Age of Wonders: Battle Tactics FAQ 1.9 Started: 05/06/01 Copyright 2001 by AverMan Email: AverMan62@Hotmail.com | Warning | Anyone may reproduce this FAQ electronically, but don't sell it for money. If you want to use this FAQ for your website you must ask my permission, email me at AverMan62@Hotmail.com, and you must not modify it in any way and do it with this the Warning in it. Also specify that you want to use the Age of Wonders: Battle Tactics FAQ in your email. I can't stress this enough, PLEASE keep my FAQ updated. If you do use it and I find out, trust me I WILL, you'll be in some serious legal trouble!!! Thanks to all who cooperate. ^^ Age of Wonders is a trademark of Triumph Studios | Intro | This FAQ shows a list of the good and bad features of the races in Age of Wonders. I did this by giving an overall description of the race then the pros and cons. Then I listed their units and gave a list their pros and cons. I went in depth on the units level three and up because that's where the races shine. I mentioned some strategies you can use in and out of Combat Mode. The special units are also listed here like the dragons and the elementals. On top of all that I have the special traits of all of the units in the game. But why make a FAQ on Age of Wonders: Battle Tactics? I feel that this game deserves it. After all it is the best turn-based strategy game that was ever released. Well it's the best turn-based I've ever played. ^^ Plus, I would like to share my knowledge of Age of Wonders units and battling strategies. I hope some people might become inspired by my walkthrough and, hopefully, make other FAQS about Age of Wonders. Well now that we got that cleared up, lets begin. ||| Updates ||| | 6/19/01 | - Added the "Special Units Guide" - Minor changes to the whole FAQ Comments: Now that the Race Guide is finished, I will now be working on the "Spell Guide". I would have had it done and posted earlier but I had a little problem over the weekend. | 6/24/01 | - Added the "Spell Guide" section | 6/26/01 | - Added the "Battling Tips" section - Added "Unit Stats" - Fixed many, many errors - Other changes to the FAQ Comments: Many errors make Averman look bad. Anyway, I added the "Unit Stats" section and the Battling Tips section. The Unit Stats section tells everything about statistics. Battling Tips section has tips on battles. If anyone wants to submit any battling tips, please email me at Averman62@Hotmail.com. The overall game play FAQ is coming along just fine. It should be done soon. | 7/06/01 | - Added in-depth stats for Highmen & Orcs - Added more battle tips - Updated Unit Stats section - Updated Special Units section Comments: A big thanks to SnaPnTaP for providing me with the in-depth stats. There are more to come so keep checking. | 8/03/01 | - Updated Warning - Updated Dark Elves & Goblin Stats Comments: Sorry for the delay but here are the Dark Elf and Goblin stats. I started work on the special trait FAQ and I will be posting it soon. I will also be adding a list of places that you can find my FAQ at. The next few updated will be big ones. | 8/10/01 | - Updated Intro - Updated Special Traits - The List Comments: As I was doing "The List" section, I noticed my of the sites aren't keeping my FAQ updated. Yes that is bad and yes I am very upset!! If you want to find up-to-date versions of this FAQ got to Gamefaqs.com or Neoseeker.com. Anyway, I'm going get it straightened out but I would like to announce that someone finnaly submited a tip!! Thanks Shorty3788 for submiting your tip and I hope more people decide to do the same. Please submit more tips!! | 9/08/01 | - Updated Lizardmen, Special Units & Azracs stats Comments: Sorry for the delay but here are more stats. | 10/19/01 | - Updated Elves, Halflings, & Dwarves stats - Updated Battling Tips section Comments: I got three more stats: Elf, Dwarves and the Halflings. I also got another tip from Jim Smith. Thanks | 1/15/02 | - Revised Whole FAQ - Added Stats for Frostlings, Undead, & Humans - Added Strategy section for each race Comments: I added a strategy guide for each race exept the Undead and finished all the stats for all the races. Sorry for the delay for this update, I know it's been a while. Anyway, I'm gonna try to finish this FAQ real soon so look for more updates. ||| Table of Contents ||| ||| 1. Race Guide ||| - Recently Updated Elves Halfings Dwarves Highmen Humans Azracs Lizardmen Frostlings Dark Elves Goblins Orcs Undead Special Units ||| 2. Spell Guide ||| Life Death Earth Air Fire Water Cosmos Magic Secret Magic ||| 3. Unit Stats ||| ||| 4. Special Traits ||| ||| 5. Battling Tips ||| ||| 6. Thanks, The List & The Warning || ||| 1. Race Guide ||| This section is describes all 12 races plus the special units that you find in the game. For each race I give you the overall description, pros, cons, and the stats of each unit. This is provided for those who don't have an instruction booklet and thanks to SnaPnTaP911 for providing the stats. Note: When you see a "..." by any unit is means it is a standard unit and is basically the same throughout all of the other races. Or it means that I can't find anything wrong with this unit. This mostly applies to level one units but there are few exceptions. Priestly abilities apply for priests. This is a broad description of the common abilities a priest may have. Examples: Dispel Magic 1, Turn Undead 1, Healing || Elves || | Overall | Elves are best in hand-to-hand combat and archery. Their archers can do more damage than many of the other races and their level one swordsman have higher attack. Unfortunately they are a little weaker in defense than most of the other races. When leading the race of elves into battle, you must plan your moves carefully because it could mean the difference between winning and losing. It is also advised that you ally with another race, which makes up for the Elves low defense like the Dwarves. | Pros | - Higher attack then most other races - All humaniod races have the forestry ability - Archers have the Markmanship I ability - Many of their units have magic abilities | Cons | - Very weak on defense | Strategies | Since the Elves have so many advantages, winning shouldn't be a problem. Be aware of their lower defense. To make up for this you should pick the Life and/or Earth spheres for their defensive spells. When picking skills for your leader consider giving him more defenses, the leadership ability, or more spells casting ability. When starting out your first adventuring party should consist of 4 swordsman, 3 archers, and either a nymph or a battering ram. Nymphs are useful only in the beginning of the game so don't invest lots of time producing them. As you begin to move up to producing level two/three units, continue to produce archers. They can prove vital in combat and give you the advantage you need. Use the Fairy and the Ranger as scouts for new cities and spying on your enemies. When taking out enemy leaders, use the ranged attackers and Earth spell entangle to your advantage. | Level One Units | Elf Swordsman Attack: 5 Walking Forestry Defense: 2 Strike Damage: 2 Resistance: 4 Life: 5 Moves: 26 Pros: High attack Cons: Frail Nymph Attack: 4 Walking Forestry Defense: 1 Strike Seduce Damage: 2 Resistance: 5 Life: 5 Moves: 26 Pros: Seduce ability Cons: Frail Elf Archer Attack: 3 Walking Forestry Defense: 2 Archery Marksmanship I Damage: 1 Resistance: 4 Life: 5 Moves: 26 Pros: Marksmanship 1 ability Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Elven Scout Attack: 6 Walking Forestry Defense: 3 Strike Vision I Damage: 2 Charge Resistance: 4 Life: 7 Moves: 36 Pros: Lots of movement points, high attack, Vision 1 ability Cons: Low defense Elf Cleric Attack: 3 Walking Forestry Defense: 2 Magic Strike Strike Damage: 2 Turn Undead I Entangle Resistance: 5 Healing Dispel Magic I Life: 5 Magic Bolts Moves: 26 Pros: Priestly abilities Cons: ... Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Fairy Attack: 3 Flying Magic Strike Defense: 5 Strike Concealment Damage: 3 Resistance: 6 Life: 6 Moves: 32 Pros: Magic strike, flyer, concealment, lots of movement points Cons: Takes a while to produce Unicorn Attack: 6 Walking Forestry Defense: 4 Magic Strike Strike Damage: 4 Healing Resistance: 8 Life: 10 Moves: 36 Pros: Healing, high attack Cons: Takes a while to produce Elf Ranger Attack: 6 Walking Swimming Defense: 3 Forestry Mountaineering Damage: 3 Strike Archery Resistance: 5 Marksmanship II Concealment Life: 8 Moves: 32 Pros: Lots of different abilities Cons: Takes a while to produce, weak | Level Four Unit | Nature Elemental Attack: 5 Walking Forestry Defense: 7 Poison Immunity Strike Damage: 5 Healing Regeneration Resistance: 8 Path of Life Fire Protection Life: 15 Cold Protction Lightning Protection Moves: 32 Entangle Strike Pros: Lots of abilities and immunities Cons: Costly, really long time to produce || Halflings || | Overall | Halflings are and aren't the best race but they do have their ups. Halfling's level 1 swordsmen have the parry ability, which let's them dodge the first attack done to them. Due to their low cost you can have an army of Halflings in no time. Where the Halflings lack in strength, they make up in ranged or magical attacks. | Pros | - They have the best level one ranged attacker, the Slinger - Many of the units have ranged attacks and many unique abilities - Cheap units - Leprechaun is one of the most powerful units in the game. | Cons | - Low attack points - None really, they are the most well rounded among all of the other races | Strategies | The Haflings have the best advantage starting out because they get cavalry, the Pony Rider, at level one. They also have the best level one ranged attacker, the Slinger. It throws rocks at the opponent several times instead of two like archers do. Your first party should be 3 slingers, 3 pony riders, and 2 swordsman. The satyr is the useless unit that the Halflings posses but it does have its uses. The Eagle Rider is the best scout but is very weak in combat. The rogue and the centaur are good ranged attackers and the Leprechaun is nearly invincible. The spheres you should consider are Fire or Air, for their attack spells, and Life for defensive spells. For you leader, leadership or more spells casting ability are your best bet. | Level One Units | Halfling Slinger Attack: 3 Walking Hurl Stones Defense: 2 Damage: 2 Resistance: 4 Life: 5 Moves: 24 Pros: Can throw rocks Cons: You can only throw so far Halfling Pony Rider Attack: 5 Walking Strike Defense: 2 Charge Damage: 3 Resistance: 4 Life: 7 Moves: 32 Pros: High hit points, attack, and movement Cons: Low defense Halfling Swordsman Attack: 4 Walking Strike Defense: 2 Parry Damage: 2 Resistance: 4 Life: 5 Moves: 24 Pros: ... Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail Halfling Cleric Attack: 3 Walking Magic Strike Defense: 2 Strike Turn Undead I Damage: 2 Healing Dispel Magic I Resistance: 5 Magic Protect. Magic Bolts Life: 5 Moves: 24 Pros: Priestly abilities Cons: ... Satyr Attack: 4 Walking Forestry Defense: 2 Strike Bard's Skills Damage: 3 Charm Resistance: 6 Life: 6 Moves: 26 Pros: Charm, bard skills, and high resistance Cons: ... | Level Three Units | Halfling Rogue Attack: 5 Walking Strike Defense: 4 Hurl Stones Marksmanship I Damage: 4 Wall Climbing Parry Resistance: 4 Concealment Life: 6 Moves: 26 Pros: Throw stones, climbs walls, concealment Cons: Takes a while to produce, not very strong Centaur Attack: 6 Walking Forestry Defense: 4 Strike Archery Damage: 3 Marksmanship I Charge Resistance: 6 Life: 11 Moves: 36 Pros: Archery and lots of movement points Cons: Takes a while to produce, frail Halfling Eagle Rider Attack: 5 Flying Strike Defense: 2 Vision II Charge Damage: 4 Resistance: 4 Life: 8 Moves: 36 Pros: Great scout and a flyer Cons: Takes a while to produce, very weak | Level Four Unit | Leprechaun Attack: 5 Walking Forestry Defense: 10 Magic Strike Strike Damage: 3 Regeneration Invisibility Resistance: 10 Dispel Magic I Fearless Life: 8 Death Protect. Poison Protection Moves: 26 Parry Magic Bolts Pros: High defense and tons of abilities Cons: Costly, really long time to produce || Dwarves || | Overall | The Dwarves use machines and such to win their battles. Most of their humanoid units are good for close-quarter combat, travel through mountains, and have poison protection. As for their machines, the Bombardier is very useful during castle sieges and the Balloon can get slower units from place to place faster. With careful planning, Dwarves can dominate the underground and the surface. | Pros | - Units are perfect fighters - All humanoid units have mountaineering - All humanoid have higher hit points | Cons | - Units a little more expensive than normal | Strategies | For the Dwarves, starting out can be a little rough due to the cost of their units. Once you do get going, explore the above world along with the underground world because you'll never know what you'll find. Dwarves have many advantages over the other races in castle sieges by utilizing the bombardier, mole, and the giant units. Capture many cities and mines to make up for the cost of dwarven units. You can use the balloon to scout and move units over land and non-flying threats. The spheres to pick are Air and Earth. You can also choose Fire, if you have more spheres, or if you don't want to choose Earth. It is totally up to you on what stats you want to give your leader. | Level One Units | Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail Dwarf Berserker Attack: 4 Walking Cave Crawling Defense: 1 Mountaineering Strike Damage: 4 Fearless Poison Protection Resistance: 4 Round Attack Life: 6 Moves: 24 Pros: Round Attack ability Cons: Frail Dwarf Axeman Attack: 4 Walking Cave Crawling Defense: 2 Mountaineering Strike Damage: 3 Poison Protection Resistance: 4 Life: 5 Moves: 24 Pros: ... Cons: ... Dwarf Archer Attack: 3 Walking Cave Crawling Defense: 2 Mountaineering Archery Damage: 2 Poison Protection Resistance: 4 Life: 5 Moves: 24 Pros: Ranged attacker Cons: ... | Level Two Units | Dwarf Boar Rider Attack: 5 Walking Mountaineering Defense: 3 Strike Poison Protection Damage: 3 Charge Resistance: 4 Life: 8 Moves: 32 Pros: High attack Cons: Kinda Frail Bombardier Attack: 1 Walking Poison Immunity Defense: 2 Fire Cannon Fearless Damage: 1 Cold Protection Resistance: 3 Life: 10 Moves: 20 Pros: Can damage walls from far away Cons: Frail Dwarf Cleric Attack: 3 Walking Cave Crawling Defense: 2 Mountaineering Magic Strike Damage: 2 Strike Turn Undead I Resistance: 5 Healing Dispel Magic I Life: 5 Fearless Poison Protection Moves: 24 Magic Bolts Pros: Priestly abilities Cons: ... Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail | Level Three Units | Dwarven Balloon Attack: 2 Flying Poison Immunity Defense: 2 Transport (5 Units) Vision III Damage: 8 Resistance: 3 Life: 12 Moves: 32 Pros: Flyer, gets units around Cons: Takes a while to produce, can't attack Dwarf Mole Attack: 5 Walking Cave Crawling Defense: 3 Mountaineering Strike Damage: 4 Night Vision Tunneling Resistance: 4 Poison Protect. Wall Crushing Life: 14 Moves: 32 Pros: Good for underground and can damage walls Cons: Takes a while to produce Giant Attack: 6 Walking Mountaineering Defense: 3 Strike Hurl Boulder Damage: 7 Resistance: 4 Life: 15 Moves: 32 Pros: High damage and ranged attack Cons: Takes a while to produce | Level Four Unit | Dwarf First Born Attack: 7 Walking Mountaineering Defense: 5 Fire Immunity Poison Immunity Damage: 7 Fire Strike Strike Resistance: 6 Fearless Magic Protection Life: 24 Moves: 24 Pros: Many immunities and lots of hit points Cons: Costly, really long time to produce || HighMen || | Overall | In combat, the Highmen rely mostly on their super natural abilities and their effectiveness against the evil races. Highmen are most effective against their archrivals, the Undead. With their healing abilities, holy protection, true seeing, and flying units Highmen are extremely powerful especially if you have your leader use the magic spheres of life. With all these advantages could the Highmen be the perfect race? | Pros | - Holy protection - Lots of different abilities and protections - Very effective against undead - Excellent with the Life sphere | Cons| - Some of the units are kind of expensive | Strategies | The almost perfect race is the funniest race to play. With every humanoid unit possessing ability it's hard not to like playing as the HighMen. Your first parties should consist of a few spirit puppets, swordsman, and archers. Get as many cities early on in the game, especially level 2 and above, to get your income going and to get those level 2+ units going. Once you get a pretty big army, start taking out surrounding leaders. Many of the HighMen units have the healing ability, so it's almost impossible to lose battles. Use the Valkyrie and the Avenger as scouts and the Titan as your powerhouse. For you leader, it's highly suggested that you pick four life spheres and use you points on spell casting. This is because you can use the Sacred Wrath spell with a small chance of it damaging your units. | Level One Units | Spirit Puppet Attack: 4 Walking Cold Immunity Defense: 2 Lightning Imu. Poison Immun. Damage: 2 Death Immun. Holy Immunity Resistance: 4 Magic Strike Strike Hits: 4 Magic Protection Moves: 30 Pros: Many immunities Cons: Low hit points Archer Attack: 3 Walking Archery Defense: 2 True Seeing Holy Protection Damage: 1 Resistance: 4 Hits: 5 Moves: 30 Pros: Low cost Cons: Low damage Swordsman Attack: 4 Walking Strike Defense: 2 True Seeing Damage: 3 Resistance: 4 Hits: 5 Moves: 30 Pros: Low cost Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Saint Attack: 3 Walking Holy Strike Defense: 2 Magic Strike Strike Damage: 2 Turn Undead II True Seeing Resistance: 5 Healing Dispel Magic II Hits: 5 Holy Protection Holy Bolts Moves: 30 Charm Pros: Many useful abilities Cons: Can only heal once, kind of expensive Paladin Attack: 5 Walking Strike Defense: 3 Turn Undead I True Seeing Damage: 3 Healing Holy Protection Resistance: 5 Charge Hits: 8 Moves: 40 Pros: Healing ability Cons: Kinda frail Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Avenger Attack: 5 Walking Swimming Defense: 4 Forestry Cave Crawling Damage: 4 Mountaineering Death Immunity Resistance: 7 Holy Immunity Holy Strike Hits: 7 Magic Strike Strike Moves: 32 Pros: Lot and lots of abilities and very, VERY useful Cons: Takes a while to produce Valkyrie Attack: 7 Flying Holy Immunity Defense: 4 Holy Strike Strike Damage: 3 Vision II Fearless Resistance: 5 Charge Hits: 8 Moves: 36 Pros: High attack and a flyer Cons: Low damage and takes a while to produce Titan Attack: 6 Walking Fire Immunity Defense: 5 Strike Holy Protection Damage: 6 Round Attack First Strike Resistance: 5 Hits: 15 Moves: 36 Pros: High hit points and damage Cons: Takes a while to produce | Level Four Unit | Astra Attack: 7 Flying Holy Immunity Defense: 4 Fire Strike Strike Damage: 6 True Seeing Healing Resistance: 8 Dispel Magic I Vision II Hits: 20 Fearless Fire Protection Moves: 36 Pros: Flyer, ranged attacker and has high hit points Cons: Costly, really long time to produce, low defense || Humans || | Overall | Humans are the "vanilla ice cream" of all of the races. None of their humanoid units have any immunities or protections and they don't have as many abilities. But don't count out the humans, though. Humans may have average swordsman, clerics, and cavalry but as you move up to level 3, you start to see where the humans shine. The Charlatan and the Musketeer are good for ranged attacks, the Cavalier is a fast and good all around, and the Air Galley is a flyer that can carry units. The Cavalier is the best unit that the Humans have to offer so, when possible, have as many of these as possible in your army. | Pros | - Units provide new tactics to use - Cheap units | Cons | - Not as many abilities and protections as the other races | Strategies | For the humans, playing against other races can be difficult. You should utilize the fact that the units are cheap and attack in groups to overwhelm your opponents. Try to use the Air Galley in and out of combat to give you an advantage of having a flyer. For you leader, choose any skill that you think will give you an advantage. Good examples are more defense, leadership, and first strike. The magic spheres to use are fire and air for attack purposes. In order to win maps, you'll have to utilize your heroes. Instead of giving your leader the load of spell casting and fighting, split it up between your heroes. Also forge alliances with other neutral races and the HighMen whenever possible. | Level One Units | Pikeman Attack: 4 Walking Defense: 2 Strike Damage: 3 First Strike Resistance: 3 Hits: 5 Moves: 26 Pros: Good level one unit, first strike Cons: ... Swordsman Attack: 4 Walking Defense: 2 Strike Damage: 3 Resistance: 3 Hits: 5 Moves: 26 Pros: ... Cons: ... Archer Attack: 3 Walking Defense: 2 Archery Damage: 2 Resistance: 3 Hits: 5 Moves: 26 Pros: Ranged attacker Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Priest Attack: 3 Walking Healing Defense: 2 Magic Strike Dispel Magic I Damage: 2 Strike Magic Bolts Resistance: 4 Turn Undead I Hits: 5 Moves: 26 Pros: Priestly abilities Cons: Can only heal once Medium Calvary Attack: 5 Walking Defense: 3 Strike Damage: 3 Charge Resistance: 3 Hits: 8 Moves: 26 Pros: Average unit Cons: Can't move far Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Musketeer Attack: 3 Walking Defense: 2 Fire Musket Damage: 2 Resistance: 3 Hits: 5 Moves: 20 Pros: Excellent ranged attacker Cons: Frail, takes a while to produce Charlton Attack: 4 Walking Defense: 3 Strike Damage: 3 Bard's Skill Resistance: 5 Hits: 7 Moves: 26 Pros: Has a few useful abilities, ranged attacker Cons: Takes a while to produce Calvary Attack: 6 Walking Parry Defense: 6 Strike Damage: 4 Fearless Resistance: 4 Charge Hits: 12 Moves: 36 Pros: Strong, fast, the best human unit Cons: Takes a while to produce | Level Four Unit | Air Galley Attack: 6 Flying Vision I Defense: 6 Poision Imun. Fearless Damage: 5 Markmanship I Cold Protection Resistance: 5 Shoot Javelin Hits: 18 Moves: 36 Pros: Very powerful, flyer, ranged attacker Cons: Really expensive, really long time to produce || Azracs || | Overall | Azracs are a neutral race of desert people who look much like humans. Since they live in deserts, Azracs get protection from heat and fire. Azracs can easily dominate early into the game by using the Elephant unit. It can crush walls and attack which makes it better than any battering ram. Azracs don't believe much in armor, which makes them extremely venerable. So defensively they are weak but on offense they are stronger than most races. Most of their units beyond level two have long ranged attacks, so use this to your advantage. Plus the Yaka Avatar, their most powerful unit, can take control of other units making them part of your own army. Get a few Yaka Avatars out; supported by the ranged abilities of the Djinn and the Beholder, you should be able to dominate most of the battles you engage. | Pros | - Fire Protection - Can dominate early into the game with Elephant unit - High attack points | Cons | - Most units have low defense | Strategies | As I mentioned earlier, the Azracs can dominate early if you play it out right. Using the Elephant unit, accompanied with some Scorpion units and a few swordsman and archers, taking over level one and two cities will be no problem. As you move up to producing level two units, you can use the Rider to scout further. Take advantage of the Djinn's and the Beholder's ranged abilities. The Yaka Avatar is incredibly powerful and you should take advantage of its unit possessing ability. You can take control of weak units and weak heroes. The sphere to pick is the fire sphere. The spell Sacrificial Flame does massive damage to several units and buildings but does damage to the caster. Since Azracs have Fire Protections, you won't take damage for casting this spell. | Level One Units | Scorpion Attack: 3 Walking Poison Immunity Defense: 3 Poison Strike Strike Damage: 3 Fire Protection Resistance: 2 Hits: 5 Moves: 24 Pros: Poisonous Cons: Good all around Azrac Swordsman Attack: 5 Walking Strike Defense: 1 Fire Protection Damage: 3 Resistance: 3 Hits: 5 Moves: 26 Pros: High attack Cons: Very frail Azrac Archer Attack: 3 Walking Archery Defense: 1 Fire Protection Damage: 1 Resistance: 3 Hits: 5 Moves: 26 Pros: Ranged attacker Cons: Very frail Elephant Attack: 3 Walking Strike Defense: 3 Wall Crushing Damage: 3 Resistance: 3 Hits: 9 Moves: 30 Pros: Can knock down walls Cons: Costly | Level Two Units | Azrac Priest Attack: 3 Walking Fire Immunity Defense: 1 Magic Strike Strike Damage: 2 Turn Undead I Healing Resistance: 4 Dispel Magic I Magic Bolts Hits: 5 Moves: 26 Pros: Priestly abilities Cons: Frail Azrac Rider Attack: 5 Walking Strike Defense: 3 Fire Protection Charge Damage: 3 Resistance: 3 Hits: 8 Moves: 40 Pros: High movement points Cons: ... Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Sand Worm Attack: 4 Walking Cave Crawling Defense: 3 Fire Strike Strike Damage: 5 Tunneling Fire Protection Resistance: 4 Desert Concealment Hits: 12 Moves: 26 Pros: Tunneling, Desert Concealment Cons: Takes a while to produce Djinn Attack: 5 Magic Strike Strike Defense: 4 Floating Magic Bolts Damage: 4 Resistance: 6 Hits: 10 Moves: 32 Pros: Flyer, ranged attacker Cons: Takes a while to produce Beholder Attack: 5 Strike Night Vision Defense: 3 True Seeing Cause Fear Damage: 3 Doom Gaze Floating Resistance: 6 Vision I Hits: 15 Moves: 24 Pros: Ranged attacker Cons: Slow, takes a while to produce | Level Four Unit | Yaka Avatar Attack: 8 Walking Fire Immunity Defense: 5 Magic Strike Strike Damage: 6 Dominate Vision II Resistance: 8 Fearless Magic Bolts Hits: 20 Moves: 32 Pros: Dominate ability, ranged attacker Cons: Costly, really long time to produce || Lizardmen || | Overall | Lizardmen are the neutral reptilian race of Age of Wonders. They are the only race that can swim giving them a key advantage on the World Map. With this in mind, you should use all out attacks on opponents using the water as an escape route or to bring in more units to overwhelm your opponent. Another advantage the Lizards have stronger ballista and catapults that can also travel on the water. Their level three units are very standard. The Lurker is a good surprise attacker, Salamander is a good fighter unit, and the Green Wyvern is an excellent scout. The most expensive unit in the game, the Basilisk, has a lot of attack and defense but falls a little short on the special abilities. | Pros | - Can travel on the water - Stronger siege weapons | Cons | - Costly level 4 unit - Low magic resistance - Not allot of ranged attackers | Lizards | For the Lizards, using the ability to walk on water is a must. A large portion of water covers almost every map. You MUST use this to your advantage and control the waterways as soon as possible. Use the Turtle Catapult and the Turtle Ballista, whenever possible. The magic spheres to pick are air and water. Pick Air for its haste spell and water for the flood spell. Flood increases how much water that covers the world map. (Very useful) The haste spells will help your units travel the waterways faster. If you want, produce a Basilisk, but are warned that it does cost a lot and can't travel on water without magic. For you leader choose more magic resistance or more spell casting abilities. | Level One Units | Giant Slug Attack: 3 Walking Cave Crawling Defense: 1 Poison Strike Strike Damage: 3 Venomous Spit Poison Protection Resistance: 2 Hits: 5 Moves: 20 Pros: Ranged attacker Cons: Low defense Lizardmen Swordsman Attack: 4 Walking Swimming Defense: 2 Strike Damage: 3 Resistance: 2 Hits: 5 Moves: 26 Pros: Can walk on water Cons: ... Lizard Archer Attack: 3 Walking Swimming Defense: 2 Archery Damage: 2 Resistance: 2 Hits: 5 Moves: 26 Pros: Ranged attacker Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Shaman Lizard Shaman Attack: 3 Walking Swimming Defense: 2 Magic Strike Strike Damage: 2 Turn Undead I Healing Resistance: 3 Dispel Magic I Poison Protection Hits: 5 Magic Bolts Moves: 26 Pros: Healing ability, Turn Undead 1, Dispel Magic 1 Cons: Can only heal once Lizardmen Frog Rider Attack: 5 Walking Swimming Defense: 3 Strike Charge Damage: 3 Resistance: 2 Hits: 7 Moves: 32 Pros: Lots of movement points Cons: ... Turtle Ballista Attack: 6 Walking Swimming Defense: 3 Shoot Javelin Damage: 5 Resistance: 3 Hits: 7 Moves: 20 Pros: Good defense/offense Cons: Slow Turtle Catapult Attack: 5 Walking Swimming Defense: 3 Hurl Boulder Damage: 8 Resistance: 3 Hits: 8 Moves: 20 Pros: Can break walls, good defense/offense Cons: Slow | Level Three Units | Lurker Attack: 5 Walking Swimming Defense: 3 Poison Strike Strike Damage: 6 Poison Protection Water Concealment Resistance: 3 Hits: 10 Moves: 24 Pros: Water concealment Cons: Takes a while to produce, kind of slow Salamander Attack: 7 Walking Fire Immunity Defense: 4 Fire Strike Strike Damage: 4 Parry Resistance: 5 Hits: 10 Moves: 26 Pros: High attack, parry Cons: Takes a while to produce, can't walk on water Green Wyvern Attack: 4 Flying Poison Immunity Defense: 4 Strike Fearless Damage: 5 Vision II Resistance: 6 Poison Strike Hits: 12 Moves: 36 Pros: Flyer, Vision 2 Cons: Takes a while to produce | Level Four Unit | Basilisk Attack: 7 Walking Swimming Defense: 6 Poison Immunity Strike Damage: 5 Night Vision True Seeing Resistance: 5 Doom Gaze Fearless Hits: 22 Moves: 36 Pros: High attack, defense, and movement Cons: Really costly, takes long time to produce || Frostling || | Overall | This race of neutral nomads has a wide variety of units, which allow for a different type of play. Since they live in the northern parts of the Age of Wonders realm, all of their units have cold protection. With their diverse units traveling through different areas is no problem. The Wolf Rider can travel easily through forests, the Yeti unit can travel through mountains plus it's a good fighter unit with the ability to crush walls. The Frost Queen can travel anywhere as well as the flying Nordic Glow and, the ever powerful, Ice Drake. | Pros | - Frostlings provide lots of diverse units for allot of different tactics - All humanoid units have Cold Protection | Cons | - Most humanoid units have low movement points | Strategies | Using the Frostlings wide variety of units, you can get anywhere on the map. Early on you'll have a swimming unit at a low level. The only other race with the advantage is the Lizards. With the Nordic Glow, you have a scout that is almost invincible with lots of movement, the Yeti can travel over mountains and break walls, and the Snow Queen can travel anywhere while taking 7 other units with it. The Drake is very powerful so try to produce as many as you can afford. The spheres of magic to pick are air and water for their offensive spells and earth for its defensive spells and the movement spell. | Level One Units | Archer Attack: 3 Walking Defense: 2 Archery Damage: 2 Cold Protection Resistance: 3 Hits: 5 Moves: 24 Pros: Ranged attacker Cons: ... Dire Penguin Attack: 5 Walking Defense: 2 Swimming Damage: 2 Strike Resistance: 3 Cold Protection Hits: 5 Moves: 24 Pros: High attack, swimmer Cons: Low defense Swordsman Attack: 4 Walking Defense: 2 Strike Damage: 3 Cold Protection Resistance: 3 Hits: 5 Moves: 24 Pros: Standard unit Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Wolf Rider Attack: 5 Walking Charge Defense: 3 Forestry Damage: 3 Strike Resistance: 3 Cold Protection Hits: 7 Moves: 32 Pros: Forestry Cons: ... Shaman Attack: 3 Walking Turn Undead I Defense: 2 Cold Imm. Healing Damage: 2 Magic Strike Dispel Magic I Resistance: 4 Strike Frost Bolts Hits: 5 Moves: 32 Pros: Turn Undead 1, Dispel Magic 1, and Healing Cons: Healing can only be used once Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Yeti Attack: 6 Walking Strike Defense: 4 Mountaineering Wall Crushing Damage: 2 Cold Immunity Resistance: 4 Cold Strike Hits: 5 Moves: 24 Pros: Wall crushing, can travel on mountains Cons: Takes a while to produce Frost Queen Attack: 4 Walking Strike Defense: 3 Swimming Path of Frost Damage: 3 Cold Immunity Frost Bolts Resistance: 6 Cold Strike Snow Concealment Hits: 8 Moves: 26 Pros: Snow Concealment, can travel on water Cons: Takes a while to produce, frail Nordic Glow Attack: 4 Flying Physical Protection Defense: 5 Magic Strike Fire/Cold/Poison Immunity Damage: 4 Strike Resistance: 6 Fearless Hits: 7 Moves: 36 Pros: Flyer, many immunities Cons: Takes a while to produce | Level Four Unit | Ice Drake Attack: 7 Flying Vision 2 Defense: 5 Cold Immun. Fearless Damage: 4 Strike Cold Breath Resistance: 4 Dragon Hits: 17 Moves: 36 Pros: It's a dragon Cons: Costly, really long time to produce || Dark Elves || | Overall | The evil race of Dark Elves is one of the most interesting races to play as. Due to their preference of living in the dark, they all have the ability to see in the dark plus most of their units have higher resistance points. Their level one and two units are almost similar to the elves. Some exceptions are that the priests now shoot lighting and the Nymph is replaced with the Lady of Pain. The level 3 units are a lot more powerful though. The Spider Queen is a stronger version of a Lady of Pain, the Executioner is a very fast and deadly, and the Shadow is a stealthy fighter. The most powerful unit, the Incarnate, can posses any unit accept Leaders. | Pros | - Archers have Marksmanship I - High magic resistance - Stealthy units | Cons | - Some units have a low defense | Strategies | With this race, you'll never have too much of a problem winning. It is important that you get off to a good start. Use the Lady of Pain to capture units to fight on your side and the Archers ability to do more damage. Find level 2 cities to get really started. Once you've established a decent army of Storm Priests, Riders, Arches, and Swordsman, you can stop using the Lady of Pain unit and capture level 3 and 4 cities. Produce a few Executioners and watch as the battles turn your way. Produce an Incarnate to take control of enemy heroes or level 3/4 units. Unfortunately, you can't take control of leaders. To aid you in capturing enemy units use spells like Chain Lightning and Entangle that reduces the enemy's defense. Dark Elves are the best race for getting other units to win fights for you. | Level One Units | Lady of Pain Attack: 4 Walking Strike Defense: 1 Seduce Damage: 2 Resistance: 2 Hits: 5 Moves: 26 Pros: Seduce ability Cons: Frail Swordsman Attack: 4 Walking Strike Defense: 2 Night Vision Damage: 2 Resistance: 5 Hits: 5 Moves: 26 Pros: Night Vision Cons: ... Archer Attack: 3 Walking Archery Defense: 2 Marksmanship I Night Vision Damage: 1 Resistance: 5 Hits: 5 Moves: 26 Pros: Ranged attacker, Night Vision Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Storm Priest Attack: 3 Walking Magic Strike Defense: 2 Strike Turn Undead I Damage: 2 Night Vision Healing Resistance: 6 Dispel Magic I Lightning Protection Hits: 5 Lightning Bolts Moves: 26 Pros: Many priestly abilities, Lightning Protection Cons: Cost a little more Rider Attack: 5 Walking Strike Defense: 3 Night Vision Charge Damage: 2 Resistance: 5 Hits: 7 Moves: 36 Pros: Night Vision Cons: Low damage Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Spider Queen Attack: 4 Walking Cave Crawling Defense: 3 Poison Immunity Poison Strike Damage: 4 Strike Web Resistance: 6 Seduce Wall Climbing Hits: 8 Night Vision Magic Bolts Moves: 36 Pros: Many abilities Cons: Takes a while to produce, kind of frail Executioner Attack: 7 Walking Strike Defense: 5 Night Vision Trail of Darkness Damage: 4 Fearless Charge Resistance: 6 Life Stealing Hits: 10 Moves: 36 Pros: Lot's of abilities, lots of movement points Cons: Takes a while to produce, cost a little more Shadow Attack: 5 Walking Cold Immunity Defense: 4 Poison Immunity Death Immunity Damage: 4 Strike Night Vision Resistance: 5 Cause Fear Pass Wall Hits: 7 Fearless Concealment Moves: 26 Pros: Pass through walls, many immunities Cons: Takes a while to produce | Level Four Unit | Incarnate Attack: 2 Fire Immunity Cold Immunity Defense: 5 Lightning Immunity Poison Immunity Damage: 1 Death Immunity Physical Immunity Resistance: 5 Magic Strike Strike Hits: 10 Floating Possess Moves: 36 Pros: Can posses units, many immunities Cons: Costly, really long time to produce, weak attack || Goblins || | Overall | The evil goblins aren't known for strength but for their ability to attack in large numbers. This can be possible by their incredible low cost. Due to their underground living they all have night vision, cave crawling, and poison protection. It is best to attack by luring your opponents to you instead of head on attacks. This is because the Goblins are not real good fighters but they are excellent in exploring underground areas. It is best to ally the Goblins with the Orcs or Dark Elves to make up for this flaw. | Pros | - Good underground traits - Low cost | Cons | - Some frail units - Low resistance | Strategies | This race is one of the weakest. To make up for this flaw, you should attack in large numbers. Use the Bomber to destroy walls and clustered units and the Darter to your advantage. Try to capture as many level 3 and 4 cities as you can because this is where the goblins can take and advantage. Use the Troll as you powerhouse until you start producing Karags. Produce as many Karags as you can afford, back it up with attack spells like Fury and Dark Gift, and it will be almost unstoppable. | Level One Units | Spearman Attack: 4 Walking Cave Crawling Defense: 2 Strike Night Vision Damage: 2 First Strike Poison Protection Resistance: 2 Hits: 4 Moves: 24 Pros: ... Cons: ... Darter Attack: 4 Walking Cave Crawling Defense: 2 Night Vision Poison Darts Damage: 1 Poison Prot. Resistance: 2 Hits: 4 Moves: 24 Pros: Ranged attacker Cons: ... Bomber Attack: 3 Walking Cave Crawling Defense: 1 Night Vision Self Destruct Damage: 2 Poison Prot. Resistance: 2 Hits: 4 Moves: 24 Pros: Can damage walls Cons: Extremely frail Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Wolf Rider Attack: 5 Walking Forestry Defense: 3 Strike Night Vision Damage: 3 Charge Poison Prot. Resistance: 2 Hits: 7 Moves: 32 Pros: Forestry Cons: ... Shaman Attack: 3 Walking Cave Crawling Defense: 2 Poison Imm. Magic Strike Damage: 2 Strike Turn Undead I Resistance: 3 Night Vision Healing Hits: 4 Dispel Magic I Magic Bolts Moves: 24 Pros: Priestly abilities Cons: ... Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Wyvern Rider Attack: 5 Flying Poison Strike Defense: 2 Strike Night Vision Damage: 4 Vision II Poison Protection Resistance: 2 Charge Hits: 8 Moves: 32 Pros: Vision 2, flyer Cons: Takes a while to produce, frail Big Beetle Attack: 5 Walking Cave Crawling Defense: 3 Poison Strike Strike Damage: 4 Night Vision Tunneling Resistance: 4 Poison Imm. Wall Crushing Hits: 13 Moves: 40 Pros: Can damage walls Cons: Takes a while to produce Troll Attack: 6 Walking Strike Defense: 3 Night Vision Regeneration Damage: 7 Resistance: 4 Hits: 12 Moves: 28 Pros: Regeneration Cons: Takes a while to produce | Level Four Unit | Karagh Attack: 7 Walking Cave Crawling Defense: 4 Strike Night Vision Damage: 8 Cause Fear Charge Resistance: 7 Poison Prot. Fearless Hits 21 Moves 44 Pros: Extremely powerful, fast Cons: Costly, really long time to produce || Orcs || | Overall | Orcs are the strongest of all of the races. Their fighting units have higher damage points than other races. These natural born fighters don't use many ranged attacks and prefer melee combat. The Swordsman, Heavy Calvary, and the Warlord are examples of this. Their enhance version of a ballista, the Shredder Bolt, is very powerful ranged attack. Not to mention the powerful Red Dragon. Once you get a few of these out, you are sure to dominate. | Pros | - The Red Dragon - Units have high attack and damage points | Cons | - Slow units | Strategies | This race is well known for it's brute strength. Unfortunately, the ground units a very slow. It's best to fill your parties with units with high movement points like Heavy Calvary and the Doom Bat. Use the air sphere spell, haste, to increase your unit's movement points. This goes especially for the incredibly slow Warlord. With the Orcs high defense, losing battles isn't something that will happen often. Watch out for ranged attacks enemies and plan where you want to move because you wont be getting there fast. Making an alliance with the Dark Elves or Goblins is always an option you should consider. | Level One Units | Kolob Attack: 4 Walking Cave Crawling Defense: 2 Poison Imm. Poison Strike Damage: 2 Strike Resistance: 3 Night Vision Hits: 4 Moves: 24 Pros: Poison Strike Cons: A little slow Archer Attack: 3 Walking Defense: 2 Archery Damage: 1 Resistance: 3 Hits: 5 Moves: 26 Pros: Ranged attacker Cons: ... Swordsman Attack: 4 Walking Defense: 2 Strike Damage: 4 Resistance: 3 Hits: 5 Moves: 26 Pros: High damage points Cons: ... Battering Ram Attack: 1 Walking Poison Immun. Defense: 2 Fearless Cold Protection Damage: 1 Wall Crushing Resistance: 3 Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Shaman Attack: 3 Walking Magic Strike Defense: 2 Strike Turn Undead I Damage: 2 Night Vision Healing Resistance: 4 Dispel Magic I Magic Bolts Hits: 5 Moves: 26 Pros: Priestly powers Cons: ... Heavy Cavalry Attack: 5 Walking Defense: 3 Charge Damage: 4 Strike Resistance: 3 Hits: 8 Moves: 32 Pros: High damage points Cons: ... Shredder Bolt Attack: 1 Walking Shoot Black Javelin Defense: 2 Poison Imm. Damage: 1 Cold Prot. Resistance: 3 Fearless Hits: 7 Moves: 20 Pros: Black Javelins are devastating, Poison Immunity and Cold Protection Cons: Slow and frail Catapult Attack: 1 Walking Poison Immunity Defense: 2 Hurl Boulder Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 8 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Doom Bat Attack: 4 Flying Poison Strike Defense: 3 Strike Night Vision Damage: 4 Cause Fear Poison Prot. Resistance: 3 Underground Concealment Hits: 7 Moves: 28 Pros: Flyer, underground concealment Cons: Takes a while to produce Assassin Attack: 5 Walking Poison Strike Defense: 3 Marksmanship I Strike Damage: 3 Wall Climbing Poison Darts Resistance: 3 Concealment Hits: 7 Moves: 28 Pros: Wall climbing, ranged attacker, Concealment Cons: Takes a while to produce Warlord Attack: 7 Walking Defense: 6 Round Attack Damage: 6 Strike Resistance: 5 Hits: 14 Moves: 26 Pros: Very powerful Cons: Takes a while to produce, slow | Level Four Unit | Red Dragon Attack: 6 Strike Flying Defense: 7 Fire Immunity Dragon Damage: 5 Vision II Fearless Resistance: 8 Fire Breath Hits: 18 Moves: 32 Pros: It's a dragon Cons: Costly, really long time to produce || Undead || | Overall | The pure evil units of the Undead, despite their low defense, are very powerful. Undead are known for their many resistances and their ability to regenerate a little portion of their health. The Hell Hound is an extremely useful unit plus it doesn't cost much. At level two, you notice the powerful Doom Priest, which can control other units. At level 3 and 4 is where the undead most powerful units are. The Bone Horror is excellent for castle sieges, the Wraith is almost invincible, and the Demon can do lots of damage. The most feared unit in the whole game is the Undead Reaper. This unit can kill units with its ability named Invoke Death. | Pros | - Undead Reaper - Many immunities - Regeneration ability | Cons | - Low defense - Weak against priests and the Highmen | Level One Units | Hell Hound Attack: 4 Walking Death/Fire Prot. Defense: 3 Fire Strike Damage: 2 Regeneration Resistance: 3 Fearless Hits: 5 Moves: 32 Pros: High movement, excellent level one unit Cons: ... Swordsman Attack: 4 Walking Fearless Defense: 2 Poison Imm. Fire/Lightning/Cold Prot. Damage: 3 Strike Resistance: 3 Regeneration Hits: 5 Moves: 26 Pros: Many immunities Cons: Low defense Archer Attack: 4 Walking Fire/Lightning/Cold Prot. Defense: 2 Regeneration Death/Poison/Cold Immun. Damage: 1 Archery Resistance: 3 Fearless Hits: 5 Moves: 26 Pros: Ranged attacker, many immunities Cons: Low defense Bone Ram Attack: 2 Walking Fire/Lightning/Cold Prot. Defense: 2 Wall Crushing Poison Immun. Damage: 1 Regeneration Resistance: 3 Fearless Hits: 10 Moves: 20 Pros: Can knock down walls Cons: Can't attack, frail | Level Two Units | Knight Attack: 5 Walking Fire/Lightning/Cold Prot. Defense: 3 Strike Death/Poison Immu. Damage: 3 Regeneration Charge Resistance: 3 Fearless Hits: 7 Moves: 36 Pros: Many immunities Cons: ... Doom Priest Attack: 3 Walking Fearless Death/Poison/Cold Immu. Defense: 2 Death Strike Black Bolts Fire/Lightning/Cold Prot. Damage: 2 Dominate Regeneration Resistance: 4 Strike Dispel Magic I Hits: 5 Moves: 26 Pros: Priestly abilities, Dominate, black bolts Cons: Kinda costly Ballista Attack: 1 Walking Poison Immunity Defense: 2 Shoot Javelin Fearless Damage: 1 Cold Protection Resistance: 3 Hits: 7 Moves: 20 Pros: Poison Immunity and Cold Protection Cons: Slow and frail Skull Thrower Attack: 1 Walking Fire/Lightning/Cold Prot. Defense: 2 Hurl Boulder Poison Immu. Damage: 1 Regenration Resistance: 3 Fearless Hits: 7 Moves: 20 Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail | Level Three Units | Bone Horror Attack: 5 Walking Fire/Lightning/Cold Prot. Defense: 3 Regeneration Death/Poison Immu. Damage: 5 Strike Fearless Resistance: 4 Death Strike Wall Crushing Hits: 19 Moves: 26 Pros: Many immunities, can break walls Cons: Takes a while to produce Wraith Attack: 4 Walking Fearless Lightning Prot. Defense: 2 Death Strike Pass Wall Damage: 3 Strike Life Stealing Resistance: 4 Regeneration Physical/Fire/Death/Poison/Cold Immu. Hits: 6 Moves: 26 Pros: Nearly invincible Cons: Takes a while to produce, low defense Demon Attack: 7 Flying Vision 2 Defense: 4 Poision Strike Fearless Damage: 6 Strike Fire/Poision/Death Immu. Resistance: 4 Regeneration Hits: 10 Moves: 30 Pros: Flyer Cons: Takes a while to produce | Level Four Unit | Undead Reaper Attack: 7 Walking Invoke Death Lightning/Cold Prot. Defense: 4 Death Strike Cause Fear Death/Poison Immu. Damage: 5 Strike Fearless Resistance: 10 Rengeneration Path of Decay Hits: 15 Moves: 26 Pros: Very deadly & extremely powerful Cons: Costly, really long time to produce || Special Units || This is the special units guide. The special units are creatures that don't fit in any race but can be found somewhere on the map. | Humanoids | These creatures can be found wandering the map or guarding something Druid Attack: 4 Entangle Strike Defense: 2 Lightning Bolts Dispel Magic I Damage: 2 Healing Lightning Protection Resistance: 5 Magic Strike Poison Protection Hits: 6 Forestry Walking Moves: 26 Pros: Priestly abilities, ranged attacker Cons: Frail Undead Mummy Attack: 4 Cold Protection Death Immunity Defense: 1 Death Strike Lightning Protection Damage: 4 Poison Immunity Regeneration Resistance: 5 Strike Walking Hits: 12 Moves: 24 Pros: Regeneration Cons: Low defense | Creatures | These creatures can be found wandering the map or guarding something Syron Attack: 8 Strike Every Immunity Defense: 6 Damage: 5 Resistance: 10 Hits: 28 Moves: 20 Pros: All of the immunities, very powerful Cons: Unruly How to Get: You can only summon this by using the Syron spell. This can be taught to you in a wizard tower Black Spider Attack: 4 Strike Web Defense: 3 Poision Immunity Damage: 3 Poision Strike Wall Climbing Resistance: 4 Cave Crawling Walking Hits: 6 Moves: 28 Pros: Web ability Cons: ... Great Eagle Attack: 4 Flying Strike Defense: 2 Vision II Damage: 3 Resistance: 3 Hits: 7 Moves: 40 Pros: Excellent Scout Cons: Frail Wild Boar Attack: 3 Charge Strike Defense: 3 Walking Damage: 3 Resistance: 3 Hits: 5 Moves: 36 Pros: Very well rounded unit Cons: ... Giant Frog Attack: 4 Strike Swimming Defense: 1 Walking Damage: 3 Resistance: 2 Hits: 5 Moves: 28 Pros: Good water unit Cons: Frail Sea Serpent Attack: 6 Strike Swimming Defense: 3 Damage: 8 Resistance: 3 Hits: 40 Moves: 15 Pros: High attack, damage, movement Cons: Kinda Frail Mermaid Attack: 3 Strike Swimming Defense: 1 Damage: 2 Resistance: 6 Hits: 5 Moves: 26 Pros: High magic resistance Cons: Low defense and attack | Machines | Drill Attack: 2 Cold Protection Fearless Defense: 2 Poision Immunity Tunneling Damage: 6 Walking Crushing Walking Resistance: 3 Hits: 10 Moves: 20 Pros: Tunneling, can damage walls Cons: Frail, slow Builder Attack: 1 Cold Protection Fearless Defense: 2 Construct Poision Immunity Damage: 1 Walking Resistance: 3 Hits: 5 Moves: 20 Pros: Can rebuild or build structures Cons: Frail Flame Thrower Attack: 1 Cold Protection Fearless Defense: 2 Poision Immunity Walking Damage: 1 Flame Throwing Resistance: 3 Hits: 20 Moves: 8 Pros: Does fire damage Cons: Frail, slow | Elementals | These can be found at their element node or can be summoned Air Elemental Attack: 5 Cold/Fire/Physical/Poision Immunity Defense: 2 Flying Strike Damage: 3 Vision II Resistance: 3 Hits: 12 Moves: 32 Pros: Flyer Cons: Frail Earth Elementals Attack: 6 Strike Wall Crushing Defense: 4 Fire/Lightning Protection Damage: 8 Poison Immunity Cave Crwaling Resistance: 4 Mountainering Tunneling Hits: 20 Walking Moves: 20 Pros: Can break walls, very good fighter unit Cons: Slow Fire Elemental Attack: 6 Call Flames Strike Defense: 4 Fire Strike Physical Protection Damage: 5 Ignition Lightning/Poison/Fire Immunitiy Resistance: 8 Walking Hits: 17 Moves: 28 Pros: High magic resistance, very dangerous Cons: ... Water Elemental Attack: 6 Physical Protection Strike Defense: 3 Swimming Walking Damage: 4 Water Concealment Resistance: 3 Hits: 14 Moves: 30 Pros: Water Concealment Cons: Frail | Dragons | These dragons can only be summoned Gold Dragon Attack: 5 Divine Breath Dragon Defense: 7 Fearless Fire Protection Damage: 5 Flying Holy Immunity Resistance: 8 Strike Vision II Hits: 20 Moves: 32 Pros: Very powerful Cons: Magic upkeep a little costly Black Dragon Attack: 6 Black Breath Death Immunity Defense: 5 Dragon Fearless Damage: 6 Flying Poison Protection Resistance: 8 Strike Vision II Hits: 20 Moves: 32 Pros: Very powerful Cons: Magic upkeep a little costly || 2. Spell Guide || This portion of the FAQ is dedicated to the spells. It describes the pros and cons of each spell of every sphere. Spells you choose are just as important as the units you use in your party. It is also important to pick the spheres that fit your leader. You can't have an Undead leader with four magic spheres of life. Here are the spells. If you do choose four spheres of any magic, in order to get level four spells, you need to research the level 1, 2, and 3 level spells first. This also applies for the magic sphere cosmos. This is the format: Spell - Type of spell Pros: Cons: || Life || | Overall | The sphere of life gives you the powers of creation. It allows you to restore land and to restore fallen heroes. It mostly focuses on vanquishing forces of evil with spells like Holy Champion, Turn Undead, and Crusade. In combat Holy Bolt and Sacred Wrath are good offensive spells and High Prayer is probably the best defensive spell in the game. The spell Tranquility can make all races get along which is a good stalling tactic. Good aligned races are best with this sphere but it really shines with the Highmen. This is a very good sphere to use especially against anyone using the death sphere or if you want to make peace and alliances on a map. | Level 1 | Bless - Unit Spell Pros: Great defensive spell, defends against death magic Cons: Costly Remedy - Unit Spell Pros: Heals units Cons: Only heals so much Rejuvenate - Global Spell Pros: Turns land to grassland Cons: Useless Solar Flare - Combat Pros: Good ranged attack Cons: Only shoots so far | Level 2 | Holy Champion - Unit Pros: Good against evil creatures Cons: Only good against evil creatures Holy Woods - Global Pros: Good against evil creatures Cons: Only lasts so long, only good against evil creatures Turn Undead - Combat Pros: Good against undead Cons: Only good against undead Recall Spirit - Combat Pros: Summons units Cons: Weak units, costly | Level 3 | High Prayer - Combat Pros: Excellent spell Cons: Costly but worth it Sacred Wrath - Combat Pros: Does lots of damage to every unit Cons: Does lots of damage to every unit including your own Resurrect Hero - Global Pros: Brings back dead heroes Cons: Sometimes heroes don't follow you Tranquility - World Pros: Improves race relations, makes everyone happy ^_^ Cons: ... | Level 4 | Crusade - World Pros: Summons units to attack evil aligned-units Cons: Long time to cast, only lasts three turns, units only attack at random, a waste of magic Divine Storm - Global Pros: Powerful global attack, changes land to grassland Cons: Long time to cast Life Mastery - World Pros: Incredibly powerful spell Cons: Long time to cast, costly Gold Dragon Pros: Summons a Gold Dragon Cons: Long time to cast, upkeep a little expensive || Death || | Overall | This sphere of pure evil allows you to command undead and spread disease and pestilence throughout the land. It is fun to watch the effects of casting Hatred and Death Mastery because you can watch relations' crumble and watch good aligned races struggle. This sphere is mainly for Evil aligned races especially the Undead. This is a very good sphere to use especially against anyone using the life sphere or if you really want to wreak havoc on a map. | Level 1 | Dark Gift - City Pros: Good Enchantment Cons: ... Summon Black Spider - Summon Pros: Summons a Black Spider Cons: Upkeep Death Ray - Combat Pros: Good ranged attack Cons: Can only shoot so far Disease Cloud - Combat Pros: Can hit multiple units Cons: Can also hit your units | Level 2 | Evil Champion - Unit Pros: Good against good aligned creatures Cons: Only good against good aligned creatures Evil Woods - Global Pros: Damages good creatures Cons: Only lasts so long, an only damages good creature Animate Dead - Combat Pros: Brings dead skeleton warriors to the battle field Cons: Skeletons are weak, costly Terror - Combat Pros: Weakens opponents units Cons: Can also weaken your units | Level 3 | Animate Ruins - City Pros: Rebuilds razed/looted cities, fills them with undead Cons: Other units can do this Pestilence - Global Pros: Does damage to units on a global scale Cons: Moves around at random Mind Decay - Combat Pros: Doesn't effect undead, kills target unit if successful Cons: Can effect your units if they're to close Animate Hero Pros: Brings back dead heroes Cons: Sometimes heroes don't follow you | Level 4 | Death Mastery - World Pros: Very powerful, curses good units, other beneficial affects Cons: Long time to cast, upkeep, costly Death Storm - Global Pros: Changes land to wasteland, powerful global attack Cons: Long time to cast Hatred - World Pros: Destroys race relations, makes everyone angry >:( Cons: Long time to cast Summon Black Dragon Pros: Summons a Black Dragon Cons: Long time to cast || Earth || | Overall | This sphere isn't known for its ability to do damage. Instead it focuses on giving you the ability to enhance your abilities. Gold Rush, Free Movement, and Enchant Roads are excellent examples. Although this sphere isn't good on offense, it does better on defense. Entangle is one of the most useful defensive spell in the game. This sphere is recommended if you want to play defensively but with a little offensive option. | Level 1 | Stone Skin - Unit Pros: Good defensive spell Cons: Only increases defense Great Boar - Summon Pros: Summons a Great Boar Cons: Upkeep Entangle - Combat Pros: Very useful spell Cons: ... Slow - Combat Pros: Low cost, slows a unit Cons: ... | Level 2 | Free Movement - Unit Pros: Allows units to move on any terrain Cons: ... Gold Rush - City Pros: Doubles city income Cons: Upkeep Poison Woods - Global Pros: Damages good creatures Cons: Only lasts so long Stoning - Combat Pros: Good ranged attack Cons: Only goes so far | Level 3 | Concealment - Unit Pros: Hides target unit Cons: Cost, I don't see the real use Enchant Roads - World Pros: Movement costs are reduced by 1/3 on roads Cons: Cost, upkeep Level Terrain - Global Pros: Destroys mountains Cons: ... Tremors - Combat Pros: Does damage to all units Cons: Does damage to all units | Level 4 | Earth Mastery - World Pros: Gives all your units Stone Skin Cons: Long time to cast, upkeep, cost Earth Elemental - Summon Pros: Summons a Earth Elemental Cons: Long time to cast, the Earth Elemental is slow Raise Terrain - Global Pros: Creates mountains Cons: Long time to cast, only lasts so long Town Quake - City Pros: Damages units/walls/buildings inside a town Cons: Long time to cast || Air || | Overall | This sphere gives you the ability to control wind. It allows you to increase the speed of your units, blow units away, and to strike lightning at your enemies. This sphere is mostly on the offensive. Most of the spells aren't very powerful or useful but their are a few that shine. I don't really recommend Air magic but having one sphere is all you'll really need. | Level 1 | Haste - Unit Pros: Increases unit's movement Cons: ... Birds View - Global Pros: Good for scouting Cons: Doesn't work underground Vaporize - Combat Pros: Low cost Cons: ... Chain Lightning - Combat Pros: Good ranged attack, hits multiple units Cons: Only goes so far | Level 2 | Winds of Fury - Combat Pros: Blows target unit around, lot of damage Cons: Blows target unit around randomly Great Eagle - Summon Pros: Summons a Great Eagle, excellent scouts Cons: Frail, costly, upkeep Freeze Water - Global Pros: Makes water travel easier Cons: Only lasts so long Cold Breath - Combat Pros: Can do at wide range of damage Cons: ... | Level 3 | Call Hero - Global Pros: Summons a hero at random Cons: Hero doesn't always follow you Tornado - Global Pros: Blows units around, damages units Cons: Works on low-level units, only works on plains, costly Shockwave - Combat Pros: Does damage to area around the caster Cons: Not very effective, not allot of range Wind Walking - Unit Pros: Gives a unit the ability to fly Cons: Costly | Level 4 | Air Mastery - World Pros: Favors your boats/flying creatures Cons: Long time to cast, costly, kinda useless Air Elemental - Summon Pros: Summons an Air Elemental Cons: Long time to cast, frail Watcher - Global Pros: Watches for invisible/concealed units in a given area Cons: Long time to cast, kind of useless Lightning Storm - Global Pros: Damages units on a global scale Cons: Long time to cast, doesn't have allot of range || Fire || | Overall | This powerful sphere represents pure chaos. It is best used in combat due to the fact that most of the spells increase offensive capabilities. The spell Anarchy invokes chaos on cities causing them to rebel if the armies in that city aren't strong enough. Cool huh! Other cool spells are Warmonger and Sacrificial Flame. Pick this sphere if you like to go on a straight offensive blowing your enemies to ashes. | Level 1 | Fury - Unit Pros: Raises attack Cons: Lowers defense Fire Sprite - Summon Pros: Summons a Fire Sprite Cons: Upkeep, costly, kinda weak Flame Arrow - Combat Pros: Good ranged attack Cons: Only goes so far Call Flames - Combat Pros: Does lots of damage Cons: Only goes so far | Level 2 | Fire Halo - Unit Pros: Gives you Fire Strike and Fire Immunity Cons: No other enhancements Cloud of Ashes - Global Pros: Conceals units Cons: Moves around at random, useless Fire Breath - Combat Pros: Can do at wide range of damage Cons: ... Swarm - Combat Pros: Can do damage to many units Cons: Can do damage to your units | Level 3 | Anarchy - City Pros: Makes towns rebel ( YEAH! ) Cons: Not always effective Fire Barrier - Global Pros: Does damage to all who pass through it Cons: Only lasts so long Fire Ball - Combat Pros: Can damage walls, good ranged attack Cons: Only goes so far Sacrificial Flame - Combat Pros: Does lots of damage, lots of range Cons: Sometimes does damage tot he caster | Level 4 | Fire Mastery - World Pros: Causes chaos throughout the land Cons: Long time to cast, upkeep, costly Fire Elemental - Summon Pros: Summons a Fire Elemental Cons: Long time to cast, costly, upkeep Warmonger - City Pros: All units who get trained at the enchanted city get veteran experience Cons: Long time to cast Fire Storm - Global Pros: Does lots of fire damage to an area Cons: Long time to cast || Water || | Overall | Last but not least, the sphere of water, deals with...uhh...water. (Duh!) Most of the spells are closely tied with the life sphere. Healing Water is a good example of this. Water also give you control over all the bodies of water throughout the game. This could leave you with complete domination over the maps with mostly water. This sphere is a must of anyone who decides to play as the Lizards. | Level 1 | Summon Frog - Summon Pros: Summons a Frog Cons: Upkeep, kinda weak Healing Water - Unit Pros: Heals a unit completely Cons: Costly Ice Shards - Combat Pros: Good ranged attack Cons: Only goes so far Ooze - Combat Pros: Creates an area of mud which slows units Cons: Not very useful cause some units can walk around it. | Level 2 | Water Walking - Unit Pros: Allows unit to walk on water Cons: No other benefits Vortex - Global Pros: Does damage to water units Cons: ... Geyser - Combat Pros: A powerful attack Cons: Only goes so far Frost Beam - Combat Pros: Does multiple damage to units, can freeze units Cons: ... | Level 3 | Liquid Form - Unit Pros: Reduces damage taken, allow you to swim Cons: ... Great Hail - Combat Pros: Can damage walls, damage multiple units Cons: ... Healing Showers - Global Pros: Heals units Cons: ... Fountain of Life - City Pros: Heals units that enter the enchanted town Cons: ... | Level 4 | Water Mastery - World Pros: Halves the vision of opponents Cons: Long time to cast, upkeep, not many other benefits Flood - World Pros: Can have monstrous effects on the world map Cons: Can drown your units Water Elemental - Summon Pros: Summons a Water Elemental Cons: Kinda frail, costly Ice Storm Pros: Changes land to ice, does lots of ice damage Cons: Long time to cast || 7. Cosmos || This type of magic is available to all races in the game. As for the other spheres, to gain more powerful Cosmos magic, you must research to get stronger magic. | Level 1 | Enchant Weapon - Unit Pros: Increases attack and damage Cons: ... Dispels Magic - Global Pros: Removes an enchantment from any unit Cons: Doesn't always work | Level 2 | Disjunction - Global Pros: Removes opponents' global enchantment Cons: Doesn't always work Warp Party - Global Pros: Teleports party anywhere on the map Cons: Does this at random | Level 3 | Anti-Magic Shell - City Pros: Protects from spells cast in/on the city Cons: Costly Town Gate - Global Pros: Teleport you to any of you cities, very useful Cons: ... | Level 4 | Power Leak - World Pros: Cut magic power of all players in half Cons: I think it effect you too Spell Ward - World Pros: Limits use of World Enchantments Cons: You can't cast any either || Secret || These few spells can only be found and taught at Wizard Towers throughout the game. | Level 1 | Conceal Area - Global Pros: Conceals an area from opponents Cons: Only covers so much | Level 2 | Summon Mermaid - Summon Pros: Summons a mermaid Cons: ... Cosmagic Surgery - Unit Pros: Changes the face of any hero Cons: Who needs it? || 3. Unit Stats || This section describes the core stats that any unit has. >> Level << Level tells you how skilled you are. With leaders and heroes, you get 10 points every level to distribute however you want. This maxes out at 30. With regular units it's allot different. As units gain experience they get promoted to veterans. You'll see this when you units have a gray or gold badge on their picture. >> Attack << Chance that the unit will damage a unit. Maxes out at 10. Damage - Determine how much damage a unit will do after a successful attack. This maxes out at 10. >> Defense << Effects the chance of you being hit by a unit and the amount of damage done to you if the attack is successful. Maxes out at 10. >> Health << The amount of damage you can take before you die. This maxes out at 30. >> Movement << Effects how far a unit can move on the Global/Combat. This maxes out at 50. >> Resistance << Measures how much a unit can resist poison, magic, and other non-physical attacks. This maxes out at 10. | Special Traits | This section contains the special traits that any unit may have. These traits effect how a unit acts on the global map and in combat. All of these are put in alphabetical order for you viewing pleasure. ^^ >> Overall Traits << These are the traits that didn't really fit in one of my categories. Bard Skills - Gives a morale boost to every unit in your party. Blessed - Gives the unit increased defense +1 and magic resistance +1. Blood Lust - Increases the unitīs attack +1 and damage +2, but minuses defense by 1. Cause Fear - Gives the unit the target unit the Panicked Handicap. Charge - When attacking, increasing the Damage +2 of the unitīs first melee strike. Cold Immunity - Renders the unit immune to cold-based attacks. Cold Protection - Reduces the damage inflicted upon the unit by cold-based attacks by 50%. Concealment - Allows the unit to travel unseen. Construct - Allows the unit to repair razed places, and build shipyards, roads or towers. Dark Gift - This enchantment gives a single unit death strike and +1 to damage. Death Immunity - Renders the unit immune to death-based attacks. Death Protection - Reduces the damage inflicted upon the unit by death-based attacks by 50%. Desert Concealment - Allows the unit to travel unseen in desert terrain. Dispel Magic 1-4 - Dispels magical enchantments. Dispel Magic 1 is the weakest and Dispel Magic 4 is the strongest. Dragon - The unit is a creature of the race of Dragons. Dragon Slaying - Enhanced attack ability against dragonkind. Enchanted Weapon - Gives the target unitīs melee strike with magical energy, and adds additional attack +1 and damage +1 power. Unholy Champion - Increases Attack +2 and Damage +2 against forces of good alignment. Extra Strike - Gives the unit an additional strike during melee combat. Fearless - Renders the unit immune to fear-based attacks. Fire Halo - Enchantment gives Fire Immunity and the ability to cross lava. Fire Immunity - Renders the unit immune to fire-based attacks. Fire Protection - Reduces the damage inflicted upon the unit by fire-based attacks by 50%. First Strike - When defending during melee, the unit will strike first. Fury - Increases attack +2 power but reduces defense by 1. Grass Concealment - Allows the unit to travel unseen in grassland terrain. Healing - Restores 5 Hitpoints to the target unit but can only be used once a day. Holy Champion - Increases Attack +2 and Damage +2 against forces of evil alignment. Holy Immunity - Renders the unit immune to holy-based attacks. Holy Protection - Reduces the damage inflicted upon the unit by holy-based attacks by 50%. Ignition - When angered by battle lets the unit set fire to the ground underneath it as it moves. Invisibility - Renders the unit impossible to see through normal means. Leadership - Give all units in the party additional attack +1. Life Stealing - Allows the unit to absorb 1 Hit point of damage inflicted through each melee strike. Lightning Immunity - Renders the unit immune to lightning-based attacks. Lightning Protection - Reduces the damage inflicted upon the unit by lightning-based attacks by 50%. Liquid Form - Bestows upon the unit Swimming and Physical Protection. Magic Immunity - Renders the unit immune to magic-based attacks. Magic Protection - Reduces the damage inflicted upon the unit by magic-based attacks by 50%. Marksmanship 1-4 - Give the unit increased ability with ranged attacks. Level 1 - Attack +1 /Damage +0 Level 2 - Attack +1 /Damage +1 Level 3 - Attack +2 /Damage +1 Level 4 - Attack +2 /Damage +2 Night Vision - Allows unit enhanced vision in dark place. Parry - Reduces the Attack -2 power of an enemy's first strike against the unit. Pass Wall - This ability lets you pass through solid walls. Path of Decay - Leave a trail of wasteland in the wake of the unit's passing. Path of Frost - Leave a trail of frozen terrain in the wake of the unit's passing. Path of Life - Leave a trail of lush grassland in the wake of the unitīs passing. Physical Immunity - Renders the unit immune to physical-based attacks. Physical Protection - Reduces the damage inflicted upon the unit by physical-based attacks by 50%. Poison Immunity - Renders the unit immune to poison-based attacks. Poison Protection - Reduces the damage inflicted upon the unit by poison-based attacks by 50%. Regeneration - Gives the unit an increased rate of healing. Snow Concealment - Allows the unit to travel unseen in snow-covered terrain. Spell Casting 1-5 - Allow the unit to cast spells at a certain level. Level 1 - Adds 10 to Mana pool and cast level one spells Level 2 - Adds 20 to Mana pool and cast up to level two spells Level 3 - Adds 30 to Mana pool and cast up to level three spells Level 4 - Adds 40 to Mana pool and cast up to level four spells Level 5 - Adds 50 to Mana pool and cast up to level five spells Steppe Concealment - Allows the unit to travel unseen in steppe terrain. Stone Skin - Renders unitīs skin tougher plus giving it stronger defense +2. Summoned - Describes a unit that has been summoned and requires mana to maintain. Trail of Darkness - Leaves a trail of unexplored terrain among enemies in the wake of the unitīs passing. (I haven't seen this happen) Transport - Allows the unit to carry several units across unfriendly terrain, such as mountains or over water. The number of units it is capable of transporting depends per unit. True Seeing - The normal visual range of the unit is enhanced, allowing it to see invisible and concealed units. Underground Concealment - Allows the unit to travel unseen in underground terrain. Vision 1-4 - Gives the units an increased visual range. Level 1 - +2 hexes Level 2 - +4 hexes Level 3 - +6 hexes Level 4 - +8 hexes Wall Climbing - Allows the unit to scale defensive walls. Wasteland Concealment - Allows the unit to travel unseen in wasteland terrain. Water Concealment - Allows the unit to travel unseen in water. >> Attack Powers << These are the attack abilites that any unit may have or given threw magic or items. Archery - Enables the unit to use bow and arrows for attacking medium-ranged targets. Range: Medium Damage Type: Physical Attack: 4 Damage: 2 Repeat: 2 Black Bolts - Projects death magic at medium-ranged targets. Range: Medium Damage Type: Physical Attack: 6 Damage: 3 Repeat: 1 Black Breath - Delivers a blast of death over a short range. Range: Short Damage Type: Death Attack: 7 Damage: 5 Repeat: 1 Call Flames - Strikes a unit with flames. Range: Medium Damage Type: Fire Attack: 5 Damage: 4 Repeat: 1 Charm - Allows the unit to attempt to control another unit. Range: Touch Damage Type: Special Attack: 5 Damage: 0 Repeat: 1 Cold Breath - Blasts a short-ranged area with extreme cold. Range: Short Damage Type: Cold Attack: 7 Damage: 5 Repeat: 1 Cold Strike - Infuses melee strikes with cold energy. Range: Melee Damage Type: Physical, Cold Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2 Death Strike - Infuses melee strikes with death energy. Range: Melee Damage Type: Physical, Death Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2 Divine Breath - Releases a short-ranged blast of holy energy. Range: Short Damage Type: Holy Attack: 7 Damage: 5 Repeat: 1 Dominate - Allows the unit to force their will upon others. Range: Touch Damage Type: Special Attack: 6 Damage: 0 Repeat: 1 Doom Gaze - A long-range projection of death-based energy through the unitīs gaze. Range: Long Damage Type: Death Attack: 6 Damage: 5 Repeat: 1 Entangle - Tries to entangle opponent with vines. Range: Tocuh Damage Type: Special Attack: 7 Damage: 0 Repeat: 1 Enatangle Strike - Infuses melee strikes with the possibilty to entangle the opponent. Range: Melee Damage Type: Physical, Entangle Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2 Fire Breath - Releases a short-ranged blast of fire. Range: Short Damage Type: Fire Attack: 7 Damage: 5 Repeat: 1 Fire Cannon - Blasts walls or units across long ranges with powerful munitions. Range: Long Damage Type: Physical, Wall Attack: 5 Damage: 8 Repeat: 1 Fire Musket - Fires a small highly forceful projectile at a unit across long distances. Range: Long Damage Type: Physical Attack: 7 Damage: 5 Repeat: 1 Fire Strike - Infuses melee strikes with fire energy. Range: Melee Damage Type: Physical, Fire Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2 Flame Throwing - Sprays a shower of flames over a short range, delivering intense fire damage. Range: Short Damage Type: Fire Attack: 4 Damage: 3 Repeat: 1 Frost Bolts - Launches a bolt of ice at a medium-ranged target. Range: Medium Damage Type: Cold Attack: 6 Damage: 3 Repeat: 1 Holy Bolts - Projects a bolt of Holy energy over medium range. Range: Medium Damage Type: Holy Attack: 6 Damage: 3 Repeat: 1 Holy Strike - Infuses melee strikes with holy energy. Range: Melee Damage Type: Physical, Holy Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2 Hurl Boulder - Launches a massive rock at a long-ranged wall or unit. Range: Long Damage Type: Physical, Wall Attack: 3 Damage: 7 Repeat: 1 Hurl Stone - Throws small stones at a medium-ranged target. Range: Medium Damage Type: Physical Attack: 3 Damage: 1 Repeat: 4 Invoke Death - Allows the unit to kill a target instantly with a successful attack. Range: Touch Damage Type: Death Attack: 6 Damage: 0 Repeat: 1 Lightning Bolts - Strikes a tarket at medium-range with a bolt of lightning. Range: Medium Damage Type: Lightning Attack: 6 Damage: 3 Repeat: 1 Lightning Strike - Infuses melee strikes with lightning energy. Range: Melee Damage Type: Physical, Lightning Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2 Magic Bolts - Allows the unit to attack mid-ranged targets with a bolt of magic. Range: Medium Damage Type: Magic Attack: 7 Damage: 3 Repeat: 1 Magic Strike - Infuses melee strikes with magic energy. Range: Melee Damage Type: Physical, Magic Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2 Poision Darts - Fires poisoned darts at mid-ranged targets. Range: Medium Damage Type: Posion Attack: 4 Damage: 1 Repeat: 3 Poision Strike - Infuses melee strikes with poison. Range: Melee Damage Type: Physical, Poison Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2 Posses - Allows the unit to enter a target, and take over thier body. Range: Touch Damage Type: Special Attack: 5 Damage: 0 Repeat: 1 Round Attack - Allows the unit to strike out at all around them. Range: Melee Damage Type: Physical Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2 Seduce - Lets the unit attempt to warmly entice a target to follow them. Range: Touch Damage Type: Special Attack: 4 Damage: 0 Repeat: 1 Self Destruct - Self-induced destuction of the unit, resulting in massive damage to all nearby. Range: Touch Damage Type: Fire, Wall Attack: 7 Damage: 6 Repeat: 1 Shoot Black Javelin - Fires a long-ranged javelin tainted with death magic. Range: Long Damage Type: Physical, Death Attack: 5 Damage: 5 Repeat: 2 Shoot Javelin - Fires a javelin at long-ranged targets. Range: Long Damage Type: Physical Attack: 5 Damage: 5 Repeat: 2 Strike - Allows the unit to physically strike an enemy. Range: Melee Damage Type: Physical Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2 Turn Undead 1-4 - Inflicts powerful damage upon Undead targets. Range: Touch Damage Type: Special Attack: 3 + per level Damage: 3 + Turn Level Repeat: 1 Venomous Spit - Allows the unit to attack short-ranged targets with poisonous projectiles. Range: Short Damage Type: Posion Attack: 5 Damage: 4 Repeat: 1 Wall Crushing - Enables a unit to crush walls. Range: Tocuh Damage Type: Wall Attack: 6 Damage: 6 Repeat: 1 Web - Allows the unit to trap their target in a thick, gooey wab that restricts all movement. Range: Touch Damage Type: Special Attack: 4 Damage: 0 Repeat: 1 >> Handicaps << These are the handicaps that any unit may have. These effect a unit in a negative way. Animated - The unit has been animated. Burning - At the begining of every turn of combat the burning unit may be strike Attack 4 and Damage 1 by flames. Charmed - The unit now happily follows the orders of another. Cursed - Prevents the unit from healing normally. Decay - Eats away at the unit from within, clouding their mind, and inflicting 1 point of Damage each turn until they die. Dominated - The unit mindlessly obeys the orders of another. Entangled - The unit is trapped in vines and cannot perform any actions. Fear - The unit is paralyzed with fear. Frozen - Unit is frozen and cannot perform actions. Paniked - The unit is paralyzed with fear. Poisioned - Poisoned units experience a decrease in all fundamental skills, until cured. -1 to Attack, Defense, Resistance and Damage. Posses - The unit is controlled from inside by a possessing unit. Resurrected - The unit has been brought back from the dead. Seduced - The unit is blinded by love, hearing only the orders of their seducer. Stunned - The unit is dazed, and cannot perform actions. Turned - The undead unit has been " Turned ", and cannot perform actions. Vetigo - Renders the unit less able to Attack by -2 and Defend by -2 for an entire day. Webbed - The unit is trapped in a Web, and cannot perform actions. >> Moving Abilities << These are the abilites that a unit uses to move around the map. Cave Crawling - Allows the unit less restricted movement through caverns. Floating - Allows the unit to move across terrain on a cushion of air. Flying - Allows the unit to fly over and across terrain. Forestry - Allows the unit less restricted movement through forests. Free Movement - Allows the unit to travel across mountains, caverns and forests. Haste - Allows the unit to travel at twice the normal speed. Mountaineering - Enables the unit to travel over mountains. Sailing - Allows movement upon the seas. Swimming - Allows the unit to travel across water. Tunneling - Allows the unit to burrow a passageway through subterranean earth. Walking - Allows the unit to walk upon normal terrain. Water Walking - Enables the unit to walk upon the surface of the water. Wind Walking - Allows the unit to walk upon the wind, including walking over obstacles. || 5. Battling Tips || This section gives you tips on the do's and don'ts in overall battles, castle sieges, and exploring caves or dungeons. If anyone has any tips that they want to submit, please E-mail me at Averman62@Hotmail.com. Don't worry, I'm forever updating this so don't be scared to submit a tip and you will get credit for it. I will mention in my FAQ when I will stop updating my FAQ. >> Overall Battles << - Most importantly of all, be sure to pick battles you can win. - Put your leader in battles that he or she can win because if he or she falls, the game is over. - You stand to lose can lose allot units in Automatic Mode than in Tactical Mode. - You should bring at least two units with ranged attacks. - When selecting traits for my hero, I always pick wall crawling. That way you don't need battering rams to get inside castles. It lets you build another unit instead of battering ram. I hope this helps other players. (Submitted by Jim Smith) >> Dungeon Battles << - Bring plenty of archers and other units with high movement with you to hit those dungeon creatures from a far range. - Be sure to you really wanted to raid a dungeon with people trapped inside. Sometimes they could be of a race you don't get along with. - After you finish the battle, if you don't want to join the captives, click the "x" in the corner instead of accept or reject. That way you don't have to join them or fight them. But, if you change your mind, you have to explore the dungeon all over again. >> Castle Sieges << This section is describes how to break down those walls and take over enemy towns. When attacking..... - Try to break as much of the castle wall as possible to let more of your units in. - Make sure your battering ram doesn't get destroyed or you fight will be for nothing. A catapult is a whole lot better because you can damage a wall from far away. - Fireball & Great Hail are excellent spells when you want to destroy a wall or take out a group of enemy units. When defending..... - Always have your archers set up close to the walls. By doing this you can take out many of the attacking units. - Have a few units, swordsman, attack some of the attacking units to slow them down and try to take out their battering ram. If it is a catapult your dealing with, prepare for some real trouble. || 6. Thanks, The List & The Warning || I would like to thank everyone who uses or reads this FAQ. Thanks to SnaPnTaP911 for helping with the stats portion of this FAQ. Thanks to Shorty3788 for submiting a tip. Thanks to Jim Smith for submiting a tip. | The List | This section contains the links to sites that you can find my FAQ at. Keep in mind the updated versions of this FAQ can always be found at Gamefaqs.com or Neoseeker.com. Gamefaqs - http://www.gamefaqs.com Neoseeker - http://www.neoseeker.com Age of Wonder Heaven - http://aow.heavengames.com Cheat Code Central - http://www.cheatcc.com A2ZWeblinks - http://www.a2zweblinks.com | Warning | Anyone may reproduce this FAQ electronically, but don't sell it for money. If you want to use this FAQ for your website you must ask my permission, email me at AverMan62@Hotmail.com, and you must not modify it in any way and do it with this the Warning in it. Also specify that you want to use the Age of Wonders: Battle Tactics FAQ in your email. I can't stress this enough, PLEASE keep my FAQ updated. If you do use it and I find out, trust me I WILL, you'll be in some serious legal trouble!!! Thanks to all who cooperate. ^^ Age of Wonders is a trademark of Triumph Studios