_______________________________________________________________________________ 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 ------------------------------------------------------------------------------- _________________ |TABLE OF CONTENTS| ----------------- ____________ |Introduction| ------------ 1a) Purpose of this guide 1b) Frequently Asked Questions 1c) Legal Stuff 1d) Updates and Revisions 1e) Credits/Thanks __________________________ |The Beginning Of The Guide| -------------------------- 2a) The Basics 2b) The World Map _________ |The Races| --------- 3a) The Humans 3b) The Tigrans 3c) The Draconians 3d) The Frostlings 3e) The Elves 3f) The Halflings 3g) The Dwarves 3h) The Archons 3i) The Dark Elves 3j) The Orcs 3k) The Goblins 3l) The Undead ___________ |Extra Units| ----------- 4a) The Monks 4b) The Machines 4c) The Summons 4c.1) Earth Sphere 4c.2) Air Sphere 4c.3) Fire Sphere 4c.4) Water Sphere 4c.5) Death Sphere 4c.6) Life Sphere 4c.7) Cosmos Sphere 4d) The Heroes 4d.1) Human Heroes 4d.2) Tigran Heroes 4d.3) Draconian Heroes 4d.4) Frostling Heroes 4d.5) Elf Heroes 4d.6) Halfling Heroes 4d.7) Dwarf Heroes 4d.8) Archon Heroes 4d.9) Dark Elf Heroes 4d.10) Orc Heroes 4d.11) Goblin Heroes 4d.12) Undead Heroes 4e) The Wizards Themselves 4e.1) Earth Sphere Wizards 4e.2) Air Sphere Wizards 4e.3) Fire Sphere Wizards 4e.4) Water Sphere Wizards 4e.5) Life Sphere Wizards 4e.6) Death Sphere Wizards 4e.7) Cosmos Sphere Wizards ______________________________ |Key/Legends and Miscellanneous| ------------------------------ 5a) General Unit Legend 5b) Extra Unit Legends 5b.1) Summon Legend 5b.2) Hero Legend 5b.3) Wizard Legend 5c) Sphere Effect Chart 5d) Projectile And Touch Ability Stats __________ |Structures| ---------- 6a) Building Chain 6b) What Units Require What Structures 6c) Structure "Stats" ___________________ |Contact Information| ------------------- 7a) Before Contacting Me 7b) How To Contact Me ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 1a) Purpose of this guide Hopefully by the time you read this, this will not be the only guide on for AoW2. It was when I started and finished this guide. And that's why I did it. After holding a poll on the AoW2 message board I began this In-Depth guide since it was said to be the best thing for any beginners seeking help. And if any1 who reads this needs help with something not covered by this guide (or is poorly explained), feel free to E-Mail me, but read the section about contacting me first. Also, before you head to check out the specific info on the different races, head over to the "2a) The Basics" section, because if you don't you will probably be confused about why I make particular choices, or why I leave out the reasoning behind why one unit is better in one setting, while another is better in another setting. ------------------------------------------------------------------------------- 1b) Frequently Asked Questions This section is the compilation of all the questions that I have received and/or have expected. Q: In Campaign mode, can I choose which race I start out with? A: No, what race Merlin starts out in each scenario as is pre-determined. Q: Which race is better? A: Each race has it's own pros and cons, which are explained in another section of this guide. But you will probably find one or more that you like better than the others. Q: Can I choose which race I can be in custom scenarios? A: It depends. Some customs may not allow you change the starting race of the wizard you choose, while others will. Q: What the heck happened to the old races, and what are these new ones!? A: The Azracs have been replaced by the Tigrans, the Lizards by the Draconians, and the Highmen just has a new name, which are the Archons. Q: What are the differences between AoW and AoW2? A: You're main leader, now called a wizard, can no longer gain levels. There is now a heavier emphasis on magic. The heroes have remained largely unchanged (except for portraits and methods of choosing stat gains), and the units have been slightly changed overall. Practically everything is changed in some way or other, so it is just better to take a look at the manual. Q: What if I: (a)lost the manual? (b)don't have the manual because I borrowed this game from a friend? (c)don't have the manual for some other reason? A: Take the tutorial, either from the main menu, or as the first sphere in the campaign mode. Q: How do I use the editor? A: E-mail me with any specific questions, but please try to figure it out on your own. I did, and I have doubled the number of maps in the custom folder with all the maps I have made, so you can too! Q: Why did you say certain things without explaining them fully? A: More than likely, you "forgot" (coughlazycough) to check out previous sections which explain in detail many things (ex: if you didn't look at the "2a) The Basics" section, you won't understand what gate defenders are, or how many you should have in a defending army). However, over the course of writing this guide, I do realize that you may not read all the sections for the different races, and that since I may refer to a tactic fully explained in a previous section without the full explanation in the section you go to, it may not be your fault that you do not understand. That said, I suggest you read the sections for every race (in the order I wrote them, so just go from top to bottom), since this will provide you with enough info about each race that you are more than likely to command in the Campaign mode, and to decide which race fits your style for Custom Scenario play. ------------------------------------------------------------------------------- 1c) Legal Stuff *takes a deep breath* This may be not be reproduced under any circumstances except for personal, or private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission from me. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. This document is Copyright 2003 by William Buckwalter Age of Wonders II: The Wizard's Throne and all related marks are copyrighted and trademarked by their respective owners. I had nothing to do with the development of the game and I am not affiliated with them in any way. You may download this guide, print it out, and even give it to a number of your friends. However, you may not profit from selling or distributing this guide. *turns blue, gasps, and keels over* ......... Phew! Now that that is out of the way, on with the rest of the guide. ------------------------------------------------------------------------------- 1d) Updates and Revisions Version Number 1.00: Created Table of Contents, and sections 1-7. Did not finish the heroes section. Version Number 1.01: Fixed a few minor grammar and spelling mistakes. Version Number 1.02: Updated list of websites allowed to use FAQ, fixed one or two other things. ------------------------------------------------------------------------------- 1e) Credits/Thanks I would like to thank: Triumph Studios for making such a great strategy game, and an Editor, both of which were used in producing the factual information (such as the stats of the different units) of this guide. CJayC for creating such a wonderful site like GameFAQs which has helped me with many gaming problems, and for providing such an easy to read and helpful..erm.. help section for making FAQs, without which I would never have attempted to write what you are reading right now. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 2a) The Basics AoW2 is an entirely new ball game in comparison with the first game. The following is the list of things you will need to know before beginning to understand my advice, and to formulate your own strategies: * Cities now need specific structures to build newer and better troops. No more one step upgrades for you. * Magic can only be cast within your domain, which extends around your Wizard, a reach that is greatly extended by Wizard Towers (structures built in your cities), and around special places called Magic Relays (sometimes found on a map). There is also a "mini-domain" that extends for one hexagon (a single space on the map) all around any of your heroes. * Regardless of whether or not you have a spell being cast (like a Death Storm or a summon), you may cast spells in battle (both personal and combat spells). * When one army is attacked, any armies that are allied with the player being attacked will join in (as will armies from the same player), if they are adjacent to said army. The same is true for the attacking army; any allies or armies of the same player will help IT in the battle, if they are adjacent to the ENEMY army being attacked. So it is possible for you to surround 1 enemy army on all 6 adjacent hexes, to bring your total number of attacking troops to 48! * For those of you who have never played a game from this series, 8 is the maximum number of troops allowed in 1 army. * Another new feature is the movement points, and how they relate to the ability of a unit to attack. When plotting a course for you to get to a point upon the battlefield, some dots along the way will be green, yellow, or red. If you're normally only allowed to attack once per turn (using an ability like fire cannon, for instance) you may only attack while you are still in the green. Yellow allows for two attacks (a human cavalry slashing his spear at an enemy will attack twice in this instance), and red allows for just one attack. Certain abilities like Healing, Entangle, Turn Undead, are called "touch" attacks, and can be performed in the red movement spaces as long as they are adjacent to the target. * Goodbye battering rams! Gates can now be attacked by regular units, while units with the ability Wall Crushing can do even more damage to gates, and can attack the walls of cities themselves. * I call places cities for general use, but each "city" has a different name that shows how big a population it has. In ascending order they are: Outpost, Village, Town, City. The bigger the population, the faster it builds things, and the more structures it can build. * There are "basic" units (a level 1 unit, unique for each race, that can be built even at an outpost), level 1 units (you need a barracks for them), level 2 units (need a warhall), level 3 units (you need a Champion's Guild), and the all-powerful level 4 unit (you need a Champion's Guild, a Sanctuary, and a Master's Guild). * Now the maximum for the attacking, defensive, damage, and resistance stats is 20, instead of 10. The max for movement stats is 50, and the max for hp is a whopping 40 points. * The unit that does well in breaching City walls does not necessarily do well out on the open field. A unit with high Defense and Resistance (and a high Attack helps just as much) would be good for the open field. Why? Because in the open field you will either want to have very fast attacking units that take out the enemy all at once (8 Cavalry rush outwards to take out 8 enemy Archers, for example), or when YOU are being attacked by 8 fast attacking units you would want around 3-4 projectile units shielded by high Defense but slow units. The latter type of units do exceptionally well as gate defenders, while the latter type of unit generally do better in attacking armies (because they can reach the gate quickly, and therefore breach the enemy defenses sooner. Plus, they can send excess units around to attack other gates). Also keep in mind that a unit that can bypass the walls entirely (by Having Flying, Pass Wall, or Wall Climbing), or that can destroy the walls quickly even without great speed (by having Wall Crushing), are nearly always the better choice. +Gate Defender: A type of Unit explained in the defensive strategy section of the beginning to the "The Races" section. * Now, the best projectile unit for defending armies is simply the one with the better ability (Archery, Hurl Stones, Throw Blades, and Poison Darts are generally better than any 1 shot projectile, except against high defenses). But when in the attacking army, and having to defend against another enemy army, it is a better idea to have a unit that can defend itself to a degree. They don't have to be the best fighters in the world, because the attacking units in an army will usually be able to handle all the hand to hand combat, but it is a thing that makes Monks better than Archers (Archery is sometimes better, but only against high Resistance units, and Monks are better against low Resistance high Defense units) for having both Strike to defend themselves, and Healing to replenish the HP of the attacking units guarding them. Monks are also a better choice than Archers when storming the walls of a city, because your units will have to sit through at least 2 rounds of being hit by the enemy (so Healing is needed), and they are at least as fast or faster than the designated level 1 archer unit of a race (Having Fire Crossbow is only good when the unit with this ability doesn't have to move far, because these units tend to have low movement). ------------------------------------------------------------------------------- 2b) The World Map BASIC WORLD MAP STRATEGY: Out of battle, it is important to pay attention to your surroundings. If you see an enemy army on the horizon, you had better pick it out on the map before you are caught unaware. Also, keep in mind these rules which is true with any race: 1) Consolidate what you have. Once you capture a city, make sure it is composed of a friendly race, because then units produced from it will not rebel against you. You also need to post armies on each of your frontline cities, and some in the heart of your territory, so that if you are invaded, you will not have to divert an attacking army away from capturing enemy cities if you find YOURSELF attacked. 2) If you have Heroes, spread them out among your attacking armies or in defending armies that are outside your domain. They can quickly become a powerful unit, and they allow you to use very useful spells in battle. 3) Slowly spread out your armies, always making sure you follow rule # 1. It may be less boring to run off towards deeper enemy territory, but your attacking army will be more than likely surrounded and engulfed by superior enemy forces, dumb computer or not. Plus, once your attacking army is gone, and you didn't prepare the cities you captured, the enemy will quickly take back even more than you took in the first place. 4) Always place a defending army with your Wizard, no matter how far back and safe it is in your territory. You could have always overlooked a teleporter, underground pathway, or an army of Flying units that bypass natural barriers like mountains and water. 5) As the game progresses, the computer will have ever increasingly large armies sometimes having as many as 4-7 different armies of 8 packed in a close formation. And, whenever the computer does attack, it will attack in large groups like this. So whenever you find a lone computer army that you can beat, no matter how close your army would come to obliteration, take the opportunity to kill it. If you don't you will curse yourself when it joins a force 3 times as large, and then forces you out of the area. 6) Independents will never make more troops, and unless they are titled as Raiders or Berserkers, they will not attack structures or armies (Raiders will capture defenseless structures and Raze them). However, keep them away from your opponent. If your opponent has good relations with that race, they can buy both the city and the troops. 7) Save often, and try to have a backup file that you update every 5-10 turns. Save before a battle, and after the battle if you did well. Load your save if you didn't. Keep the backup file at least 5 turns or so behind your current file, so that if you make a mistake that goes un-noticed and then builds up to unstoppable proportions (not guarding a cavern, then have 20 enemy troops pop up onto the surface that wreck havoc), you can go back to your other file and prevent it from happening. 8) Don't underestimate the computer. Even though there are basic mistakes it makes that you can take advantage of, it will slaughter the unwary. It puts all its effort into either defense or attacking, and it doesn't commit human error. True, it isn't that smart, but if you don't get to learn every little nuance and feature of it's strategy and of the game, then superior reasoning won't help you:P (of course, there are difficulty settings that can make it harder or easier, but it generally doesn't change much). 9) As you play the game, remember that what I provide you is just a foundation. You have to come up with better tactics for the more and more varied situations you encounter, and change my own advice into the style that suits you best. Don't like playing it safe? Send all your troops to the front to kill of your opponents quickly, before they have a chance to take any of your cities. Like to skip the lower levels of troops and upgrade as soon as you can? Go ahead. I won't cover how exactly to win with those strategies, so you will have to do that on your own. 10) PLAY THE TUTORIAL. I cannot stress this enough. It teaches you the basics of how to play the game, and fundamental rules that I may, and probably will not, cover. This should do for now, as everything else concerning what is in this guide will be explained at the appropriate section (like how all Dwarves have mountaineering, this will be explained in the "The Dwarves" section). Also, check out sections 5 and 6 as well. 5 provides information about what each category in a unit table (such as the example below, which happens to be the general unit table) represents. And section 6 provides important information ____________ about what exactly a structure costs, what units it allows you Name: | to produce, and what upgrades it may or may not give your city. Alignment: | There is also a chain of what structures need to be built before Attack: | you are allowed to make another structure. So remember to check Damage: | those sections out before you rummage through the rest of this Defense: | guide. Oh, and did I mention that it covers.....blah blah blah. Resistance: | Seriously though, read it... Why aren't you copy and pasting the HP: | section header from the table of contents into the ctrl+f search Movement: | engine!? It's easy, just press ctrl+f and type in what you want Abilities: | to find! PRESS THE KEYS NOW DAMNIT!..... Eh hem, sorry about Cost/Upkeep:| that.... why are you still reading this? ------------ *manic laughing ensues* ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------- 3a) The Humans The Units: You can't help but love the Humans simply because they represent our own flexibility and ingenuity. With the best transport unit in the game that's also one hell of a projectile unit, and Knights that can rush up and mow down the opposing units, Humans are the best rounded of the races, excelling in no particular field but doing well in all. Basic Unit ---------- Name: Halberdier Alignment: Neutral Attack: 5 Damage: 5 Defense: 5 Resistance: 5 HP: 10 Movement: 24 Abilities: Walking, Strike, First Strike Cost/Upkeep: 20g / 6g Level 1 Units ------------- Name: Infantry Alignment: Neutral Attack: 7 Damage: 5 Defense: 7 Resistance: 5 HP: 12 Movement: 24 Abilities: Walking, Strike, Block Cost/Upkeep: 30g / 6g Name: Crossbowman Alignment: Neutral Attack: 0 Damage: 0 Defense: 5 Resistance: 5 HP: 10 Movement: 24 Abilities: Walking, Fire Crossbow Cost/Upkeep: 30g / 6g Level 2 Units ------------- Name: Cavalry Alignment: Neutral Attack: 9 Damage: 7 Defense: 8 Resistance: 5 HP: 16 Movement: 40 Abilities: Walking, Charge, Strike, Mounted Cost/Upkeep: 60g / 9g Name: Swashbuckler Alignment: Neutral Attack: 8 Damage: 5 Defense: 7 Resistance: 5 HP: 12 Movement: 24 Abilities: Walking, Strike, Fire Pistol, Swimming, Taunt Cost/Upkeep: 60g / 9g Level 3 Units ------------- Name: Knight Alignment: Neutral Attack: 14 Damage: 9 Defense: 12 Resistance: 8 HP: 20 Movement: 40 Abilities: Walking, Charge, Strike, Willpower, Mounted Cost/Upkeep: 140g / 12g Name: Witch Alignment: Neutral Attack: 8 Damage: 6 Defense: 6 Resistance: 13 HP: 13 Movement: 24 Abilities: Walking, Strike, Magic Bolts, Life Stealing, Death Strike, Physical Protection, Poison Protection Cost/Upkeep: 80g / 12g Level 4 Unit ------------ Name: Air Galley Alignment: None Attack: 0 Damage: 0 Defense: 10 Resistance: 10 HP: 30 Movement: 40 Abilities: Shoot Javelin, Transport VII, Flying, Marksmanship I, Vision II, Fire Weakness, Poison Immunity Cost/Upkeep: 330g / 15g Defensive Strategy: Position either Cavalry or Knights as the gate defenders. Cavalry are cheap but effective, so they are good in the beginning, as are Swordsman even earlier. However, Knights are the perfect gate defenders because they have a great defense, and WillPower! This means that the only way past them is to go around by Wall Climbing or Flying, or kill them. No possibility of them getting dominated into betraying you. As for the projectile units, first get crossbowman, then dump them for Swashbucklers or Monks. Monks for healing, Swashbucklers for just pure damage, since Fire Pistol has a high attack rating and a good damage rating, it is perfect for those critical hits. Don't ever get Witches though, because they cost too much for such little improvement. They are equaled in shooting by Monks, but don't have healing. They are better fighters though, but rarely will they ever have to get into hand-to-hand combat. Offensive Strategy: Cavalry are a must here. It is always a great thing to be able to attack the gate the first turn, especially when it is heavily defended. And, of course, Knights are an even better version of them, so get them if you have the money. Now, get 5 of either unit. Then get 2 Witches because they are the best at defending themselves out of all the projectile units for the Humans. Now, you must be wondering, what happened to the 8th unit? That's where the Air Galley comes in. It covers for the 3rd projectile unit with it's powerful Shoot Javelin ability, it's flying so it can't be attacked by ground units, and it is the best form of transport in the game. Give Haste to the Air Galley and all 8 units travel 20 hexes in one turn on the world map! Land small bands along the way to take structures, and hop back in as you travel. ------------------------------------------------------------------------------- 3b) The Tigrans The Units: It seems as if the national sport for this race is Archery contests of some form or another. The Shredder has Throw Blades, the Fire Cat has Fire Bolts, the Cat Master has Archery, and the Mystic has Magic Bolts. With average to good attacking units, this race excels at quick attacks and defense of their cities. Basic Unit ---------- Name: Shredder Alignment: Neutral Attack: 6 Damage: 5 Defense: 5 Resistance: 5 HP: 12 Movement: 24 Abilities: Walking, Strike, Night Vision, Throw Blade Cost/Upkeep: 30g / 6g Level 1 Units ------------- Name: Hunter Alignment: Neutral Attack: 7 Damage: 5 Defense: 6 Resistance: 5 HP: 12 Movement: 34 Abilities: Walking, Strike, Night Vision Cost/Upkeep: 30g / 6g Name: Fire Cat Alignment: Neutral Attack: 5 Damage: 0 Defense: 5 Resistance: 5 HP: 10 Movement: 24 Abilities: Walking, Night Vision, Fire Bolts, Fire Protection Cost/Upkeep: 30g / 6g Level 2 Units ------------- Name: Cat Master Alignment: Neutral Attack: 10 Damage: 7 Defense: 7 Resistance: 6 HP: 16 Movement: 34 Abilities: Walking, Strike, Night vision, Archery, Mounted, Marksmanship I Cost/Upkeep: 80g / 9g Name: Prowlers Alignment: Neutral Attack: 9 Damage: 7 Defense: 7 Resistance: 8 HP: 14 Movement: 28 Abilities: Walking, Concealment, Wall Climbing, Strike, Night Vision Cost/Upkeep: 70g / 9g Level 3 Units ------------- Name: Mystic Alignment: Neutral Attack: 7 Damage: 5 Defense: 9 Resistance: 14 HP: 14 Movement: 24 Abilities: Walking, Magic Strike, Strike, Night Vision, Phase, Blurred, Magic Bolts, Magic Protection. Cost/Upkeep: 100g / 12g Name: Manticore Alignment: Neutral Attack: 11 Damage: 8 Defense: 10 Resistance: 9 HP: 20 Movement: 40 Abilities: Night Vision, Strike, Flying, Vision II, Poison Strike Cost/Upkeep: 150g / 12g Level 4 Unit ------------ Name: Sphinx Alignment: Neutral Attack: 15 Damage: 10 Defense: 12 Resistance: 16 HP: 26 Movement: 32 Abilities: Walking, Strike, Mountaineering, Night Vision, Magic Strike, Dominate, Fire Immunity Cost/Upkeep: 360g / 15g Strengths: This guy can take a beating and then some. However, he has to take the long route of breaking down the gate to do any damage in offensive parties. But his real strength is in defending. Some unit breaks down the gate? Dominate it to attack it's fellow units. Defensive Strategy: Ah, the beautiful Tigrans. They are chock full of projectile abilities. Their Basic Unit has Throw Blade which is very similar to archery, so they are the perfect choice for your projectile units until you get a war hall. Then you go with Cat Masters for both gate defenders and projectile units, or use some monks. When you have more money, ditch the Cat Masters used as gate defenders and replace them with Manticores. Flying units mean ground attackers will be stuck after they break down the gate since they can't attack, and the computer won't go to another gate. This way you can focus on killing off enemy projectile units and Flying units. Now you have a number of choices for the others. Choose Cat Masters if you prefer physical attacks. If you prefer the Magic Bolts ability, go with Mystics if you are threatened by many enemy Flying or Wall Climbing units. Go with Monks for better support of your gate defenders (healing anyone?). Offensive Strategy: In the beginning, you can't go wrong with Shredders as projectile units (can't reach the enemy with Throw Blade? Attack the gate!), and Hunters are the early speed demons you need to reach the gate the first time through. A little later, use Cat Masters for the same reasons as Shredders, and choose Prowlers over more Cat Masters because they can just bypass the gate entirely with Wall Climbing. Now, unlike the defensive strategy at this next level of gold income, where you have many choices, there is just one choice for the makeup of this army. 5 Manticores rush over the walls with Flying, as Mystics Phase behind the enemy lines to deal out Magic Bolts. Since they are blurred, the Mystics won't be hurt all that much, and Manticores will rip through any average defense unit that isn't decimated by the Mystics' barrage the second turn. The Tigrans have a nice defensive team and a lightning quick strike team. However, they don't have the power to get through the high defense units. Manticores are quickly shot down by skilled archers, while Mystics can't avoid the attacks of other level 3 units for long. Quick and great at defending the walls of a city, their only real fault is that they don't pack enough power. ------------------------------------------------------------------------------- 3c) The Draconians The Units: This race has replaced the Lizards. They have some similarities, but one major difference: None of them can swim. The emphasis is more on the Fire Sphere. This race has average projectile units, with some exceptional attacking units like the Flyer and the Red Dragon. Basic Unit ---------- Name: Hatchling Alignment: Neutral Attack: 5 Damage: 5 Defense: 6 Resistance: 5 HP: 10 Movement: 28 Abilities: Walking, Strike, Poison Strike, Venomous Spit Cost/Upkeep: 30g / 6g Level 1 Units ------------- Name: Charger Alignment: Neutral Attack: 7 Damage: 5 Defense: 7 Resistance: 5 HP: 12 Movement: 28 Abilities: Walking, Charge, Strike Cost/Upkeep: 35g / 6g Name: Flamer Alignment: Neutral Attack: 5 Damage: 5 Defense: 6 Resistance: 5 HP: 10 Movement: 24 Abilities: Walking, Strike, Fire Protection, Fire Strike, Cold Weakness, Fire Breath Cost/Upkeep: 40g / 6g Level 2 Units ------------- Name: Crusher Alignment: Neutral Attack: 10 Damage: 8 Defense: 7 Resistance: 6 HP: 20 Movement: 24 Abilities: Walking, Strike, Wall Crushing Cost/Upkeep: 80g / 9g Name: Slither Alignment: Neutral Attack: 9 Damage: 6 Defense: 6 Resistance: 5 HP: 12 Movement: 24 Abilities: Walking, Poison Strike, Strike, Concealment, Poison Immunity, Wall Climbing, Venomous Spit Cost/Upkeep: 60g / 9g Level 3 Units ------------- Name: Elder Alignment: Neutral Attack: 8 Damage: 6 Defense: 7 Resistance: 14 HP: 18 Movement: 24 Abilities: Walking, Magic Strike, Strike, Magic Bolts, Magic Protection, True Seeing Cost/Upkeep: 90g / 12g Name: Flyer Alignment: Neutral Attack: 13 Damage: 8 Defense: 9 Resistance: 9 HP: 18 Movement: 40 Abilities: Flying, Strike, Poison Immunity, Poison Strike, Vision II Cost/Upkeep: 130g / 12g Level 4 Unit ------------ Name: Red Dragon Alignment: Neutral Attack: 16 Damage: 10 Defense: 12 Resistance: 14 HP: 30 Movement: 40 Abilities: Flying, Cause Fear, Magic Strike, Vision II, Strike, Fire Immunity, Fire Breath, Dragon Cost/Upkeep: 370g / 15g Strengths: If I don't have a Hero handy, these do just as well. Since they have Flying they can go anywhere, and walls won't stop them. And with Fire Breath, they can take their time killing off any ground units that can't reach them. It is also a superb fighter, and can hold out against any other Flying or projectile unit with strike. Defensive Strategy: Early on you will want to have both Flamers and Hatchlings. Since there is only a limited amount of space for your Flamers to attack from along the walls, the further they are from the gate the more likely they are to hit your gate defenders (which should be Chargers). Use only 2 Flamers, and the rest of the projectile units should be Hatchlings. As you get more money, switch the Chargers for Crushers, and both Hatchlings and Flamers for Monks. Then replace the Crushers with Flyers. However, you will probably want to keep the Monks. Elders have better stats, but once again that won't matter unless your enemy has an abundance of Flying or Wall Climbing units. Offensive Strategy: Draconians have an advantage here early on. Use Chargers for the attacking unit and Flamers for the projectile unit. Because they have Fire Breath they can hit enemy units that are behind the walls as easily as if there were no walls at all. Just remember to avoid hitting your Chargers (use 4 Chargers and 4 Flamers for here, 2 Flamers for each side of the gate will do). After you get more gold you will definitely want Crushers. They make up for their low speed by being the juggernaut of level 2 units. With Wall Crushing both gates and walls will be struck down fast. As for projectile units, get Slithers. After they use Wall Climbing to get behind enemy lines they can also double as attacking units. However, this team is horrible out in the open, so be careful. Now, when you get that Champion's Guild, get Flyers and Elders. Since they are more likely to be attacked in the open field the Elders are better than Monks for their high stats. The reasons for Flyers is obvious (Flying!!!) ------------------------------------------------------------------------------- 3d) The Frostlings The Units: Frostlings are weak soldiers. You could think of them as Goblin popsicles. Most units have both Cold Protection and Fire Weakness. However, the Frostlings that are mounted are quite powerful. Take the Mammoth Rider for example. One definite plus is that they are the only Race that can grow crops around their cities on snow. Basic Unit ---------- Name: Snowscaper Alignment: Neutral Attack: 5 Damage: 5 Defense: 4 Resistance: 6 HP: 8 Movement: 20 Abilities: Walking, Cold Protection, Strike, Fire Weakness, Frost Bolts Cost/Upkeep: 15g / 6g Level 1 Units ------------- Name: Raider Alignment: Neutral Attack: 7 Damage: 5 Defense: 6 Resistance: 6 HP: 10 Movement: 20 Abilities: Walking, Cold Protection, Strike, Block, Fire Weakness Cost/Upkeep: 25g / 6g Name: Shard Thrower Alignment: Neutral Attack: 0 Damage: 0 Defense: 4 Resistance: 6 HP: 10 Movement: 20 Abilities: Walking, Cold Protection, Archery, Fire Weakness Cost/Upkeep: 25g / 6g Level 2 Units ------------- Name: Wolf Raider Alignment: Neutral Attack: 9 Damage: 7 Defense: 8 Resistance: 6 HP: 14 Movement: 28 Abilities: Walking, Cold Protection, Strike, Charge, Fire Weakness, Mounted Cost/Upkeep: 65g / 9g Name: Frost Queen Alignment: Neutral Attack: 6 Damage: 5 Defense: 6 Resistance: 7 HP: 12 Movement: 24 Abilities: Walking, Snow Concealment, Frost Bolts, Swimming, Fire Weakness, Strike, Cold Strike, Cold Immunity, Path of Frost Cost/Upkeep: 80g / 9g Level 3 Units ------------- Name: Icedrake Rider Alignment: Neutral Attack: 9 Damage: 7 Defense: 8 Resistance: 7 HP: 18 Movement: 40 Abilities: Cold Protection, Strike, Flying, Fire Weakness, Mounted Cost/Upkeep: 120g / 12g Name: Mammoth Rider Alignment: Neutral Attack: 13 Damage: 12 Defense: 8 Resistance: 9 HP: 26 Movement: 30 Abilities: Walking, Cold Immunity, Strike, Wall Crushing, Charge, Mounted, Fire Weakness Cost/Upkeep: 195g / 12g Level 4 Unit ------------ Name: Doom Wolf Alignment: Neutral Attack: 15 Damage: 12 Defense: 10 Resistance: 12 HP: 24 Movement: 50 Abilities: Cold Immunity, Cold Strike, Strike, Path of Frost, Walking, Animal Cost/Upkeep: 350g / 15g Strengths: This thing is a speed demon. It is a good fighter, but whenever I use it I have the sneaking suspicion that the designers of the game have put Physical Weakness onto it without me being able to tell. It always seems to get hit more than it's fair share. However, it is still a good fighter, and can out distance anything else on the battlefield. Defensive Strategy: Early on it is simple enough. Raiders for gate defenders, and Shardthrowers for your projectile units. After you get a War Hall, however, you have a choice. Replace your Raiders with Wolf Raiders. Depending upon who your defending against though, you have 2 choices for projectile units. Monks (better for magic defense than Frost Witches, and have healing), while Shardthrowers are still better for physical defense. Now, once you get a Champion's Guild, keep the Monks or Shardthrowers that you have as projectile units, but get rid of the Wolf Raiders. Get Icedrake Riders as gate defenders if you're not facing many enemy projectile units (because they will get the computer stuck), but get Mammoth Riders if you are. Offensive Strategy: Here the beginning is the same as defensive, get Raiders for your attacking units and Shardthrowers for your projectile units. Then, once you have a War Hall, trade in the Raiders for Wolf Raiders, but now you will want to get Monks for projectile units. Frost Queens are barely any better at defending themselves, and they have an inferior projectile. Plus they don't have healing. If you want to, you can keep your Shardthrowers instead, if you're low on gold, but Monks are still better for their healing ability. Once you have a Champion's Guild, you should definitely have Monks by now, and you will want Mammoth Riders for attacking troops. ------------------------------------------------------------------------------- 3e) The Elves The Units: Every single Elven unit has Forestry, which comes in real handy when you run into thick forests. They also have very good archers, and average attacking units with high movement. Basic Unit ---------- Name: Glade runner Alignment: Good Attack: 5 Damage: 4 Defense: 4 Resistance: 5 HP: 8 Movement: 36 Abilities: Walking, Forestry, Strike, Concealment Cost/Upkeep: 20g / 6g Level 1 Units ------------- Name: Swordsman Alignment: Good Attack: 7 Damage: 5 Defense: 6 Resistance: 5 HP: 12 Movement: 24 Abilities: Walking, Forestry, Strike, Block Cost/Upkeep: 30g / 6g Name: Longbowman Alignment: Good Attack: 0 Damage: 0 Defense: 4 Resistance: 5 HP: 10 Movement: 24 Abilities: Walking, Forestry, Marksmanship I, Archery Cost/Upkeep: 30g / 6g Level 2 Units ------------- Name: Nymph Alignment: Good Attack: 5 Damage: 4 Defense: 4 Resistance: 8 HP: 10 Movement: 24 Abilities: Walking, Forestry, Magic Strike, Strike, Swimming, Seduce Cost/Upkeep: 30g / 9g Name: Scout Alignment: Good Attack: 9 Damage: 7 Defense: 7 Resistance: 6 HP: 15 Movement: 40 Abilities: Walking, Forestry, Charge, Strike, Mounted, Vision I Cost/Upkeep: 70g / 9g Level 3 Units ------------- Name: Druid Alignment: Good Attack: 10 Damage: 7 Defense: 8 Resistance: 14 HP: 15 Movement: 36 Abilities: Walking, Forestry, Concealment, Strike, Control Animal, Entangle, Swimming Cost/Upkeep: 90g / 12g Name: Iron Maiden Alignment: Pure Good Attack: 14 Damage: 9 Defense: 10 Resistance: 12 HP: 18 Movement: 40 Abilities: Walking, Forestry, Holy Champion, Magic Strike, Charge, Strike, Phase, Magical Mount, Willpower Cost/Upkeep: 220g / 12g Level 4 Unit ------------ Name: Fairy Dragon Alignment: Good Attack: 14 Damage: 11 Defense: 14 Resistance: 16 HP: 22 Movement: 40 Abilities: Strike, Flying, Dragon, Magic Protection, Magic Strike, Phase, Vision II, True Seeing Cost/Upkeep: 340g / 15g Strengths: This unit isn't the best fighter, but it is good. It has Flying, so that's always a plus, and it can Phase if something is out of it's reach. It is also a great scouting unit, because nothing can hide itself from True Seeing, and it has great range with Vision II. Defensive Strategy: The Longbowman is undoubtedly the best archer in the game. It starts out with Marksmanship I, giving it an early advantage. I would keep these guys as projectile units through all stages of your game, unless you prefer Healing over power (in which case get High Priests). As for gate defenders, go with Swordsman, then Scouts, and then Iron Maidens or Druids. Choose Druids for the Entangle ability (to block the gate with entangled enemy units, allowing you to pick off the guys in the back), and Iron Maidens just for the ability to take a good beating. Offensive Strategy: As seen above, the same thing goes for projectile units, Longbowman is just that good. At level 1, you have 2 choices for attackers. The Swordsman for better stats, the Gladerunner for blazing speed (it's only really good for scouting, and getting in the few extra hits on the gate the first round). At level 2, Scouts are the only way to go, since they have much better stats and just as good speed. At level 3, go with Iron Maidens (Phase the first turn behind enemy walls to be able to attack once, second round you can just easily slaughter the enemy). ------------------------------------------------------------------------------- 3f) The Halflings (they're Hobbits damnit!) The Units: Hob...erm, Halflings are weak little folk. However, they make up for this by having great projectile attacks. What is really funny though, is that the manual says that Sheriffs are dressed in bright red by other Halflings so that the Sheriffs will draw the enemies to himself and away from the other Halflings, a great example of how unwilling they are into getting into hand to hand combat. Basic Unit ---------- Name: Peasant Alignment: Good Attack: 4 Damage: 4 Defense: 4 Resistance: 6 HP: 8 Movement: 20 Abilities: Walking, Strike, Concealment, First Strike, Forestry Cost/Upkeep: 15g / 6g Level 1 Units ------------- Name: Swordsman Alignment: Good Attack: 6 Damage: 5 Defense: 7 Resistance: 6 HP: 10 Movement: 20 Abilities: Walking, Strike, Block, Forestry Cost/Upkeep: 25g / 6g Name: Slinger Alignment: Good Attack: 0 Damage: 0 Defense: 5 Resistance: 6 HP: 8 Movement: 20 Abilities: Walking, Hurl Stones, Marksmanship I, Forestry Cost/Upkeep: 25g / 6g Level 2 Units ------------- Name: Rogue Alignment: Good Attack: 7 Damage: 6 Defense: 7 Resistance: 8 HP: 14 Movement: 20 Abilities: Walking, Concealment, Marksmanship I, Wall Climbing, Strike, Poison Darts, Forestry Cost/Upkeep: 50g / 9g Name: Pony Rider Alignment: Good Attack: 8 Damage: 6 Defense: 9 Resistance: 7 HP: 14 Movement: 28 Abilities: Walking, Charge, Strike, Mounted, Forestry Cost/Upkeep: 60g / 9g Level 3 Units ------------- Name: Sheriff Alignment: Good Attack: 10 Damage: 7 Defense: 10 Resistance: 9 HP: 20 Movement: 28 Abilities: Walking, Strike, Charge, Leadership I, Mounted, Bard's Skills, Smoky Haze, Forestry Cost/Upkeep: 110g / 12g Name: Eagle Rider Alignment: Good Attack: 8 Damage: 8 Defense: 9 Resistance: 7 HP: 14 Movement: 40 Abilities: Charge, Flying, Vision II, Strike, Mounted Cost/Upkeep: 100g / 12g Level 4 Unit ------------ Name: Leprechaun Alignment: Good Attack: 10 Damage: 7 Defense: 17 Resistance: 18 HP: 14 Movement: 28 Abilities: Walking, Forestry, Magic Strike, Regeneration, Invisibility, Magic Bolts, Dispel Magic, Strike, Swimming, Phase, Blurred, Willpower, Sabotage Cost/Upkeep: 280g / 15g Strengths: He slices, he dices, he even cooks your meals! J/k, but this guy certainly does have a long list of abilities. He is also a defensive monstrosity. With a defense of 17, and resistance of 18, and Blurred (which in itself reduces the chance of being hit by 25%), he just never gets hit. And, with Magic Bolts, he can stay out of the hand to hand combat and shoot away. Plus he can Phase! He also has Invisibility, which means he won't be seen until he is right next to the enemy. Only thing this little guy can't do is cross mountains. If only Phase worked on the World Map............. Defensive Strategy: Remember when I said that the Elf Longbowman was the best archer in the game? That was a little deceptive, because Hurl Stones is just as good or better than Archery, and the Slinger has both Hurl Stones and Marksmanship I. So have them as the projectile units at level 1, and Swordsmen as the gate defenders. Then at level 2 switch the Swordsmen for Pony Riders, and consider switching the Slingers for Rogues. Poison Darts is great because it can significantly lower an enemy's stats if it gets poisoned. Plus, Rogues have Marksmanship I as well. At level 3, keep the Rogues if you get Eagle Riders (Flying units make the dumb computer get stuck at the gate). But, if you decide to get the Sheriff, go with High Priests. Why? Because if an enemy unit strikes the Sheriff, there is a good chance it will get poisoned, because of the nifty ability Smoky Haze (which makes this unit look like Pig Pen from Peanuts). Offensive Strategy: This race is straightforward enough in attacking. For levels 1 and 2 use the respective attacking units (Swordsman and Pony Rider) and the respective projectile units (Slinger and Rogue). Remember that Rogues have Wall Climbing:) Now, keep your Rogues, but switch the Pony Riders for Eagle Riders. You may want to get Sheriffs instead, because Eagle Riders are unbearably weak. ------------------------------------------------------------------------------- 3g) The Dwarves The Units: Short, stolid soldiers are abundant in the Dwarven armies. With one of the best projectile units in the game, and high defense units at every level, the Dwarves excel at both defense and offense at higher levels, with better offense than defense in the lower levels. However, they tend to be a little slow unless they are mounted. But, they are the only race in the game who can cross mountains, and one of only a few that can travel quickly underground. Basic Unit ---------- Name: Axeman Alignment: Good Attack: 6 Damage: 5 Defense: 6 Resistance: 5 HP: 12 Movement: 20 Abilities: Walking, Cave Crawling, Poison Protection, Mountaineering, Strike, Block Cost/Upkeep: 30g / 6g Level 1 Units ------------- Name: Berserker Alignment: Good Attack: 8 Damage: 6 Defense: 5 Resistance: 7 HP: 13 Movement: 28 Abilities: Walking, Cave Crawling, Poison Protection, Mountaineering, Strike Double Strike, Willpower Cost/Upkeep: 40g / 6g Name: Crossbowman Alignment: Good Attack: 0 Damage: 0 Defense: 6 Resistance: 5 HP: 10 Movement: 20 Abilities: Cave Crawling, Poison Protection, Mountaineering, Walking, Fire Crossbow Cost/Upkeep: 30g / 6g Level 2 Units ------------- Name: Boar Rider Alignment: Good Attack: 9 Damage: 7 Defense: 8 Resistance: 7 HP: 17 Movement: 32 Abilities: Walking, Charge, Cave Crawling, Mountaineering, Poison Protection, Strike, Mounted Cost/Upkeep: 90g / 9g Name: Engineer Alignment: Good Attack: 6 Damage: 6 Defense: 6 Resistance: 6 HP: 12 Movement: 20 Abilities: Walking, Cave Crawling, Mountaineering, Poison Protection, Strike, Repair Machine, Sabotage Cost/Upkeep: 60g / 9g Level 3 Units ------------- Name: Mole (Rider) Alignment: Good Attack: 12 Damage: 9 Defense: 9 Resistance: 8 HP: 21 Movement: 32 Abilities: Walking, Cave Crawling, Tunneling, Mountaineering, Poison Protection Night Vision, Strike, Wall Crushing, Mounted Cost/Upkeep: 150g / 12g Name: Runemaster Alignment: Good Attack: 12 Damage: 10 Defense: 14 Resistance: 13 HP: 23 Movement: 24 Abilities: Walking, Cave Crawling, Mountaineering, Fire Immunity, Fire Strike, Magic Protection, Strike, Poison Protection Cost/Upkeep: 190g / 12g Level 4 Unit ------------ Name: Steam Tank Alignment: None Attack: 0 Damage: 0 Defense: 14 Resistance: 14 HP: 32 Movement: 20 Abilities: Walking, Poison Immunity, Cold Protection, Steam, Fire Cannon, Marksmanship I, Fire Weakness Cost/Upkeep: 300g / 15g Strengths: This thing is exactly what it's name suggests, a tank run by steam. With Fire Cannon and Marksmanship I it blows apart both stone walls, and the flesh and bones of any units foolish enough to get in it's way. If it is ever attacked by ground units, it is able to use Steam, which is basically Round Attack, but with a cloud of Steam. The only weakness it really has is the Fire Sphere and it's snail pace. Plus, it can't fight back with it's own sword against any enemy units, so it falls fast to just 3 or 4 level 2 units. Defensive Strategy: Early on Axemen are your best bet for gate defenders, since they have a slightly better defense than Berserkers, and Block. Crossbowman can be really useful though, at all levels of projectile units. Fire Crossbow is a great ability for penetrating through the armor of high defense opponents, and it has average damage (I prefer Archery for a larger number of weaker hits). At level 2 replace Axemen with Boar Riders, and replace the Crossbowmen only if you're fighting low resistance/high defense units with High Priests. At level 3 keep whatever you currently have as projectile units, but switch the Boar Riders for Runemasters, who have many defensive abilities against magic, and high defense and resistance ratings to boot. Plus, they have 23 HP! Offensive Strategy: Keep Crossbowmen only as long as you don't have High Priests, because they are just too slow (then keep the High Priests at all later levels). At level 1 you want Berserkers for attacking units. Because of their ability Double Strike, they tend to get more hits in both in defending themselves and attacking. They also have above average speed for a Dwarf (low defense though!). At level 2 replace the Berserkers with Boar Riders. At level 3 you now have a choice. Moles are better in general for breaking down gates because of their superior speed and Wall Crushing ability, but Runemasters are a bit better at hand to hand combat. ------------------------------------------------------------------------------- 3h) The Archons The Units: Previously known as the Highmen, the Archons are a race of purity. Every unit has Holy Protection and Holy Strike, and they have nice abilities throughout all areas. The only thing that bugs me is that they look a bit too much like the Romans... Basic Unit ---------- Name: Militia Alignment: Pure Good Attack: 5 Damage: 5 Defense: 5 Resistance: 5 HP: 10 Movement: 24 Abilities: Walking, Holy Strike, Holy Protection, Strike Cost/Upkeep: 20g / 6g Level 1 Units ------------- Name: Legionary Alignment: Pure Good Attack: 7 Damage: 5 Defense: 7 Resistance: 5 HP: 12 Movement: 24 Abilities: Walking, Holy Strike, Holy Protection, Strike, Block Cost/Upkeep: 35g / 6g Name: Archer Alignment: Pure Good Attack: 0 Damage: 0 Defense: 5 Resistance: 5 HP: 10 Movement: 24 Abilities: Walking, Holy Protection Cost/Upkeep: 30g / 6g Level 2 Units ------------- Name: Paladin Alignment: Pure Good Attack: 9 Damage: 7 Defense: 8 Resistance: 6 HP: 16 Movement: 40 Abilities: Walking, Holy Strike, Holy Protection, Charge, Strike, True Seeing, Mounted, Turn Undead Cost/Upkeep: 80g / 9g Name: Avenger Alignment: Pure Good Attack: 9 Damage: 7 Defense: 9 Resistance: 13 HP: 15 Movement: 28 Abilities: Walking, Holy Strike, True Seeing, Holy Champion, Holy Immunity, Death Immunity, Holy Bolts, Strike, Willpower, Turn Undead Cost/Upkeep: 80g / 9g Level 3 Units ------------- Name: Pegasus Rider Alignment: Pure Good Attack: 12 Damage: 8 Defense: 8 Resistance: 8 HP: 17 Movement: 40 Abilities: Holy Strike, Holy Protection, Charge, Vision II, Flying, Strike, Mounted Cost/Upkeep: 160g / 12g Name: Charioteer Alignment: Pure Good Attack: 13 Damage: 9 Defense: 12 Resistance: 8 HP: 22 Movement: 40 Abilities: Holy Strike, Strike, Holy Protection, Marksmanship I, Archery, Walking, Charge, Mounted Cost/Upkeep: 130g / 12g Level 4 Unit ------------ Name: Titan Alignment: Pure Good Attack: 15 Damage: 12 Defense: 15 Resistance: 12 HP: 32 Movement: 36 Abilities: Holy Strike, Holy Protection, Walking, Fire Immunity, Round Attack, Strike, Vision I, Willpower Cost/Upkeep: 375g / 15g Strengths: The tallest unit in the game, the Titan can be an imposing sight. He is in the top 4 in terms of physical strength. The Goblin Kharagh has slightly varying but equal power to the Titan, along with the Level 4 Earth Summon (the Basilisk). The only unit that is stronger is the Level 4 Cosmos Summon (the Rift Lord, my personal favorite of the summons, not to say the others are weak, just that they wouldn't do so well in a pure fist fight). With the clear-out ability Round Attack, the Titan can play a defensive role as well as offensive. Defensive Strategy: At level 1 get Legionaries as gate defenders, and Archers as projectile units. At level 2 replace the legionaries AND Archers with Avengers. These guys are tougher than Paladins, and have Holy Bolts. They are particularly resistant to magic as well. At level 3 you have a few choices. Go for all Charioteers if the city your defending is very important, but otherwise don't bother since it would be so expensive. If you don't, get Pegasus Riders for gate defenders. Offensive Strategy: For level 1 get the generic army, with Legionaries and Archers. At level 2 you will want Paladins now as attacking units because they are far faster than Avengers, and will finish with the gate quicker. Get Avengers as projectile units. Now for something different. Depending upon how much money you have, get up to 5 Charioteers (you don't want more than that because Magic Bolts and the Turn Undead ability can be very useful at times, 3 is enough for Avengers, but not 2). I would highly suggest though, that you at least have 2 Charioteers, so that you can have 2 units working on breaking down the gate. ------------------------------------------------------------------------------- 3i) The Dark Elves The Units: The Dark Elves are supposedly Elves that have "died" (but since Elves are supposed to be immortal, they just become evil...or something. Crappy explanation from the game if you ask me). Anyway, they are a bit different from Elves. They have one of the coolest looking units in the game, called a Shade, which is basically a shadowy assassin. All units have Night Vision, and either Poison Protection or Immunity. They also have the most unique level 4 unit: the Incarnate. The cool thing about him is that his major purpose is to possess other units (who don't have Willpower). Basic Unit ---------- Name: Night Guard Alignment: Evil Attack: 5 Damage: 5 Defense: 4 Resistance: 5 HP: 10 Movement: 24 Abilities: Walking, Night Vision, Strike, Poison Protection, Magic Strike, First Strike Cost/Upkeep: 20g / 6g Level 1 Unit ------------ Name: Warrior Alignment: Evil Attack: 7 Damage: 5 Defense: 6 Resistance: 5 HP: 12 Movement: 24 Abilities: Walking, Night Vision, Strike, Block, Poison Protection, Magic Strike Cost/Upkeep: 30g / 6g Name: Archer Alignment: Evil Attack: 0 Damage: 0 Defense: 4 Resistance: 5 HP: 10 Movement: 24 Abilities: Walking, Night Vision, Marksmanship I, Archery, Poison Protection Cost/Upkeep: 30g / 6g Level 2 Units ------------- Name: Executioner Alignment: Evil Attack: 9 Damage: 7 Defense: 7 Resistance: 6 HP: 16 Movement: 40 Abilities: Walking, Night Vision, Charge, Strike, Poison Protection, Life Stealing, Magic Strike, Mounted Cost/Upkeep: 90g / 9g Name: Bladedancer Alignment: Evil Attack: 9 Damage: 7 Defense: 7 Resistance: 8 HP: 18 Movement: 24 Abilities: Walking, Night Vision, Concealment, Poison Strike, Poison Immunity, Strike, Double Strike, Cave Crawling Cost/Upkeep: 100g / 9g Level 3 Units ------------- Name: Shade Alignment: Evil Attack: 12 Damage: 6 Defense: 8 Resistance: 9 HP: 15 Movement: 28 Abilities: Walking, Night Vision, Trail Of Darkness, Life Stealing, Strike, Poison Protection, Concealment, Physical Protection, Pass Wall, Magic Strike Cost/Upkeep: 160g / 12g Name: Spider Queen Alignment: Evil Attack: 13 Damage: 7 Defense: 9 Resistance: 15 HP: 20 Movement: 36 Abilities: Night Vision, Magic Strike, Strike, Wall Climbing, Cave Crawling, Walking, Poison Immunity, Poison Strike, Death Protection, Web Cost/Upkeep: 190g / 12g Level 4 Unit ------------ Name: Incarnate Alignment: Evil Attack: 5 Damage: 2 Defense: 9 Resistance: 12 HP: 20 Movement: 32 Abilities: Night Vision, Poison Immunity, Magic Strike, Strike, Floating, Cold Immunity, Death Immunity, Fire Immunity, Lightning Immunity, Pass Wall, Possess, Willpower, Physical Protection Cost/Upkeep: 300g / 15g Strengths: The only strength this unit has before it uses Possess to capture another unit, is it's spell defense. It has a good Resistance rating, and has a number of Immunities. However, when it takes control of another unit, it will take on all the abilities of that unit while losing it's own. But don't worry. At anytime you can "exit" your current body, and take on another. And, when the body it currently has is killed in battle, it results with no damage to the Incarnate itself. Defensive Strategy: Throughout all levels of play, it is wise to keep the Archers as your projectile units (they are nearly identical, and just as good as the Elven Longbowman), unless you prefer Dark Priests. Gate defenders are another story. At level 1 get Swordsmen, at level 2 get Bladedancers, at level 3 get Shades. The first 2 levels are just plain better fighters than the alternatives, but the reason to get Shades is mainly because of Physical Protection (which cuts the damage they take in half). They are only slightly less adept fighters than Spider Queens, but they cost a bit less. Plus, they get Unholy Champion at gold level experience. Offensive Strategy: Here, the same thing goes for projectile units as above in the Defensive Strategy section. Level 1 is obvious, go with the Warriors as attacking units. At level 2 you will want Executioners, because they get more hits on the gate, especially early on, and can effectively and quickly deploy outwards to other gates. For level 3, go for Spider Queens since they are the better fighters, and have the nifty ability to incapacitate ANY foe with the ability Web, as long as they can get past the Defense rating of said unit (as with all similar touch abilities). ------------------------------------------------------------------------------- 3j) The Orcs The Units: Basic Unit ---------- Name: Impaler Alignment: Evil Attack: 5 Damage: 5 Defense: 5 Resistance: 4 HP: 10 Movement: 24 Abilities: Walking, Strike, Night Vision, First Strike Cost/Upkeep: 20g / 6g Level 1 Units ------------- Name: Axeman Alignment: Evil Attack: 7 Damage: 5 Defense: 7 Resistance: 4 HP: 12 Movement: 24 Abilities: Walking, Strike, Block, Night Vision Cost/Upkeep: 30g / 6g Name: Archer Alignment: Evil Attack: 0 Damage: 0 Defense: 5 Resistance: 4 HP: 10 Movement: 24 Abilities: Walking, Archery, Night Vision Cost/Upkeep: 30g / 6g Level 2 Units ------------- Name: Heavy Cavalry Alignment: Evil Attack: 9 Damage: 7 Defense: 8 Resistance: 5 HP: 17 Movement: 36 Abilities: Walking, Charge, Strike, Night Vision, Mounted Cost/Upkeep: 75g / 9g Name: Abomination Alignment: Evil Attack: 7 Damage: 5 Defense: 6 Resistance: 8 HP: 12 Movement: 24 Abilities: Walking, Concealment, Poison Protection, Poison Strike, Swimming, Strike, Night Vision, Entangle, Venomous Spit. Cost/Upkeep: 80g / 9g Level 3 Units ------------- Name: Shaman Alignment: Evil Attack: 14 Damage: 8 Defense: 8 Resistance: 7 HP: 13 Movement: 28 Abilities: Walking, Wall Climbing, Concealment, Poison Strike, Strike, Control Animal, Energy Drain Cost/Upkeep: 120g / 12g Name: Warlord Alignment: Evil Attack: 16 Damage: 12 Defense: 13 Resistance: 8 HP: 22 Movement: 24 Abilities: Walking, Round Attack, Strike, Night Vision Cost/Upkeep: 190g / 12g Level 4 Unit ------------ Name: Glutton Alignment: Evil Attack: 17 Damage: 13 Defense: 8 Resistance: 15 HP: 25 Movement: 36 Abilities: Strike, Cave Crawling, Night Vision, Poison Immunity, Swimming, Walking, Death Protection, Swallow Whole Cost/Upkeep: 340g / 15g Strengths: It's Jabba The Hut!! For a huge...worm thingy... this thing can move fast. Plus, it has a huge Attack rating, and a very nice Damage rating. However, although it has a nice spell defense going, it's defense sucks (come on, seriously, how well can a big slug avoid getting hit?). Two more things are going for ole' Jabba here. One, it somehow has the ability Swimming. Two, it has the unique ability Swallow Whole. This gives it an added chance of swallowing a unit whole while attacking, in effect an instant death. Defensive Strategy: This is an easy and straightforward race when it comes to defense. Pick Archers and then Black Priests when you can get them for your projectile units, same thing goes for the Offensive Strategy section so I won't even mention them there. As for gate defenders, continually upgrade in the following path: Axeman--->Heavy Cavalry--->Warlord. Warlords are one of the best gate defenders in the game, since they have great HP, Attack, Damage, and Defense. They're a little low on resistance though, so be wary of Magic Bolts or other such projectiles. Offensive Strategy: Check the Defensive Strategy section for choice of projectile units. The following is a path in which to get attacking units: Axeman--->Heavy Cavalry--->Shaman or Warlord. At level 3 you have a choice, which is this: Do I want speedy average attackers, or slow behemoths? Choose Shamans for good attacking units who can quickly scale the walls of a fortified city, or slow Warlords who, once through the gates of a city, slaughter all projectile units, and most attacking units. Warlords are the sure bet here, because Black Priests can use Healing to replenish any damage taken while breaking down the walls, and nothing but high level Heroes or level 4 units can beat back a concerted Warlord attack. ------------------------------------------------------------------------------- 3k) The Goblins The Units: The only race with all units to have Cave Crawling (or Flying in one case) and Night Vision, these wide eyed runts are meant to stay underground. Ugly, weak by nature, and short, most units have Poison Strike to make their opponents as weak as they are, and they have in turn either Poison Protection or Poison Immunity. The strongest units they have are either not Goblins or they are Mounted. The evil equivalent of the Frostlings and Halflings, these guys have one unique unit that is a thing that is best avoided: the Bomber. The Manual says that the weaker Goblins of society are strapped to explosives and sent out onto the battlefield on suicide missions. Self Destruct is a powerful ability that hits ground units, flying units, and walls. These cheap units can pack a deadly punch to any army when in great numbers. Basic Unit ---------- Name: Grunt Alignment: Evil Attack: 5 Damage: 4 Defense: 4 Resistance: 6 HP: 8 Movement: 20 Abilities: Walking, Strike, First Strike, Poison Immunity, Cave Crawling, Night Vision, Poison Strike Cost/Upkeep: 15g / 6g Level 1 Units ------------- Name: Swordsman Alignment: Evil Attack: 7 Damage: 5 Defense: 6 Resistance: 6 HP: 10 Movement: 20 Abilities: Walking, Strike, Poison Immunity, Block, Cave Crawling, Night Vision, Poison Strike Cost/Upkeep: 20g / 6g Name: Darter Alignment: Evil Attack: 0 Damage: 0 Defense: 5 Resistance: 6 HP: 8 Movement: 20 Abilities: Walking, Poison Darts, Poison Immunity, Cave Crawling, Night Vision Cost/Upkeep: 25g / 6g Name: Bomber Alignment: Evil Attack: 0 Damage: 0 Defense: 5 Resistance: 6 HP: 10 Movement: 28 Abilities: Walking, Poison Immunity, Cave Crawling, Night Vision, Self Destruct Cost/Upkeep: 30g / 6g Level 2 Units ------------- Name: Wolf Rider Alignment: Evil Attack: 9 Damage: 6 Defense: 7 Resistance: 7 HP: 14 Movement: 28 Abilities: Walking, Charge, Strike, Cave Crawling, Poison Protection, Night Vision, Mounted Cost/Upkeep: 60g / 9g Name: Butcher Alignment: Evil Attack: 8 Damage: 8 Defense: 5 Resistance: 6 HP: 12 Movement: 20 Abilities: Strike, Walking, Round Attack, Life Stealing, Poison Immunity, Cave Crawling, First Strike, Night Vision Cost/Upkeep: 70g / 9g Level 3 Units ------------- Name: Big Beetle (Rider) Alignment: Evil Attack: 12 Damage: 10 Defense: 8 Resistance: 9 HP: 18 Movement: 36 Abilities: Poison Immunity, Strike, Walking, Tunneling, Wall Crushing, Cave Crawling, Night Vision, Poison Strike, Mounted Cost/Upkeep: 120g / 12g Name: Wyvern Rider Alignment: Evil Attack: 9 Damage: 6 Defense: 7 Resistance: 7 HP: 18 Movement: 40 Abilities: Poison Immunity, Strike, Vision II, Flying, Charge, Night Vision, Mounted, Poison Strike Cost/Upkeep: 100g / 12g Level 4 Unit ------------ Name: Kharagh Alignment: Evil Attack: 17 Damage: 14 Defense: 11 Resistance: 13 HP: 30 Movement: 40 Abilities: Charge, Night Vision, Poison Immunity, Strike, Walking, Cave Crawling Cost/Upkeep: 360g / 15g Strengths: With a huge Attack (Charge makes the first strike have a rating of 19!), and a substantial Damage rating of 14, this unit is meant for one thing only, and that is to be in the thick of the fight. It has huge HP, allowing it to take a beating, and has a good Defense and even better Resistance. It's a wonder why this unit doesn't have Cause Fear. Defensive Strategy: Although the possibility of poisoning your opponents is a great thing, Poison Darts is not quite as good as Magic Bolts, especially since Black Priests also have Healing (more units have Poison Protection than Death Protection), so only use Darters for as long as you can't get Black Priests for projectile units. As for gate defenders, use Swordsmen at level 1, Butchers at level 2, and Big Beetles at level 3, because they are all better fighters than their same level competitors. Offensive Strategy: The same thing for projectile units here as above in the Defensive Strategy section. At level 1, use both Swordsmen and Bombers for offensive units. Why? Because 3 Self Destructs will usually destroy the gate of a Stone wall, and only about 2 are needed for the gates of a Wooden Wall. Keep the Swordsman well behind them though, you don't want them to be hurt in the blast (the more Bombers you use, the less projectile units you should have, there should be about a 3:2 ratio of attackers (not including Bombers) to projectile units). At level 2 dump the Bombers, and replace all of your attackers with Wolf Riders or Butchers (if you prefer slightly better fighting units that are much slower than the Wold Riders). And at level 3, you have a tough choice. Wyvern Riders don't have to break down the walls of a city, while Big Beetles are much better at fighting, and have Wall Crushing and fast movement to get to the gate quickly. I would choose the Big Beetles, because they are much better when the battle is on the open field. ------------------------------------------------------------------------------- 3l) The Undead The Units: The epitimy of evil, the Undead are all Pure Evil. The most glaring weakness they have is that they have the ability Undead, which means they can be panicked by monks of every alignment. They are also a little on the weak side in terms of physical strength (face it, they are just a pile of bones without any muscles attached), except for their later units. They also have the most balanced level 4 unit in terms of stats (all at 13, HP at 26). Basic Unit ---------- Name: Zombie Alignment: Pure Evil Attack: 4 Damage: 4 Defense: 4 Resistance: 4 HP: 10 Movement: 20 Abilities: Walking, Strike, Undead, Death Strike, Cave Crawling, Resurgence Cost/Upkeep: 15g / 6g Level 1 Units ------------- Name: Swordsman Alignment: Pure Evil Attack: 6 Damage: 5 Defense: 5 Resistance: 5 HP: 10 Movement: 24 Abilities: Walking, Strike, Undead, Block Cost/Upkeep: 20g / 6g Name: Archer Alignment: Pure Evil Attack: 0 Damage: 0 Defense: 4 Resistance: 5 HP: 10 Movement: 24 Abilities: Walking, Archery, Undead Cost/Upkeep: 25g / 6g Level 2 Units ------------- Name: Death Knight Alignment: Pure Evil Attack: 8 Damage: 6 Defense: 7 Resistance: 6 HP: 15 Movement: 40 Abilities: Walking, Charge, Strike, Death Strike, Undead, Magical Mount Cost/Upkeep: 70g / 9g Name: Vampire Alignment: Pure Evil Attack: 9 Damage: 5 Defense: 6 Resistance: 10 HP: 14 Movement: 28 Abilities: Walking, Strike, Concealment, Death Strike, Undead, Fire Weakness, Wall Climbing, Holy Weakness, Life Stealing, Seduce Cost/Upkeep: 90g / 9g Level 3 Units ------------- Name: Spectre Alignment: Pure Evil Attack: 8 Damage: 5 Defense: 10 Resistance: 10 HP: 14 Movement: 28 Abilities: Undead, Strike, Pass Wall, Death Strike, Cold Immunity, Energy Drain, Floating, Physical Protection Cost/Upkeep: 120g / 12g Name: Bone Horror Alignment: Pure Evil Attack: 13 Damage: 11 Defense: 9 Resistance: 8 HP: 30 Movement: 28 Abilities: Walking, Cause fear, Strike, Death Strike, Undead, Wall Crushing Cost/Upkeep: 190g / 12g Level 4 Unit ------------ Name: Dread Reaper Alignment: Pure Evil Attack: 13 Damage: 13 Defense: 13 Resistance: 13 HP: 26 Movement: 36 Abilities: Walking, Cause Fear, Strike, Death Strike, Magic Strike, Path of Decay, Life Stealing, Undead, True Seeing, Energy Drain, Floating Cost/Upkeep: 360g / 15g Strengths: The Dread Reaper's biggest strength is being able to debilitate it's foes. Energy Drain decreases the enemy unit's stats. Life Stealing replenishes more HP the more the Dread Reaper attacks. And finally, Cause Fear has the chance of panicking the foe with each strike (which means it won't attack for a full turn, and run away, giving you a chance to hit it for a fourth time!). No natural barriers can stop this thing, since it has Floating, and Path of Decay rots away the crops of any cities it passes by. Defensive Strategy: For all levels, choose either Archers or Black Priests (see the "The Basics" section for pros and cons of both) for projectile units. For your gate defenders, get Swordsmen at level 1, Death Knights at level 2 (better defense and HP than Vampires, plus they're cheaper), and either Spectres or Bone Horrors at level 3. Spectres, believe it or not, have better defense than Bone Horrors, and Physical Protection gives them 28 HP against purely Physical attacks. Plus, they have Cold Immunity. So if you're fighting against Frostlings, the Spectre is definitely better. However, the Bone Horror is better in general. Offensive Strategy: Dump the Archers as soon as you can get Black Priests for projectile units. As for the attacking units, first get Swordsmen at level 1, then Vampires (just as good or even better fighters than Death Knights, plus they have Wall Climbing) at level 2, then Bone Horrors at level 3 (they are better fighters than the Spectres, while they have Wall Crushing which means the inability to bypass gates won't matter after the second turn). ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 4a) The Monks 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) Level 2 Units ------------- Name: Monk Alignment: Neutral Attack: 5 Damage: 5 Defense: 6 Resistance: 10 HP: 12 Movement: 24 Abilities: Walking, Strike, Magic Bolts, Magic Strike, Healing, Death Protection, Holy Protection, Turn Undead Cost/Upkeep: 50g / 9g Name: Black Priest Alignment: Evil Attack: 5 Damage: 5 Defense: 6 Resistance: 10 HP: 12 Movement: 24 Abilities: Walking, Strike, Black Bolts, Death Strike, Healing, Death Protection, Turn Undead Cost/Upkeep: 50g / 9g Name: High Priest Alignment: Good Attack: 5 Damage: 5 Defense: 6 Resistance: 10 HP: 12 Movement: 24 Abilities: Walking, Holy Strike, Holy Protection, Strike, Holy Bolts, Healing, Turn Undead Cost/Upkeep: 50g / 9g 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. ------------------------------------------------------------------------------- 4b) The Machines 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. ------------------------------------------------------------------------------- 4c) The Summons 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. >----------------------< ---> 4c.1) Earth Sphere Name: Dire Boar Alignment: Neutral Sphere: Earth Attack: 8 Damage: 6 Defense: 7 Resistance: 4 HP: 16 Movement: 40 Abilities: Strike, Walking, Forestry, Animal, Charge, Summoned Cost/Upkeep: 50m/6m Name: Minotaur Alignment: Neutral Sphere: Earth Attack: 11 Damage: 9 Defense: 9 Resistance: 6 HP: 18 Movement: 32 Abilities: Walking, Strike, Night Vision, Summoned Cost/Upkeep: 120m/9m Name: Earth Elemental Alignment: Neutral Sphere: Earth Attack: 12 Damage: 10 Defense: 14 Resistance: 12 HP: 25 Movement: 24 Abilities: Walking, Strike, Poison Immunity, Tunneling, Fire Protection, Magic Strike, Wall Crushing, Summoned, Cave Crawling Cost/Upkeep: 275m/12m Name: Basilisk Alignment: Neutral Sphere: Earth Attack: 13 Damage: 12 Defense: 14 Resistance: 14 HP: 32 Movement: 36 Abilities: Walking, Strike, Poison Immunity, Fire Protection, Wall Crushing, Dominate, Magic Strike, Summoned, Willpower Cost/Upkeep: 400m/15m ---> 4c.2) Air Sphere Name: Zephyr Bird Alignment: Neutral Sphere: Air Attack: Damage: Defense: Resistance: HP: Movement: Abilities: Animal, Flying, Strike, Vision II, Summoned Cost/Upkeep: 60m/6m Name: Northern Glow Alignment: Neutral Sphere: Air Attack: 8 Damage: 5 Defense: 8 Resistance: 8 HP: 10 Movement: 36 Abilities: Cold Immunity, Strike, Pass Wall, Vision II, Lightning Immunity, Physical Protection, Static Shield, Floating, Lightning Strike, Summoned Cost/Upkeep: 140m/9g Name: Air Elemental Alignment: Neutral Sphere: Air Attack: 14 Damage: 8 Defense: 10 Resistance: 13 HP: 17 Movement: 40 Abilities: Flying, Physical Protection, Poison Immunity, Vision II, Strike, Lightning Immunity, Lightning Strike, Magic Strike, Summoned Cost/Upkeep: 300m/12m Name: Ice Dragon Alignment: Neutral Sphere: Air Attack: 14 Damage: 12 Defense: 12 Resistance: 13 HP: 26 Movement: 40 Abilities: Cold Breath Cold Immunity, Flying, Night Vision, Strike, True Seeing, Vision II, Cause Fear, Summoned Cost/Upkeep: 450m/15m ---> 4c.3) Fire Sphere Name: Hell Hound Alignment: Neutral Sphere: Fire Attack: 7 Damage: 7 Defense: 5 Resistance: 6 HP: 12 Movement: 32 Abilities: Walking, Fire Strike, Strike, Fire Immunity, Summoned Cost/Upkeep: 50m/6m Name: Efreet Alignment: Neutral Sphere: Fire Attack: 12 Damage: 8 Defense: 7 Resistance: 8 HP: 16 Movement: 32 Abilities: Cold Weakness, Fire Immunity, Fire Strike, Poison Immunity, Strike, Floating, Summoned Cost/Upkeep: 100m/9m Name: Fire Elemental Alignment: Neutral Sphere: Fire Attack: 15 Damage: 10 Defense: 9 Resistance: 13 HP: 20 Movement: 32 Abilities: Walking, Fire Immunity, Strike, Poison Immunity, Fire Strike, Cold Weakness, Magic Strike, Summoned Cost/Upkeep: 250m/12m Name: Pheonix Alignment: Neutral Sphere: Fire Attack: 16 Damage: 10 Defense: 12 Resistance: 14 HP: 26 Movement: 40 Abilities: Flying, Vision II, Strike, Fire Immunity, Fire Breath, Resurgence, Cold Weakness, Magic Strike, Summoned Cost/Upkeep: 450m/15m ---> 4c.4) Water Sphere Name: Lurker Alignment: Lurker Sphere: Water Attack: 6 Damage: 5 Defense: 4 Resistance: 8 HP: 11 Movement: 24 Abilities: Strike, Walking, Poison Protection, Swimming, Water Concealment Poison Strike, Venomous Spit, Summoned Cost/Upkeep: 50m/6m Name: Water Dancer Alignment: Neutral Sphere: Water Attack: 10 Damage: 6 Defense: 8 Resistance: 9 HP: 14 Movement: 40 Abilities: Strike, Poison Immunity, Swimming, Walking, Summoned Cost/Upkeep: 40m/9m Name: Water Elemental Alignment: Neutral Sphere: Water Attack: 12 Damage: 10 Defense: 12 Resistance: 14 HP: 25 Movement: 36 Abilities: Strike, Poison Immunity, Swimming, Walking, Magic Strike, Water Concealment, Fire Weakness, Summoned Cost/Upkeep: 275m/12m Name: Great Wyrm Alignment: Neutral Sphere: Water Attack: 14 Damage: 11 Defense: 10 Resistance: 14 HP: 30 Movement: 40 Abilities: Strike, Poison Immunity, Lightning Immunity, Swimming, Walking, Fire Weakness, Lightning Strike, Water Concealment, Static Shield, Summoned Cost/Upkeep: 400m/15m ---> 4c.5) Death Sphere Name: Black Spider Alignment: Evil Sphere: Death Attack: 6 Damage: 6 Defense: 5 Resistance: 6 HP: 12 Movement: 26 Abilities: Walking, Strike, Poison Strike, Wall Climbing, Night Vision, Web, Summoned Cost/Upkeep: 60m/6m Name: Bone Dragon Alignment: Evil Sphere: Death Attack: 15 Damage: 11 Defense: 10 Resistance: 14 HP: 27 Movement: 40 Abilities: Death Strike, Flying, Life Stealing, Strike, Dragon, Cause Fear Undead, Vision II, Black Breath, Death Immunity Cost/Upkeep: 375m/12m Name: Black Angel Alignment: Pure Evil Sphere: Death Attack: 16 Damage: 10 Defense: 13 Resistance: 13 HP: 28 Movement: 40 Abilities: Death Immunity, Death Strike, Flying, Life Stealing, Poison Immunity, Strike, True Seeing, Unholy Champion, Vision II, Summoned Cost/Upkeep: 450m/15m ---> 4c.6) Life Sphere Name: Fairy Alignment: Good Sphere: Life Attack: 8 Damage: 5 Defense: 10 Resistance: 9 HP: 11 Movement: 32 Abilities: Flying, Strike, Magic Strike, Magic Protection, Summoned Cost/Upkeep: 90m/6m Name: Unicorn Alignment: Good Sphere: Life Attack: 7 Damage: 6 Defense: 7 Resistance: 10 HP: 12 Movement: 40 Abilities: Strike, Walking, Forestry, Phase, Charge, Magic Strike, Summoned Cost/Upkeep: 60m/9m Name: Angel Alignment: Pure Good Sphere: Life Attack: 16 Damage: 10 Defense: 13 Resistance: 13 HP: 28 Movement: 40 Abilities: Flying, Healing, Holy Champion, Holy Immunity, Holy Strike, Strike, True Seeing, Vision II, Summoned Cost/Upkeep: 550m/15m ---> 4c.7) Cosmos Sphere Name: Magic Servant Alignment: Neutral Sphere: Cosmos Attack: 6 Damage: 4 Defense: 6 Resistance: 10 HP: 10 Movement: 24 Abilities: Walking, Magic Strike, Magic Bolts, Poison Immunity, Summoned Cost/Upkeep: 40m/9m Name: Rift Spawn Alignment: Neutral Sphere: Cosmos Attack: 8 Damage: 6 Defense: 8 Resistance: 11 HP: 12 Movement: 40 Abilities: Strike, Death Immunity, Cold Immunity, Walking, Magic Strike, Willpower, Lightning Immunity, Holy Immunity, Mountaineering, Night Vision, Poison Immunity, Magic Protection, Summoned Cost/Upkeep: 90m/9m Name: Rift Lord Alignment: Neutral Sphere: Cosmos Attack: 14 Damage: 12 Defense: 13 Resistance: 15 HP: 30 Movement: 30 Abilities: Strike, Death Immunity, Cold Immunity, Walking, Magic Strike, Willpower, Lightning Immunity, Holy Immunity, Mountaineering, Night Vision, Poison Immunity, Magic Protection, Summoned, Cause Fear, Wall Crushing Cost/Upkeep: 400n/15m Strengths: Even level 1 summons are a nice addition to any army. This is because summons are generally stronger than the corresponding race unit of the same level. They are an even greater idea to have when when you are strapped for cash, but have plenty of mana. The only downside they have is that they can only heal naturally while within your domain. ------------------------------------------------------------------------------- 4d) The Heroes At level 1, Heroes are as good or better fighters than your Wizard, and any level 1 unit. As they progress past level 10, they become godlike, as they gain monumental stats equal to or greater than those of any other unit in the game. If you are fortunate enough to bring a Hero to level 30, then you will realize how powerful these units can be. Heck, a max stat hero with good transport vehicles or Wind Walking could defeat the rest of the map, without any help from other units! Plus, they have their own mini-domain around them (1 hex radius) when your Wizard is in a city with a Wizard's Tower, which means they can get a lot of spell support. Also, each Hero has their own specific combat spell that only they can use in battle (if they have the ability Spell Casting of course). You may notice this when a Shooting Stars spell is performed by Avernus the Beastmaster, and your Wizard cannot do the same spell. Another nifty thing about Heroes is that they don't require any upkeep, and they actually provide some extra mana income themselves (+5m)! When a Hero offers to join you, and you don't have the 125g (normal amount for a level 1 hero, may change with special events in scenario) to accept, cancel anything that is being produced, especially when it's early in the game, so that you will have the money. And even if you don't have the money that turn, but will have it the next, don't worry. The Hero will just wander around your territory. Just catch up to him/her with one of your units, and the option to recruit them will come up again. *NOTE* The stats for the following Heroes are those if they were level 1, without any added spell effects or items. >----------------------< ---> 4d.1) Human Heroes Name: Belendor Title: the Warrior Class: Warrior Alignment: Neutral Race: Human Gender: Male Combat Spell: None Attack: 9 Damage: 8 Defense: 9 Resistance: 8 Movement: 40 HP: 21 Abilities: Charge, Leadership I, Mounted, Strike, Walking Name: Estra Title: the Bard Class: Rogue Alignment: Neutral Race: Human Gender: Female Combat Spell: Enchant Weapon Attack: Damage: Defense: Resistance: Movement: HP: Abilities: Bard's Skills, Mounted, Spell Casting I, Strike, Walking Name: Taberu Title: the Ranger Class: Ranger Alignment: Neutral Race: Human Gender: Male Combat Spell: Stone Skin Attack: 9 Damage: 8 Defense: 8 Resistance: 8 Movement: 40 HP: 20 Abilities: Control Animal, Mounted, Spell Casting I, Strike, Walking >----------------------< ---> 4d.2) Tigran Heroes Name: Jasfar Title: the Priest Class: Priest Alignment: Neutral Race: Tigran Gender: Male Combat Spell: Blazing Comet Attack: 9 Damage: 8 Defense: 8 Resistance: 9 Movement: 40 HP: 20 Abilities: Mounted, Night Vision, Spell Casting I, Strike, Walking Name: Shira Title: the Bard Class: Rogue Alignment: Neutral Race: Tigran Gender: Female Combat Spell: Healing Showers Attack: Damage: Defense: Resistance: Movement: HP: Abilities: Bard's Skills, Mounted, Night Vision, Spell Casting I, Strike, Walking Name: Karzen Title: the Warrior Class: Warrior Alignment: Neutral Race: Tigran Gender: Male Combat Spell: None Attack: 8 Damage: 9 Defense: 9 Resistance: 8 Movement: 40 HP: 20 Abilities: Marksmanship I, Mounted, Night Vision, Strike, Throw Blade, Walking >----------------------< ---> 4d.3) Draconian Heroes Name: Dragor Title: the Destroyer Class: Warrior Alignment: Neutral Race: Draconian Gender: Male Combat Spell: None Attack: 9 Damage: 9 Defense: 7 Resistance: 8 Movement: 40 HP: 21 Abilities: Fire Breath, Flying, Strike, Walking Name: Kaskar Title: the Rogue Class: Rogue Alignment: Neutral Race: Draconian Gender: Male Combat Spell: Vengeful Vapor Attack: 9 Damage: 8 Defense: 7 Resistance: 8 Movement: 40 HP: 20 Abilities: Flying, Spell Casting I, Strike, Vision I, Walking Name: Tsi Iri Title: the Shaman Class: Shaman Alignment: Neutral Race: Draconian Gender: Male Combat Spell: Death Ray Attack: Damage: Defense: Resistance: Movement: HP: Abilities: Flying, Healing, Spell Casting I, Strike, Walking >----------------------< ---> 4d.4) Frostling Heroes Name: Eklo Title: the Rogue Class: Rogue Alignment: Neutral Race: Frostling Gender: Male Combat Spell: Weaken Attack: 9 Damage: 7 Defense: 8 Resistance: 10 Movement: 40 HP: 20 Abilities: Cold Protection, Fire Weakness, Forestry, Mounted, Spell Casting I, Strike, Walking Name: Khitan Title: the Ranger Class: Ranger Alignment: Neutral Race: Frostling Gender: Male Combat Spell: Vengeful Vapor Attack: 9 Damage: 7 Defense: 8 Resistance: 9 Movement: 40 HP: 21 Abilities: Cold Protection, Fire Weakness, Forestry, Mounted, Spell Casting I, Strike, Walking Name: Shenga Title: the Shaman Class: Shaman Alignment: Neutral Race: Frostling Gender: Female Combat Spell: Weaken Attack: Damage: Defense: Resistance: Movement: HP: Abilities: Cold Protection, Fire Weakness, Forestry, Frost Bolts, Mounted, Spell Casting I, Strike, Walking >----------------------< ---> 4d.5) Elf Heroes Name: Avernus Title: the Beastmaster Class: Rogue Alignment: Good Race: Elf Gender: Male Combat Spell: Shooting Stars Attack: 8 Damage: 8 Defense: 8 Resistance: 8 Movement: 40 HP: 20 Abilities: Control Animal, Forestry, Mounted, Spell Casting I, Strike, Walking Name: Elme Title: the Priest Class: Priest Alignment: Good Race: Elf Gender: Female Combat Spell: Bless Attack: Damage: Defense: Resistance: Movement: HP: Abilities: Forestry, Healing, Mounted, Spell Casting I, Strike, Walking Name: Torgal Title: the Hunter Class: Ranger Alignment: Good Race: Elf Gender: Male Combat Spell: None Attack: 8 Damage: 8 Defense: 8 Resistance: 8 Movement: 40 HP: 20 Abilities: Archery, Forestry, Marksmanship III, Mounted, Strike, Walking >----------------------< ---> 4d.6) Halfling Heroes Name: Ham Title: the Priest Class: Priest Alignment: Good Race: Halfling Gender: Male Combat Spell: Vengeful Vapor Attack: Damage: Defense: Resistance: Movement: HP: Abilities: Healing, Mounted, Spell Casting I, Strike, Walking Name: Lily Title: the Ranger Class: Ranger Alignment: Good Race: Halfling Gender: Female Combat Spell: Shooting Stars Attack: Damage: Defense: Resistance: Movement: HP: Abilities: Bard's Skills, Mounted, Spell Casting I, Strike, Walking Name: Winger Title: Lightfinger Class: Rogue Alignment: Good Race: Halfling Gender: Male Combat Spell: Shooting Stars Attack: 9 Damage: 7 Defense: 8 Resistance: 9 Movement: 40 HP: 20 Abilities: Hurl Stones, Mounted, Spell Casting I, Strike, Walking >----------------------< ---> 4d.7) Dwarf Heroes Name: Grogmir Title: the Drunk Class: Rogue Alignment: Good Race: Dwarf Gender: Male Combat Spell: Stoning Attack: Damage: Defense: Resistance: Movement: HP: Abilities: Cave Crawling, Mountaineering, Mounted, Poison Protection, Sabotage, Spell Casting I, Strike, Walking Name: Sanra Title: the Warrior Class: Warrior Alignment: Good Race: Dwarf Gender: Female Combat Spell: None Attack: 8 Damage: 8 Defense: 10 Resistance: 8 Movement: 40 HP: 21 Abilities: Cave Crawling, Charge, Hurl Boulder, Mountaineering, Mounted, Poison Protection, Strike, Walking Name: Tengar Title: the Priest Class: Rogue Alignment: Good Race: Dwarf Gender: Male Combat Spell: Stoning Attack: 7 Damage: 8 Defense: 10 Resistance: 9 Movement: 40 HP: 20 Abilities: Cave Crawling, Mountaineering, Mounted, Poison Protection, Spell Casting I, Strike, Walking >----------------------< ---> 4d.8) Archon Heroes Name: Arcos Title: the Warrior Class: Priest Alignment: Pure Good Race: Archon Gender: Male Combat Spell: None Attack: 9 Damage: 8 Defense: 8 Resistance: 10 Movement: 40 HP: 20 Abilities: Holy Protection, Holy Strike, Leadership I, Mounted, Strike, Turn Undead, Walking Name: Chanta Title: the Priestess Class: Priest Alignment: Pure Good Race: Archon Gender: Female Combat Spell: Shooting Stars Attack: 8 Damage: 8 Defense: 8 Resistance: 10 Movement: 40 HP: 20 Abilities: Holy Protection, Holy Strike, Mounted, Spell Casting I, Strike, Walking Name: Frederic Title: the Paladin Class: Priest Alignment: Pure Good Race: Archon Gender: Male Combat Spell: Healing Showers Attack: 8 Damage: 8 Defense: 8 Resistance: 9 Movement: 40 HP: 20 Abilities: Holy Protection, Holy Strike, Mounted, Spell Casting I, Strike, Turn Undead, Walking >----------------------< ---> 4d.9) Dark Elf Heroes Name: Laladria Title: the Priestess Class: Priest Alignment: Evil Race: Dark Elf Gender: Female Combat Spell: Weaken Attack: 8 Damage: 8 Defense: 8 Resistance: 10 Movement: 40 HP: 20 Abilities: Mounted, Night Vision, Poison Protection, Spell Casting I, Strike, Walking Name: Morrandir Title: the Warrior Class: Priest Alignment: Evil Race: Dark Elf Gender: Male Combat Spell: None Attack: 9 Damage: 9 Defense: 8 Resistance: 9 Movement: 40 HP: 20 Abilities: Life Stealing, Mounted, Night Vision, Poison Protection, Strike, Walking Name: Rytha Title: the Rogue Class: Rogue Alignment: Evil Race: Dark Elf Gender: Female Combat Spell: Death Ray Attack: 9 Damage: 8 Defense: 8 Resistance: 9 Movement: 40 HP: 20 Abilities: Mounted, Night Vision, Poison Protection, Spell Casting I, Strike, Walking >----------------------< ---> 4d.10) Orc Heroes Name: Bogga Title: the Shaman Class: Shaman Alignment: Evil Race: Orc Gender: Female Combat Spell: Weaken Attack: Damage: Defense: Resistance: Movement: HP: Abilities: Mounted, Night Vision, Poison Immunity, Spell Casting I, Strike, Walking Name: Grar Title: the Warrior Class: Warrior Alignment: Evil Race: Orc Gender: Male Combat Spell: None Attack: 10 Damage: 10 Defense: 9 Resistance: 7 Movement: 40 HP: 21 Abilities: Mounted, Night Vision, Strike, Walking Name: Wazzz Title: the Rogue Class: Rogue Alignment: Evil Race: Orc Gender: Male Combat Spell: Fury Attack: 8 Damage: 10 Defense: 8 Resistance: 7 Movement: 36 HP: 20 Abilities: Mounted, Night Vision, Spell Casting I, Strike, Walking >----------------------< ---> 4d.11) Goblin Heroes Name: Petrog Title: the Leper Class: Warrior Alignment: Evil Race: Goblin Gender: Male Combat Spell: None Attack: 9 Damage: 8 Defense: 9 Resistance: 9 Movement: 40 HP: 21 Abilities: Block, Cave Crawling, Cold Protection, Mounted, Night Vision, Poison Immunity, Strike, Walking Name: Jattah Title: the Leper Class: Rogue Alignment: Evil Race: Goblin Gender: Male Combat Spell: Weaken Attack: 7 Damage: 8 Defense: 8 Resistance: 9 Movement: 40 HP: 21 Abilities: Cave Crawling, Cold Protection, Mounted, Night Vision, Poison Immunity, Spell Casting I, Strike, Walking Name: Danah Title: the Shaman Class: Shaman Alignment: Evil Race: Goblin Gender: Female Combat Spell: Stone Skin Attack: Damage: Defense: Resistance: Movement: HP: Abilities: Cave Crawling, Healing, Mounted, Night Vision, Poison Immunity, Spell Casting I, Strike, Walking >----------------------< ---> 4d.12) Undead Heroes Name: Jack Title: the Stiffy Class: Rogue Alignment: Pure Evil Race: Undead Gender: Male Combat Spell: Death Ray Attack: 7 Damage: 7 Defense: 8 Resistance: 9 Movement: 40 HP: 20 Abilities: Mounted, Night Vision, Spell Casting I, Strike, Undead, Walking Name: Joseph Title: the Warrior Class: Warrior Alignment: Pure Evil Race: Undead Gender: Male Combat Spell: None Attack: 8 Damage: 8 Defense: 8 Resistance: 9 Movement: 40 HP: 20 Abilities: Charge, Mounted, Night Vision, Strike, Undead, Walking Name: Ymbria Title: the Priest Class: Priest Alignment: Pure Evil 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. ------------------------------------------------------------------------------- 4e) The Wizards Themselves 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. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 5a) General Unit Legend 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)Name: (2)Alignment: (3)Attack: (4)Damage: (5)Defense: (6)Resistance: (7)HP: (8)Movement: (9)Abilities: (10)Cost/Upkeep: (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. ------------------------------------------------------------------------------- 5b) Extra Unit Legends 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. ------------------------------------------------------------------------------- 5c) Sphere Effect Chart 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. ------------------------------------------------------------------------------- 5d) Projectile And Touch Ability Stats 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. Ability: Fire Cannon Type: Projectile Attack: 19 Damage: 16 Damage Type: Wall, Physical Ability: Fire Pistol Type: Projectile Attack: 15 Damage: 8 Damage Type: Physical Ability: Fire Crossbow Type: Projectile Attack: 15 Damage: 5 Damage Type: Physical Ability: Fire Breath Type: Projectile Attack: 15 Damage: 5 Damage Type: Fire Ability: Black Breath Type: Projectile Attack: 15 Damage: 5 Damage Type: Death Ability: Cold Breath Type: Projectile Attack: 15 Damage: 5 Damage Type: Cold Ability: Shoot Javelin Type: Projectile Attack: 19 Damage: 8 Damage Type: Physical Ability: Hurl Boulder Type: Projectile Attack: 10 Damage: 12 Damage Type: Physical, Wall Ability: Hurl Firebomb Type: Projectile Attack: 16 Damage: 5 Damage Type: Fire Ability: Black Bolts Type: Projectile Attack: 8 Damage: 4 Damage Type: Death Ability: Holy Bolts Type: Projectile Attack: 8 Damage: 4 Damage Type: Holy Ability: Magic Bolts Type: Projectile Attack: 10 Damage: 4 Damage Type: Magic Ability: Fire Bolts Type: Projectile Attack: 10 Damage: 5 Damage Type: Fire Ability: Frost Bolts Type: Projectile Attack: 10 Damage: 5 Damage Type: Cold Ability: Hurl Stones Type: Projectile Attack: 7 Damage: 8 Damage Type: Physical Ability: Archery Type: Projectile Attack: 8 Damage: 4 Damage Type: Physical Ability: Throw Blades Type: Projectile Attack: 9 Damage: 2 Damage Type: Physical Ability: Poison Darts Type: Projectile Attack: 9 Damage: 4 Damage Type: Poison, Physical Ability: Venomous Spit Type: Projectile Attack: 8 Damage: 5 Damage Type: Poison, Physical Ability: Turn Undead Type: Touch Attack: 15 Damage: N/A Damage Type: N/A Ability: Dominate Type: Touch Attack: 15 Damage: N/A Damage Type: N/A Ability: Possess Type: Touch Attack: 16 Damage: N/A Damage Type: N/A Ability: Seduce Type: Touch Attack: 8 Damage: N/A Damage Type: N/A Ability: Control Animal Type: Touch Attack: 15 Damage: N/A Damage Type: N/A Ability: Entangle Type: Touch Attack: 15 Damage: N/A Damage Type: N/A Ability: Web Type: Touch Attack: 10 Damage: N/A Damage Type: N/A Ability: Sabotage Type: Touch Attack: 18 Damage: 15 Damage Type: Fire, Physical, Wall Ability: Self-Destruct Type: Touch Attack: 15 Damage: 12 Damage Type: Physical, Wall Ability: Taunt Type: Touch Attack: 15 Damage: N/A Damage Type: N/A Ability: Round Attack Type: Touch Attack: N/A Damage: N/A Damage Type: Physical Ability: Steam Type: Touch Attack: N/A Damage: N/A Damage Type: Physical ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 6a) Building Chain 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 Religious Chain --------------- Temple Complex ----> Monastery ---+--> Sanctuary 80g + 120g | + 200g = 400g | \ `-> Shrine of War 200g Industrious Chain ----------------- Builder's Hall ---+--> Siege Workshop ---+--> Master's Guild | 80g +| 150g | + 300g = 530g | | | \ \ \ `-> Wooden Wall `-> Shipyard `-> Stone Wall 60g 60g 100g Magical Chain ------------- Wizard's Tower I ---+--> Wizard's Tower II ---+--> Wizard's Tower III (cont.) 500g + | 250g + | 250g = 1,000g | | | | |\ |\ | | `-> Tower Guard | `-> Farcaster | | 100g | 150g | |\ |\ | | `-> Library | `-> Casting Chamber | | 200g | 200g | \ \ | `-> Hall of Enchantment `-> Enchanted Walls | 220g 200g | | /| Forcefield <-' | 200g | /| Teleportation Gate <-' 500g *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. ------------------------------------------------------------------------------- 6b) What Units Require What Structures Some units require that a certain structure be contained within a city. The following is a list of the units in the game, and what they need. Race Specific Units ------------------- Basic Unit: Requires Nothing Level 1 Units: Requires Barracks Level 2 Units: Requires War Hall Level 3 Units: Requires Champion's Guild Level 4 Units: Requires Champion's Guild, Master's Guild, & Sanctuary Extra Units ----------- Monks, High Priests, & Black Priests: Requires Monastery Ballista: Requires Builder's Hall Pioneer: Requires Builder's Hall Catapult: Requires Siege Workshop Transport Ship: Requires Shipyard Galley: Requires Shipyard Cannon: Requires Master's Guild Summons, Heroes, Wizards: No Structure Required ------------------------------------------------------------------------------- 6c) Structure "Stats" 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: Wooden Wall Cost: 60g Allows for: Nothing Requires: Nothing Gate HP: 20 Wall HP: 35 Bonuses: Nothing 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: Library Cost: 200g Allows for: Nothing Requires: Wizard's Tower I Bonuses: +10rp 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. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 7a) Before Contacting Me 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: FAQ CORRECTIONS AOW2 GUIDE QUESTION(S) GUIDE MISTAKES etc. etc. 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: www.GameFAQs.com www.ign.com DLH.net www.cheats.de 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? ------------------------------------------------------------------------------- 7b) How To Contact Me 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. _______________________________________________________________________________ ______ ____ | | | | \ | |\ | | \ | | \ | | \ |---- | \ | | | | | \ | | / | | \ | | / |______ | \| |____/ Copyright 2003 by William Buckwalter