 unit in terms of stats (all at 13, HP at 26).
Level 2 Units
-------------
Name: Death Knight
Alignment: Pure Evil
Attack: 8
Damage: 6
Defense: 7
Resistance: 6
HP: 15
Movement: 40
Abilities: Walking, Charge, Strike, Death Strike, Undead, Magical Mount
Cost/Upkeep: 70g / 9g
Name: Vampire
Alignment: Pure Evil
Attack: 9
Damage: 5
Defense: 6
Resistance: 10
HP: 14
Movement: 28
Abilities: Walking, Strike, Concealment, Death Strike, Undead, Fire Weakness,
Wall Climbing, Holy Weakness, Life Stealing, Seduce
Cost/Upkeep: 90g / 9g
Level 3 Units
-------------
Name: Spectre
Alignment: Pure Evil
Attack: 8
Damage: 5
Defense: 10
Resistance: 10
HP: 14
Movement: 28
Abilities: Undead, Strike, Pass Wall, Death Strike, Cold Immunity, Energy
Drain, Floating, Physical Protection
Cost/Upkeep: 120g / 12g
Name: Bone Horror
Alignment: Pure Evil
Attack: 13
Damage: 11
Defense: 9
Resistance: 8
HP: 30
Movement: 28
Abilities: Walking, Cause fear, Strike, Death Strike, Undead, Wall Crushing
Cost/Upkeep: 190g / 12g
Level 4 Unit
------------
Name: Dread Reaper
Alignment: Pure Evil
Attack: 13
Damage: 13
Defense: 13
Resistance: 13
HP: 26
Movement: 36
Abilities: Walking, Cause Fear, Strike, Death Strike, Magic Strike, Path of
Decay, Life Stealing, Undead, True Seeing, Energy Drain, Floating
Cost/Upkeep: 360g / 15g
Strengths: The Dread Reaper's biggest strength is being able to debilitate it's
foes. Energy Drain decreases the enemy unit's stats. Life Stealing
replenishes more HP the more the Dread Reaper attacks. And finally,
Cause Fear has the chance of panicking the foe with each strike
(which means it won't attack for a full turn, and run away, giving
you a chance to hit it for a fourth time!). No natural barriers can
stop this thing, since it has Floating, and Path of Decay rots away
the crops of any cities it passes by.
Defensive Strategy:
For all levels, choose either Archers or Black Priests (see the "The Basics"
section for pros and cons of both) for projectile units. For your gate
defenders, get Swordsmen at level 1, Death Knights at level 2 (better defense
and HP than Vampires, plus they're cheaper), and either Spectres or Bone
Horrors at level 3. Spectres, believe it or not, have better defense than Bone
Horrors, and Physical Protection gives them 28 HP against purely Physical
attacks. Plus, they have Cold Immunity. So if you're fighting against
Frostlings, the Spectre is definitely better. However, the Bone Horror is
better in general.
Offensive Strategy:
Dump the Archers as soon as you can get Black Priests for projectile units. As
for the attacking units, first get Swordsmen at level 1, then Vampires (just as
good or even better fighters than Death Knights, plus they have Wall Climbing)
at level 2, then Bone Horrors at level 3 (they are better fighters than the
Spectres, while they have Wall Crushing which means the inability to bypass
gates won't matter after the second turn).
There are 3 different types of monks. The plain old Monks, who become available
to the Neutral races (Humans, Draconians, Frostlings, Tigrans) after you
purchase a Monastery in your city. Then there is the High Priest, who becomes
available to the Good races (Archons, Elves, Halflings, and Dwarves) with the
purchase of a Monastery. As for the Evil races (Goblins, Orcs, Undead, Dark
Elves), they can produce the Black Priest. Each of these three units are
identical in stats and abilities, except for 4 things. One, they have different
alignments, which match those of the race they can be made by. Secondly, the
High Priest has Holy Bolts, the Black Priest has Black Bolts, and the Monk has
Magic Bolts. Thirdly, they each have a different type of Protection. The High
Priest has Holy Protection, the Black Priest has Death Protection, and the Monk
has both! And, they have different types of Strikes, which should be obvious as
to which has which by now (ex: Monk has Magic Strike)
Strengths: Monks are weak. True, they may have as good stats as a Swordsman, so
they can put up a fight, but they should not be at the front lines.
They should be in the back Healing the badly Damaged attacking units
while they shoot Bolts from a distance. The only place where they
should get next to the enemy is if it's Undead. Using Turn Undead
successfully will mean that the attacking turn of the enemy, that
unit will run away, being hit by all of your troops that are
surrounding it. So the best thing to do when being whooped by a Bone
Horror is to surround it with 4 attacking units, then using Turn
Undead with a Monk. It will then be hit by all 5 units as it runs
away. Wash, rinse, and repeat, and the Bone Horror will die quickly.
All Machines have one thing in common. Fire Weakness. The next most common
thing is to have a projectile ability, and the next most common is to be real
slow. Galleys and Transports are ships that can be made by any city with a
shipyard. Javelins, Catapults and Cannons can also all be made by any city (as
long as it has a Builder's Hall, Siege Workshop, and Master's Guild for each
respectively). Pioneers can also be made by any city as long as it has a large
enough population and a Siege Workshop. And last but certainly not least, the
level 4 unit of the Dwarves (the Steam Tank) and of the Humans (the Air Galley)
are Machines.
*NOTE* The "Purpose" section is just the Machine version of the "Strengths"
section for the level 4 units in the "The Races" section.
Level 2 Units
-------------
Name: Pioneer
Alignment: None
Attack: 0
Damage: 0
Defense: 5
Resistance: 5
HP: 14
Movement: 24
Abilities: Walking, Build Outpost, Rebuild Structure, Build Roads, Poison
Immunity
Cost/Upkeep: 150g / 9g
Purpose: The Pioneer's mission is love, not war! Seriously though, don't take
this unit into battle purposely, because it can't fight. What do you
expect it to do, make the oxen bite your foes? The only thing this is
useful for is giving you another city, whether rebuilding one in ruins
or creating an outpost of your very own (must be at least 10 hexes
away from another city, which means: A unit that can move 10 spaces
should not be able to reach the center of another city, when starting
from the center of the site you want)
Name: Transport Ship
Alignment: None
Attack: 0
Damage: 0
Defense: 8
Resistance: 8
HP: 30
Movement: 35
Abilities: Sailing, Transport VII, Vision I, Fire Weakness, Poison Immunity
Cost/Upkeep: 100g / 9g
Purpose: If you have the money, it is a much better idea to get the Galley.
Why? Because it has every single ability this unit has, plus some
attacking abilities. The only purpose of this unit is as a ferry,
where again the Galley is better by being able to hold just as many
units, and by having 40 movement points. Not too useful, except for a
cheap transport unit early in the game.
Name: Ballista
Alignment: None
Attack: 0
Damage: 0
Defense: 5
Resistance: 5
HP: 10
Movement: 20
Abilities: Walking, Shoot Javelin, Poison Immunity, Fire Weakness
Cost/Upkeep: 100g / 9g
Purpose: Slow, easy to kill, these things belong behind heavily fortified walls
where they can use Shoot Javelin (19 attack!!). The same goes for
every Machine, except for the ships that can't possibly get on land,
and the Air Galley which is safe from ground units.
Name: Catapult
Alignment: None
Attack: 0
Damage: 0
Defense: 6
Resistance: 6
HP: 14
Movement: 20
Abilities: Walking, Hurl Boulder, Hurl Firebomb, Fire Weakness, Poison Immunity
Cost/Upkeep: 100g / 9g
Purpose: This is your first siege machine. Although you don't need a specially
designed unit to break down walls, it is very helpful to have one.
Because Hurl Boulder has such a wide arc of attack, it can be used
from any number of spaces behind your units, to attack the enemy just
2 or 3 hexes in front of said units. With 2 or 3 of these things in an
army (they are good enough to replace projectile units), the gate will
almost certainly fall within the first round. This thing also does
well against other machines, because of the ability Hurl Firebomb.
Level 3 Units
-------------
Name: Galley
Alignment: None
Attack: 0
Damage: 0
Defense: 9
Resistance: 9
HP: 40
Movement: 40
Abilities: Shoot Javelin, Sailing, Transport VII, Vision I, Marksmanship I,
Hurl Firebomb, Fire Weakness, Poison Immunity
Cost/Upkeep: 150g / 12g
Purpose: A great fighter on water (as long as it is very far away from the
fighting.... heh), and a very good transport vehicle for those
annoying rivers, lakes, and oceans, this unit is great to have. The
only downfall is that like all units with transport capabilities, only
1 per army is allowed.
Name: Cannon
Alignment: None
Attack: 0
Damage: 0
Defense: 7
Resistance: 7
HP: 18
Movement: 20
Abilities: Fire Cannon, Walking, Poison Immunity, Fire Weakness
Cost/Upkeep: 150g / 12g
Purpose: This is the best non-race specific Machine unit in the game. This is
so because it has the ability Fire Cannon (19 attack, 16 damage, and
Wall damage!), which can not only get through the defense of nearly
any unit with ease, but can also deal alot of damage. Just remember
the golden rule for Machines: They get slaughtered on the field, so
put 'em behind walls.
Level 4 Units
-------------
Name: Steam Tank
Alignment: None
Attack: 0
Damage: 0
Defense: 14
Resistance: 14
HP: 32
Movement: 20
Abilities: Walking, Poison Immunity, Cold Protection, Steam, Fire Cannon,
Marksmanship I, Fire Weakness
Cost/Upkeep:
Purpose: The Steam Tank is basically an Uber Cannon. Better stats in everything
including the attack and damage rating of Fire Cannon (Marksmanship I)
which means it has an attack rating of 20 to start out with! Plus, it
has a defensive ability similar to Round Attack, called Steam.
Name: Air Galley
Alignment: None
Attack: 0
Damage: 0
Defense: 10
Resistance: 10
HP: 30
Movement: 40
Abilities: Shoot Javelin, Transport VII, Flying, Marksmanship I, Vision II,
Fire Weakness
Cost/Upkeep: 330g / 15g
Purpose: This unit is aptly named, because there are very few differences
between it (better vision, Defense and Resistance, plus Flying) and
the Galley (more HP, Hurl Firebomb). It is the best transport unit in
the game, because it can go anywhere, and it can fight well.
Strengths: For the most part Machines are slow, and get slaughtered by any unit
that has Fire Strike and a good attack rating. However, Air Galleys,
Transports, and Galleys provide fast movement over land and sea. And
most of them pack a mighty punch with abilities like Shoot Javelin
or Fire Cannon (Hurl Boulder and Fire Cannon can break down walls
too!). So, though they may slow down your armies at times, they have
huge power that could turn the tide of a battle in your favor,
whether defensively or offensively.
Summonable creatures can be made by all 7 spheres of magic, and come in the
same 4 levels that regular units do. They can only heal while within your
domain however, and they require a certain amount of magic to be maintained.
In the section for the stats, the Cost will be in mana+, as well as the sub
section of Upkeep. Also, a new part will be added, "Sphere:", which will
indicate what sphere of magic the creature belongs to. Also note that only
the Cosmos sphere has more than one summon per level, and no sphere has more
than 4 summons total.
+where "g" would mean gold in previous sections, "m" represents mana.
*NOTE* Summonable creatures are not created instantly, but instead may take
many turns, depending upon it's cost and your Wizard's casting points (ex: if I
had 50 casting points, and a summon cost 450m, it would take me 9 turns to make
it, and that would require that I do no additional casting in battle). Also,
keep in mind that casting a summon requires all the mana up front, there is no
monthly payment plan.
Name: Bone Dragon
Alignment: Evil
Sphere: Death
Attack: 15
Damage: 11
Defense: 10
Resistance: 14
HP: 27
Movement: 40
Abilities: Death Strike, Flying, Life Stealing, Strike, Dragon, Cause Fear
Undead, Vision II, Black Breath, Death Immunity
Cost/Upkeep: 375m/12m
Name: Black Angel
Alignment: Pure Evil
Sphere: Death
Attack: 16
Damage: 10
Defense: 13
Resistance: 13
HP: 28
Movement: 40
Abilities: Death Immunity, Death Strike, Flying, Life Stealing, Poison
Immunity, Strike, True Seeing, Unholy Champion, Vision II,
Summoned
Cost/Upkeep: 450m/15m
Strengths: Even level 1 summons are a nice addition to any army. This is
because summons are generally stronger than the corresponding race
unit of the same level. They are an even greater idea to have when
when you are strapped for cash, but have plenty of mana. The only
downside they have is that they can only heal naturally while within
your domain.
At level 1, Heroes are as good or better fighters than your Wizard, and any
level 1 unit. As they progress past level 10, they become godlike, as they gain
monumental stats equal to or greater than those of any other unit in the game.
If you are fortunate enough to bring a Hero to level 30, then you will realize
how powerful these units can be. Heck, a max stat hero with good transport
vehicles or Wind Walking could defeat the rest of the map, without any help
from other units! Plus, they have their own mini-domain around them (1 hex
radius) when your Wizard is in a city with a Wizard's Tower, which means they
can get a lot of spell support. Also, each Hero has their own specific combat
spell that only they can use in battle (if they have the ability Spell Casting
of course). You may notice this when a Shooting Stars spell is performed by
Avernus the Beastmaster, and your Wizard cannot do the same spell. Another
nifty thing about Heroes is that they don't require any upkeep, and they
actually provide some extra mana income themselves (+5m)!
When a Hero offers to join you, and you don't have the 125g (normal amount for
a level 1 hero, may change with special events in scenario) to accept, cancel
anything that is being produced, especially when it's early in the game, so
that you will have the money. And even if you don't have the money that turn,
but will have it the next, don't worry. The Hero will just wander around your
territory. Just catch up to him/her with one of your units, and the option to
recruit them will come up again.
*NOTE* The stats for the following Heroes are those if they were level 1,
without any added spell effects or items.
>----------------------<
---> 4d.1) Human Heroes
Name: Belendor
Title: the Warrior
Class: Warrior
Alignment: Neutral
Race: Human
Gender: Male
Combat Spell: None
Attack: 9
Damage: 8
Defense: 9
Resistance: 8
Movement: 40
HP: 21
Abilities: Charge, Leadership I, Mounted, Strike, Walking
Name: Kaskar
Title: the Rogue
Class: Rogue
Alignment: Neutral
Race: Draconian
Gender: Male
Combat Spell: Vengeful Vapor
Attack: 9
Damage: 8
Defense: 7
Resistance: 8
Movement: 40
HP: 20
Abilities: Flying, Spell Casting I, Strike, Vision I, Walking
Name: Tsi Iri
Title: the Shaman
Class: Shaman
Alignment: Neutral
Race: Draconian
Gender: Male
Combat Spell: Death Ray
Attack:
Damage:
Defense:
Resistance:
Movement:
HP:
Abilities: Flying, Healing, Spell Casting I, Strike, Walking
>----------------------<
---> 4d.4) Frostling Heroes
Name: Eklo
Title: the Rogue
Class: Rogue
Alignment: Neutral
Race: Frostling
Gender: Male
Combat Spell: Weaken
Attack: 9
Damage: 7
Defense: 8
Resistance: 10
Movement: 40
HP: 20
Abilities: Cold Protection, Fire Weakness, Forestry, Mounted, Spell
Casting I, Strike, Walking
Name: Danah
Title: the Shaman
Class: Shaman
Alignment: Evil
Race: Goblin
Gender: Female
Combat Spell: Stone Skin
Attack:
Damage:
Defense:
Resistance:
Movement:
HP:
Abilities: Cave Crawling, Healing, Mounted, Night Vision, Poison Immunity,
Spell Casting I, Strike, Walking
>----------------------<
---> 4d.12) Undead Heroes
Name: Jack
Title: the Stiffy
Class: Rogue
Alignment: Pure Evil
Race: Undead
Gender: Male
Combat Spell: Death Ray
Attack: 7
Damage: 7
Defense: 8
Resistance: 9
Movement: 40
HP: 20
Abilities: Mounted, Night Vision, Spell Casting I, Strike, Undead, Walking
Name: Joseph
Title: the Warrior
Class: Warrior
Alignment: Pure Evil
Race: Undead
Gender: Male
Combat Spell: None
Attack: 8
Damage: 8
Defense: 8
Resistance: 9
Movement: 40
HP: 20
Abilities: Charge, Mounted, Night Vision, Strike, Undead, Walking
Name: Ymbria
Title: the Priest
Class: Priest
Alignment: Pure Evil
Race: Undead
Gender: Female
Combat Spell: Weaken
Attack:
Damage:
Defense:
Resistance:
Movement:
HP:
Abilities: Life Stealing, Mounted, Night Vision, Spell Casting I, Strike,
Undead, Walking
Strengths: As mentioned before, Heroes can become one man/woman armies when
they reach the higher levels. The only thing you have to worry about
with them is that they are magnets for enemy units. The enemy units
always go after: a) the first unit they can reach, or b) the unit
that is the strongest (comp reasoning: gang up on that big guy
before he can smash us to bits! Annoying to the one on the receiving
end, but a good tactic to follow). So cast many personal spells on
your Hero to make them a bit stronger at the lower levels.
Unlike the first game, Wizards cannot gain levels, so they no longer become
your most important unit. The best thing to do is to keep them in heavily
guarded cities, which should have the highest Wizard Tower level of all your
cities, and preferably have Farcaster and Casting Chamber. There, your domain
can be the largest, and you can have up to 80 casting points. The Wizards
themselves are not all that different from each other though. They all increase
your mana income by 10m, and they have the exact same abilities, and nearly
identical stats. Also, just like Heroes, they don't require any upkeep.
*NOTE* For the Alignment category, I'm just going by their race. Some Wizards
who use Good races actually turn out to be back stabbing cretins in campaign
mode, while some Wizards with Evil races actually help Merlin.
>----------------------<
---> 4e.1) Earth Sphere Wizards
Name: Fangir
Alignment: Good
Sphere: Earth
Starting Race: Dwarves
Attack: 8
Damage: 8
Defense: 10
Resistance: 8
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
Name: Mab
Alignment: Evil
Sphere: Earth
Starting Race: Goblins
Attack: 8
Damage: 8
Defense: 10
Resistance: 8
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
>----------------------<
---> 4e.2) Air Sphere Wizards
Name: Tempest
Alignment: Neutral
Sphere: Air
Starting Race: Draconians
Attack: 8
Damage: 8
Defense: 10
Resistance: 10
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
Name: Artica
Alignment: Neutral
Sphere: Air
Starting Race: Frostlings
Attack: 8
Damage: 8
Defense: 10
Resistance: 10
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
>----------------------<
---> 4e.3) Fire Sphere Wizards
Name: Yaka
Alignment: Neutral
Sphere: Fire
Starting Race: Tigrans
Attack: 8
Damage: 8
Defense: 10
Resistance: 10
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
Name: Karissa
Alignment: Evil
Sphere: Fire
Starting Race: Orcs
Attack: 8
Damage: 8
Defense: 10
Resistance: 10
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
>----------------------<
---> 4e.4) Water Sphere Wizards
Name: Nimue
Alignment: Neutral
Sphere: Water
Starting Race: Humans
Attack: 8
Damage: 8
Defense: 10
Resistance: 10
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
Name: Marinus
Alignment: Good
Sphere: Water
Starting Race: Halflings
Attack: 8
Damage: 8
Defense: 10
Resistance: 10
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
>----------------------<
---> 4e.5) Death Sphere Wizards
Name: Meandor
Alignment: Evil
Sphere: Death
Starting Race: Dark Elves
Attack: 8
Damage: 8
Defense: 10
Resistance: 8
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
Name: Arachna
Alignment: Evil
Sphere: Death
Starting Race: Dark Elves
Attack: 8
Damage: 8
Defense: 10
Resistance: 8
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
Name: Nekron
Alignment: Pure Evil
Sphere: Death
Starting Race: Undead
Attack: 8
Damage: 8
Defense: 10
Resistance: 8
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
>----------------------<
---> 4e.6) Life Sphere Wizards
Name: Serena
Alignment: Good
Sphere: Life
Starting Race: Elves
Attack: 8
Damage: 8
Defense: 10
Resistance: 10
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
Name: Julia
Alignment: Good
Sphere: Life
Starting Race: Elves
Attack: 8
Damage: 8
Defense: 10
Resistance: 10
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
Name: Julioch
Alignment: Good
Sphere: Life
Starting Race: Elves
Attack: 8
Damage: 8
Defense: 10
Resistance: 10
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
Name: Anon
Alignment: Pure Good
Sphere: Life
Starting Race: Archons
Attack: 8
Damage: 8
Defense: 10
Resistance: 10
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
>----------------------<
---> 4e.7) Cosmos Sphere Wizards
Name: Merlin
Alignment: Neutral (changes in Campaign mode)
Sphere: Cosmos (changes in Campaign mode)
Starting Race: Humans (changes in Campaign mode)
Attack: 8
Damage: 8
Defense: 10
Resistance: 10
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
Name: Gabriel
Alignment: Pure Good
Sphere: Cosmos
Starting Race: Archons
Attack: 8
Damage: 8
Defense: 10
Resistance: 10
HP: 20
Movement: 30
Abilities: Walking, Strike, Magic Strike, Will Power
Strengths: Unless you are having trouble in the very early stages of your
scenario, do not use your Wizard in battle. They are pretty weak
compared to level 2 units, and when swarmed by level 1 units they
die quick. The only way that their death won't end your game is if
you still have a Wizard's Tower next turn, at which they will come
back to life. So, take advantage of their one glaring advantage over
any other unit: Magic. Summon units to protect your lands or invade
the lands of others, use offensive combat spells like Stoning or
Blazing Comet to take down enemy units in battle, or even make your
puny Hero a god by gifting them with many enhancement spells.
Whatever you do, don't send this unit into battle.
Below is the unit table used for "The Races" section, and is the foundation for
all the other tables. So, in the following unit table sections I will only
explain the added features of each table.
(1) The name of the unit in question.
(2) A unit can be one of 6 alignments: Pure Good, Good, Neutral, None, Evil,
or Pure Evil. This determines how friendly it will be to other races (ex:
a Pure Good unit will not have good morale in an army of Pure Evil units).
Having an alignment of None means that a unit's morale is not affected by
the alignments of others.
(3) The attack rating is what determines how likely a blow will hit an opponent
(the higher the rating, the higher the chance)
(4) The damage rating is the maximum amount of hit points an attack will take,
and is purely random (a Hero with a defense and resistance of 20 will have
the same chance of being hit with a 5 damage hit from a Boar Rider as a
Peasant would).
(5) The defense rating determines how likely it is that a unit will either
dodge or block an attack (higher the rating, the higher the chance the unit
won't be hit).
(6) The resistance serves the same purpose as the defense rating, except that
it deals only with magically based attacks (ex: the defense will guard
against the Strike hitting the unit, while resistance would guard against
the Magic Strike or Death Strike from hitting).
(7) HP is the number of hit points a unit has. Once this number reaches 0, the
unit dies.
(8) Movement is the number of movement points a unit has. Depending upon the
terrain the unit is traveling on, and what abilities they have (Forestry
reduces the number of points used when walking through forests), a unit
will need anywhere from 3 points (on roads) to 8 points (in heavy forest
without Forestry) to move 1 hex on the world map. There are less
restrictions on movement in combat, however.
(9) The abilities a unit has determines how it travels (Walking, Swimming,
Flying, etc.), how it can attack (Strike, Fire Cannon, Magic Bolts, etc.),
and other special abilities it can use (using Dominate to control another
unit, Entangle to make it become entangled in plant roots for a certain
number of turns, etc.).
(10) The cost of a unit, whether in mana or gold, is how much mana / gold will
be taken from your reserves to make the unit. Upkeep is how much mana /
gold it uses per turn, which is automatically deducted from your total
at the beginning of each round.
There are 3 different "Extra Units" sections that include unit tables that
differ from the general unit table: The Heroes, The Summons, and the Wizards.
>----------------------<
---> 5b.1) Summon Legend
For the "Summons" section of this guide, the unit tables only have one
difference from the general unit table, and that is the added category of
"Sphere". This is a little redundant since the name of the Sphere is the
header for each sub-section, but I feel that redundancy is better than
having to answer a question from someone who made a simple mistake (when
I feel like it, heh, the whole reason for the "The Basics" section was to
avoid redundancy, but oh well). Also note that for Summons,
the Cost/Upkeep category is in mana, not gold.
>----------------------<
---> 5b.2) Hero Legend
There are 4 new categories for the Hero unit table, with one category
missing. The new ones are Title, Race, Gender, Class and Combat Spell. The
missing category is Cost/Upkeep. Title is an honorific, like "the
Beastmaster", or "the Destroyer" that is given by the game to each Hero.
Race is of course the Race that they are, such as Human, Elf, or Goblin.
Gender is another self-explanatory category, which shows whether the Hero
is Male or Female. And the last new category, Combat Spell, shows which
combat spell (such as Stoning, Healing, Weaken, or Suffocate) the Hero
knows. This is an added bonus, because the combat spell they know may be
something even your Wizard does not know yet, or never will learn. Class
is the type of unit your hero is. A warrior will not have spell casting,
for example, and so will therefore not have a combat spell. As for
the missing category of "Cost/Upkeep", this is no longer here because all
normally obtained Heroes ask for 125g, and require no upkeep. On a side
note, they actually increase your mana income by 5m.
>----------------------<
---> 5b.3) Wizard Legend
As with Heroes, and for the very same reasons (except that they give you
+10m instead of just 5!), the Cost/Upkeep Category is not in the Wizard's
unit table. "Sphere" indicates the DEFAULT (this is what they have in
campaign mode, and in custom scenarios, although settings in custom
scenarios can be changed) sphere of magic that they practice. The same
goes for Starting Race, except that this shows which race their first
city is (remember that both Sphere and Starting Race change for Merlin
in campaign mode, but that is the only exception), and therefore which
race likes them the most.
And that's it for all the unit tables. Hope it made my guide less confusing to
you.
Each of the 7 spheres of magic have a special strike of their own that deals
magical damage, and all but the Cosmos sphere's strike include a chance of
inflicting a negative effect upon an enemy unit. The following is a chart
for the 7 Spheres, their corresponding Strike, and effect. Beside the chart
is a description of what each effect does.
__________________________________________
| Sphere | Strike | Effect | *Vertigo= -2 to attack & defense.
|----------|------------------|------------|
| Cosmos | Magic Strike | Nothing | *Cursed= unit cannot heal normally
|----------|------------------|------------| (will not gain any HP per turn
| Life | Holy Strike | Vertigo | until gone).
|----------|------------------|------------|
| Death | Death Strike | Cursed | *Poisoned= -2 to attack, defense,
|----------|------------------|------------| damage, & resistance.
| Earth | Poison Strike | Poisoned |
|----------|------------------|------------| *Frozen= cannot move until unit
| Air | Cold Strike | Frozen | becomes unfrozen (by waiting a
|----------|------------------|------------| few turns, or being hit).
| Fire | Fire Strike | Burned |
|----------|------------------|------------| *Burned= -1 HP per round
| Water | Lightning Strike | Stunned |
|__________________________________________| *Stunned= cannot move for the rest
of the round.
The following section is a list of all the touch abilities and projectile
abilities, and what kind of damage they do, attack rating, etc. Ability is the
name of the ability, type is which type of ability it is (touch or projectile),
attack and damage are the same as the ratings for units, while damage type
is what kind of force the ability has. For example, Fire Cannon has both Wall
(meaning it can attack walls, as well as gates, and does more damage to walls
than normal attacks) and Physical (the basic type of damage, which all units
are hit by, except for heroes with special items that give them physical
immunity) damage.
There are 4 main lines of building structures in this game. I like to call
one the "warrior" line, one the "religious" line, another the "magical line",
and finally the "industrious line". Here they are, with prices and totals
included:
Warrior Chain
-------------
Barracks ----> War Hall ----> Champion's Guild
80g + 150g + 200g = 430g
*NOTE* All Structures that drop down from the main chain are optional, and are
not needed for the next structure to be built. For example, a Shrine of War is
not needed for a Sanctuary.
The following unit tables describe the "stats" of structures. Name is the name
of the structure, while cost is how much money it takes to build the structure.
The "Allows for" category shows which units and other structures
this structure, once made, allows a person to make. The "requires" category
shows which structure(s) is/are needed to have the option to construct said
structure. The "Bonuses" section shows any additions to mana/gold income,
production points of the city, or any other special feature. The 2 special
categories for the walls should be self explanatory. And cp means construction
points, while rp means research points.
Name: Barracks
Cost: 80g
Allows for: Level 1 Units, Construction of War Hall
Requires: Nothing
Bonuses: Nothing
Name: Temple Complex
Cost: 80
Allows for: Construction of Monastery and Shrines
Requires: Nothing
Bonuses: +5m, Increases Town Happiness
Name: Builder's Hall
Cost: 80
Allows for: Ballista and Pioneer, Construction of Siege Workshop and Shipyard
Requires: Nothing
Bonuses: +10cp
Name: Shipyard
Cost: 60g
Allows for: Transport and Galley
Requires: Builder's Hall and Proximity to Water (one crop must be touching 1
hex of water)
Bonuses: Nothing
Name: War Hall
Cost: 150g
Allows for: Level 2 Units, Construction of Champion's Guild
Requires: Barracks
Bonuses: Nothing
Name: Monastery
Cost: 120g
Allows for: Priests, Construction of Sanctuary
Requires: Temple Complex
Bonuses: +5m
Name: Siege Workshop
Cost: 150g
Allows for: Catapult, Construction of Master's Guild and Stone Wall
Requires: Builder's Hall
Bonuses: +10cp
Name: Stone Wall
Cost: 100g
Allows for: Nothing
Requires: Builder's Hall and Siege Workshop
Gate HP: 30
Wall HP: 50
Bonuses: Nothing
Name: Champion's Guild
Cost: 200g
Allows for: Level 3 Units, and Level 4 Unit*
Requires: War Hall and Barracks
Bonuses: Nothing
Name: Sanctuary
Cost: 200g
Allows for: Level 4 Unit*
Requires: Temple Complex and Monastery
Bonuses: All Garrisoned Units Are Fully Healed At Start Of Turn, +5m
Name: Master's Guild
Cost: 300g
Allows for: Level 4 Unit*
Requires: Builder's Hall and Siege Workshop
Bonuses: Fully Repairs All Garrisoned Machines At Start Of Turn, +10cp
Name: Shrine of War
Cost: 200g
Allows for: Nothing
Requires: Temple Complex
Bonuses: All Units Produced Will Be At Silver Experience**
Name: Shrine of Order
Cost: 200g
Allows for: Nothing
Requires: Temple Complex
Bonuses: Greatly Increases Town Happiness
Name: Shrine of Magic
Cost: 200g
Allows for: Nothing
Requires: Temple Complex
Bonuses: Increases Mana Income
Name: Shrine of Nature
Cost: 200g
Allows for: Nothing
Requires: Temple Complex
Bonuses: Increases Town Growth
Name: Wizard's Tower I
Cost: 500g
Allows for: Tower Guard, Library, and Hall of Enchantment
Requires: Nothing
Bonuses: +9 Hexes To Domain Perimeter If Wizard Is In The City
Name: Tower Guard
Cost: 100g
Allows for: Nothing
Requires: Wizard's Tower I
Bonuses: Fires A Magic Bolt At Beginning Of Each Turn In Battle
Name: Hall of Enchantment
Cost: 220g
Allows for: Nothing
Requires: Wizard's Tower I
Bonuses: Gives All Garrisoned Units The Basic Sphere Enchantment Of The
Wizard***
Name: Wizard's Tower II
Cost: 250g
Allows for: Farcaster, Casting Chamber, and Enchanted Walls
Requires: Wizard's Tower I
Bonuses: +5 Hexes To Domain Perimeter If Wizard Is In The City
Name: Farcaster
Cost: 150g
Allows for: Nothing
Requires: Wizard's Towers I & II
Bonuses: +5 Hexes To Domain Perimeter If Wizard Is In The City
Name: Casting Chamber
Cost: 200g
Allows for: Nothing
Requires: Wizard's Towers I & II
Bonuses: +10 Casting Points If Wizard Is In The City
Name: Enchanted Walls
Cost: 200g
Allows for: Nothing
Requires: Wizard's Towers I & II
Bonuses: Adds A Ring Of Magic Protection Outside Walls Based Upon The Wizard's
Sphere****
Name: Wizard's Tower III
Cost: 250g
Allows for: Forcefield and Teleportation Gate
Requires: Wizard's Towers I, II, & III
Bonuses: +5 Hexes To Domain Perimeter If Wizard Is In The City
Name: Forcefield
Cost: 200g
Allows for:
Requires: Wizard's Towers I, II, & III
Bonuses: Protects City From Any Global Spells (Tremors, Anarchy, Death Storm,
Tornado, etc)
Name: Teleportation Gate
Cost: 500g
Allows for:
Requires: Wizard's Towers I, II, & III
Bonuses: Allows Instantaneous Movement To Any Other City (owned by you) With A
Wizard's Tower
* Level 4 units require a Master's Guild, Sanctuary, AND Champion's Guild
** All units except for Heroes and Wizards can gain a total of 2 levels. I call
the first level silver experience (because there is a silver potion like
thing on their picture), and the second level gold experience (guess why?).
*** Fire's Basic Enchantment: Fire Halo
Water's Basic Enchantment: Static Shield
Earth's Basic Enchantment: Stone Skin
Air's Basic Enchantment: Haste
Life's Basic Enchantment: Blessed
Death's Basic Enchantment: Dark Gift
Cosmos' Basic Enchantment: Enchanted Weapon
**** See the "Sphere Effect Chart" for what type of damage each sphere deals.
Now, there are a couple of things I ask before you decide to e-mail me with a
question, or a suggestion for the guide.
If you are confused and have a question: Double check sections 2,5, and 6.
These sections cover the most amount of information about general things in
the guide. If you have a more specific question, check whatever section you
think should have the answer to your question. If it isn't there, then it
probably should be, so feel free to e-mail me. However, if I find that the
question you have posed can be easily found (using logic and the ctrl+f search
function), then I will either ignore your e-mail, or respond by pointing out
the section of this guide with the answer. And I may be less than kind. Be
forewarned!
If you have a suggestion for improvements upon the guide: Go ahead and make
them. I might even add whole sections at your suggestion, if I agree that it
is needed. Also, simple corrections of spelling and grammar are welcome, since
this guide is so long I have no desire to run a thorough, triple check of
every sentence.
Now, when you do contact me, for any reason, whether listed above or not, make
the subject clear. Make a subject along the lines of:
Also, clearly state your question or suggestion. And if you have found a
mistake anywhere, include the section and an excerpt including the error in
your e-mail.
Also, here are a list of the sites that have my permission to use my guide:
I hope you notify me if you are reading this FAQ on a site not mentioned in the
list above (and keep in mind, I may have this sent to other sites without
updating all the different versions of this FAQ on the different sites,
e-mailing me and getting an answer is the only sure way to tell if they have
my permission).
One last thing: I encourage you to e-mail me with corrections of any mistakes
you find in this guide. Why? I want this to be a neat job, especially since
by the time I'm finished with just version 1.00, I will have spent well over
30 hours researching the specifics, and the actual typing of this guide. Oh,
and if you find a mistake, and I decide to correct it, you will get credit in
the Credit/Thanks section!!!!! Isn't that exciting?
You can contact me at SSJlv2Vegita@aol.com. I may not notice your e-mail for
1 or more days, but I will make a point of reading it if the header of the
e-mail is clearly about the guide. I receive too much spam from people who want
to teach me how to make thousands just by sitting at home, who want to give me
a loan, credit card, or help me make my prince albert 2 inches bigger, to do
much more than check the subject of each e-mail before hitting the Report Spam
button. Also, if you took the time to read my guide, I will certainly take the
time to respond to what you have to say.
And don't add another useless topic to any message board here on GameFAQs (or
wherever this FAQ may end up being posted) just to ask me a question. I can
just as easily answer an e-mail or IM, while I may not even see the topic you
created. Have a nice day.