Warlock 2: the Exiled

Warlock 2: the Exiled

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Forgotten Knowledge of The Exiled
By Tenshio and 1 collaborators
We welcome thee, who wish to come, read and see the forgotten knowledge of the Exiled.
Whether thou may be a Master of old, or an Apprentice of which talents is yet to unfold.
   
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Guide News & Updates
Hi you all visitors of this guide and those of you who have our guide as your favorite. To make this guide just a little bit better we've decided to add this new section where we'll be giving you just what the title says, news & updates about whats happening to this guide whether we are to add new stuff to it etc etc. So Enjoy.

Right now we only have some holes here and there on the section of the Artifacts with pics for each and everyone of them that hasnt yet received their own personalization yet. Those will be added by us in time.

Please rate our guide to let us know what you think of it.
And that's all we have for now. Cheers you all Warlock fans :-)
A variety of useful Tips & Tricks
  • Each landscape type has its own movement cost. This can be used to gain a tactical advantage, e.g. positioning your ranged units to attack melee enemies where they can't reach you during their turn.

  • Battle and movement animations can be skipped with a click of the mouse.

  • Special cities, temple and free cities do not count toward the maximum number of citites in the domain and do not affect the unrest level.

  • You can easily scroll the map using the arrow keys or WASD.

  • The gods of Ardania are immortal, but their avatars in the world can be killed and banished, and the powers they command seized by the victor! Be aware the avatars are very strong!

  • Most land units can move across seas in transport ships, provided you have built a Harbor in one of your cities.

  • Commencing an attack depletes all of a units remaining movement points.

  • Temples to gods can be built on special locations called Holy Grounds. Note that you can only build a temple if you have the Holy Ground location within your own borders.

  • If you capture a city belonging to another race, you will be able to use that race's technologies and recruit its units.

  • A great mage can worsen their relationship with a god so much that the god will declare war on the Mage.

  • Any castle or fort can attack enemies and defend itself, even if there are no units in it.

  • Only a maximum of 4 Lords can be hired at the same time.

  • Building perks, such as Fine Armour, have a limited number of uses, so choose wisely which units they are used on. You get more uses with each building, and if a unit is lost, any perks used on it will return to the pool.

  • If you have built a building granting unit upgrades (e.g. Military Academy) in one of your cities, you can upgrade all units that require that building for upgrade, regardless of whether or not they are of the same faction as that city. This applies to temple units as well.
Start-Pick Strategies
In Warlock 2 there are so many different strategic possibillities to choose from. For new players this can be hard to know whats good and not good when starting a new game. Thats why we've decided to try and give some good tips and tricks for what kind of strategy to choose from.
Both basic ones and more advanced ones. But only you can really know which strategy fits best for your playstyle, so test your way ahead with our different strategies here to find your favorite.

Now to begin with you only have 10 Points to spend on what you're going to start the game with.
We will now show you how you can make the most out of these points, so lets begin:

Logistic-Masters Strategy:

Fanatic Researchers Strategy:

Master Casters Strategy:

Defensive Unit Strategy:

Offensive Unit Strategy:

Land-Conquerors Strategy:

Allied-Forces Strategy:

Artificiers Strategy:

Spell-Casters Strategy:

Koatl Army Strategy:
The Arethi Elves
Arethi Settlers:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Special Abilities:
Build an elven city.

Iril Bows:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 20
Perks:
Son of Areth:
Elemental magic resistance +20
Death magic resistance +20
Supporting Unit:
Support per turn: 1

Iril Bowmasters:
Resistance:
Melee: 25
Missile: 30
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 20
Perks:
Son of Areth:
Elemental magic resistance +20
Death magic resistance +20
Elven Armor:
Melee resistance +25
Missile resistance +30
Supporting Unit:
Support per turn: 1
Special Abilities:
Mind Lash:
Damage: 11 Missile damage.
Bane: Immobilisation or slowed.
Depending on the targets
resistance & generation level.
Range: 2. Cooldown: 4

Arethi Spearman:
Resistance:
Melee: 25
Missile: 30
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 20
Perks:
Son of Areth:
Elemental magic resistance +20
Death magic resistance +20
Elven Armor:
Melee resistance +25
Missile resistance +30
Fiery Attack:
+50% elemental magic damage
Scout:
Sight Range: +1

Arethi Spearmasters:
Resistance:
Melee: 25
Missile: 30
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 20
Perks:
Son of Areth:
Elemental magic resistance +20
Death magic resistance +20
Elven Armor:
Melee resistance +25
Missile resistance +30
Fiery Attack:
+50% elemental magic damage
Scout:
Sight Range: +1
Enrage:
Attack bonus on weakened units
Special Abilities:
Chaos Mystery:
AOE-Damage: 24 Elemental magic
Bane: Vulnerability to elemental,
death & life magic.
Severity & duration depending on
targets resistance & generation level.
Cooldown: 3

Warlocks of Angil:
Resistance:
Melee: 0
Missile: 20
Life Magic: 100
Death Magic: 40
Spirit Magic: 0
Elemental Magic: 40
Perks:
Son of Areth:
Elemental magic resistance +20
Death magic resistance +20
Rune Armor:
Missile resistance +20
Elemental magic resistance +20
Death magic resistance +20
Special Abilities:
Force of the Elements:
Damage: 19.2 Elemental Magic
Range: 2. Cooldown: 3

Sorcerers of Angil:
Resistance:
Melee: 0
Missile: 20
Life Magic: 100
Death Magic: 40
Spirit Magic: 0
Elemental Magic: 70
Perks:
Son of Areth:
Elemental magic resistance +20
Death magic resistance +20
Rune Armor:
Missile resistance +20
Elemental magic resistance +20
Death magic resistance +20
Arcane Magic:
Elemental magic resistance +30
Special Abilities:
Force of the Elements:
Damage: 25.2 Elemental magic
Range: 2. Cooldown: 3
Strength of Mind:
Damage: 21 Spirit magic
Range: 2. Cooldown: 3

Taishar Knights:
Resistance:
Melee: 60
Missile: 70
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 40
Perks:
Son of Areth:
Elemental magic resistance +20
Death magic resistance +20
Glass Armour:
Melee resistance +60
Missile resistance +70
Elemental magic resistance +20
Special Abilities:
Rejuvenation:
Heals: 11 Life Magic
Range: 2. Cooldown: 3

Taishar Firsts:
Resistance:
Melee: 100
Missile: 110
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 60
Perks:
Son of Areth:
Elemental magic resistance +20
Death magic resistance +20
Hardened Glass Armour:
Melee resistance +100
Missile resistance +110
Elemental magic resistance +40
Special Abilities:
Rejuvenation:
Heals: 16 Life Magic
Range: 2. Cooldown: 3
Blow of Taishar:
AOE-Damage: 17.6 Melee
Cooldown: 3

Carveil:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0

Gilion:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Special Abilities:
Water Bolt:
Damage 18.8 Elemental Magic
Range: 2. Cooldown: 3

Sky Carveil:
Resistance:
Melee: 0
Missile: 40
Life Magic: 100
Death Magic: 10
Spirit Magic: 0
Elemental Magic: 10
Perks:
Shadow-Class:
Missile resistance +40
Elemental magic resistance +10
Death magic resistance +10
Demolisher:
Bonus attack on cities and forts

Sky Gilion:
Resistance:
Melee: 0
Missile: 50
Life Magic: 100
Death Magic: 30
Spirit Magic: 0
Elemental Magic: 30
Perks:
Eclipse-class:
Missile resistance +50
Elemental magic +30
Death magic +30
Demolisher:
Bonus attack on cities and forts
Special Abilities:
Magic Pulse:
Damage: 18 Elemental magic
Range 2. Cooldown: 3
The Humans
Peasant Settlers:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Special Abilities:
Build a Human City.

Warriors:
Resistance:
Melee: 20
Missile: 40
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Basic Armour:
Melee resistance +20
Missile resistance +40

Veterans:
Resistance:
Melee: 40
Missile: 60
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Advanced Armour:
Melee resistance +40
Missile resistance +60
Document Inspection:
-2 movement points for all
surrounding enemy units.

Rogues:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Poison:
Damage: +50% Death Magic

Cutthroats:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Strong Poison:
Damage: +100% Death Magic

Hunters:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Scout:
Sight range: +1
Forester:
Defense bonus in forests & bonus
when attacking targets in a forest.
Passablilty: Dense
Supporting Unit:
Support per turn: +1

Rangers:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Scout:
Sight range: +1
Forester:
Defense bonus in forests & bonus
when attacking targets in a forest.
Passablilty: Dense
Supporting Unit:
Support per turn: +1

Clerics:
Resistance:
Melee: 0
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 25
Perks:
Lifes Blessing:
Elemental Magic resistance +25
Special Abilities:
Basic Healing:
Heals: 8 Life Magic
Range: 2. Cooldown: 2

Healers:
Resistance:
Melee: 0
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 25
Perks:
Lifes Wrath:
Damage: +50% Elemental Magic
Lifes Blessing:
Elemental magic resistance +25
Special Abilities:
Basic Healing:
Heals: 14 Life Magic
Range: 2. Cooldown: 2

Mages:
Resistance:
Melee: 0
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Special Abilities:
Ice Arrow:
Damage: 18.7 Elemental Magic
Bane: Frostbite. Target unit is
slowed or frozen depending on
resistance & generation level.
Range: 3. Cooldown: 3

Magisters:
Resistance:
Melee: 0
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Wind Shield:
Missile resistance +50
Special Abilities:
Ice Arrow:
Damage: 26,4 Elemental Magic
Bane: Frostbite. Target unit is
slowed or frozen depending on
resistance & generation level.
Range: 3. Cooldown: 3

Catapult:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Demolisher:
Bonus attack on cities & forts.

Caravel:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Galleon:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Special Abilities:
Bombardment:
Damage: 12 Missile.
Range: 3. Cooldown: 3
The Monsters
Gnome Settlers:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Special Abilities:
Build a Monster City.

Goblin Archers:
Resistance:
Melee: 25
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Thick Hide:
Melee Resistance: +25
Supporting Unit:
Support Per Turn: 1

Goblin Sharpshooters:
Resistance:
Melee: 45
Missile: 40
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Thick Hide:
Melee Resistance: +25
Basic Armour:
Melee resistance +20
Missile resistance +40
Supporting Unit:
Support Per Turn: 1

Goblin Spearmen:
Resistance:
Melee: 25
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Thick Hide:
Melee Resistance: +25

Seasoned Goblin Spearmen:
Resistance:
Melee: 45
Missile: 40
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Thick Hide:
Melee Resistance: +25
Basic Armour:
Melee resistance +20
Missile resistance +40

Rats:
Resistance:
Melee: 0
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
-25 Missile resistance.
Defense bonus in forests & bonus
when attacking targets in a forest.
Passability: Dense
Plague:
Curse: Weakness.Target unit loses
some of its power,more loss the lower
generation level & resistance.

Strong Rats:
Resistance:
Melee: 0
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
-25 Missile resistance.
Defense bonus in forests & bonus
when attacking targets in a forest.
Passability: Dense
Plague:
Curse: Weakness.Target unit loses
some of its power,more loss the lower
generation level & resistance.

Ratman Robbers:
Resistance:
Melee: 0
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Poison:
Damage: +50% Death Magic
Beast:
-25 Missile resistance.
Defense bonus in forests & bonus
when attacking targets in a forest.
Passability: Dense
Scout:
Sight range: +1

Ratman Pirates:
Resistance:
Melee: 0
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Poison:
Damage: +50% Death Magic
Beast:
-25 Missile resistance.
Defense bonus in forests & bonus
when attacking targets in a forest.
Passability: Dense
Scout:
Sight range: +1

Trolls:
Resistance:
Melee: 25
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Demolisher:
Bonus attack on cities and forts.
Regeneration:
Regenerate +8 hp per turn.
Thick Hide:
Melee resistance +25

Old Trolls:
Resistance:
Melee: 25
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Demolisher:
Bonus attack on cities and forts.
Innate Regeneration:
Regenerate +20 hp per turn.
Thick Hide:
Melee resistance +25

Shamans:
Resistance:
Melee: 25
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Thick Hide:
Melee resistance +25
Special Abilities:
Ash Adar's Healing:
Heals: 10 Life Magic
Range: 2. Cooldown: 2.

Ordained Shamans:
Resistance:
Melee: 25
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Wind Shield:
Missile resistance +50
Thick Hide:
Melee resistance +25
Special Abilities:
Ash Adar's Healing:
Heals: 15 Life Magic
Range: 2. Cooldown: 2.

Noble Werewolves:
Resistance:
Melee: 0
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Spirit Claws:
Damage: +50% Spirit Magic
Regeneration:
Regenerates +8 hp per turn.
Beast:
-25 Missile resistance.
Defense bonus in forests & bonus
when attacking targets in a forest.
Passability: Dense

Court Werewolves:
Resistance:
Melee: 0
Missile: 25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Spirit Claws:
Damage: +50% Spirit Magic
Regeneration:
Regenerates +8 hp per turn.
Beast:
-25 Missile resistance.
Defense bonus in forests & bonus
when attacking targets in a forest.
Passability: Dense
Special Abilities:
Acid Explosion:
AOE-Damage: 32.5 Elemental Magic
Range: 2. Cooldown: 3

Carrav:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0

Garreon:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Special Abilities:
Boarding:
Damage: 30 Melee
The Planestriders
Settlers of Planes:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Special Abilities:
Build a Planestrider city.












Archers of Planes:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Supporting Unit:
Support per unit: 1
Scout:
Sight Range: +1












Masters of Arrows:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Supporting Unit:
Support per turn: 1
Scout:
Sight Range: +1
Special Abilities:
Stealth:
Blessing: Unseen.
Makes the caster invisible
for a few turns.
Cooldown: 5

Grey Striders:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Forester:
Defense bonus in forests.
Bonus when attacking
targets in a forest.
Passability: Dense
Scout:
Sight Range: +1
Special Abilities:
Herbal Knowledge:
Heals:
4,5 Life Magic
Cooldown: 3

Grey Shadows:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Forester:
Defense bonus in forests.
Bonus when attacking
targets in a forest.
Passability: Dense
Scout:
Sight Range: +1
Special Abilities:
Herbal Knowledge:
Heals: 7 Life Magic.
Cooldown: 3
Dash:
Blessing:
Elven Speed.
Cooldown: 3
Skilful Hit:
Damage:
17,5 Melee.
Cooldown: 3

Fighters of Planes:
Resistance:
Melee: 20
Missile: 115
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Dead:
Immune to Death Magic.
Life Magic resistance -25
Cannot be healed by Life Magic
Skeleton:
Missile resistance +75
Basic Armour:
Melee resistance +20
Missile resistance +40

Sergeants of Planes:
Resistance:
Melee: 40
Missile: 135
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Dead:
Immune to Death Magic.
Life Magic resistance -25
Cannot be healed by Life Magic
Skeleton:
Missile resistance +75
Advanced Armour:
Melee resistance +40
Missile resistance +60
Special Abilities:
Painful Hold:
Damage: 17.5 Melee
Bane: Immobilisation.
Target unit is slowed or
totally stopped depending on
resistance & generation level.
Cooldown: 3

Magic Fighters:
Resistance:
Melee: 20
Missile: 20
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Ethereal Body:
Can walk on water.
Passability: Poor
Melee resistance +20
Missile resistance +20
Highlander:
Defense bonus in hills & bonus
when attacking targets on hills.
Passability: Hilly
Scout:
Sight range: +1
Secret Lightning Technique:
Damage: +50% Elemental Magic
Special Abilities:
Lightning Bomb:
Damage: 15.8 Elemental Magic.
Bane: Ball Lightning.
Deals additional elemental magic
damage over time.

Charmers:
Resistance:
Melee: 20
Missile: 20
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 25
Perks:
Ethereal Body:
Can walk on water.
Passability: Poor
Melee resistance +20
Missile resistance +20
Lifes Blessing:
Elemental magic resistance +25
Special Abilities:
Call of Nature:
Summons: Lightning Sphere
Cooldown: 4
Try and Fly:
Blessing: Levitation.

Witch Doctors:
Resistance:
Melee: 25
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 25
Perks:
Lifes Blessing:
Elemental magic resistance +25
Thick Hide:
Melee resistance +25
Special Abilities:
Special Treatment:
Heals: 12 Life Magic
Cooldown: 2
Aromatherapy:
Heals: 9.6 Spirit Magic
Blessing: Aromatherapy

Fire Totem:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Demolisher:
Bonus attack on cities & forts

Fire Statue:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Demolisher:
Bonus attack on cities & forts
Special Abilities:
Jets of Fire:
AOE-Damage: 32.5 Elemental Magic

War Senpan:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0

Raiding Senpan:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Special Abilities:
Ladning Operation:
Summons: Grey Striders
The Svarts
Svart Settlers:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Special Abilities:
Build a Svarts city.

Prospectors:
Resistance:
Melee: 15
Missile: 10
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Stone Heart:
Melee resistance +15
Missile resistance +10
Supporting Unit:
Support per turn: 1
Special Abilities:
Crows:
Summons: Crows
Cooldown: 4

Senior Prospectors:
Resistance:
Melee: 35
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Stone Heart:
Melee resistance +15
Missile resistance +10
Supporting Unit:
Support per turn: 1
Basic Armour:
Melee resistance +20
Missile resistance +40
Special Abilities:
Old Crows:
Summons: Old Crows

Honourable Warriors:
Resistance:
Melee: 35
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Stone Heart:
Melee resistance +15
Missile resistance +10
Basic Armour:
Melee resistance +20
Missile resistance +40

Elite Guards:
Resistance:
Melee: 55
Missile: 70
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Stone Heart:
Melee resistance +15
Missile resistance +10
Advanced Armour:
Melee resistance +40
Missile resistance +60
Document Inspection:
-2 movement points for
surrounding enemy units
Special Abilities:
Breach Strike:
AOE-Damage: 16.3 Melee
Cooldown: 3

Rune Warriors:
Resistance:
Melee: 15
Missile: 10
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Stone Heart:
Melee resistance +15
Missile resistance +10
Power of the Sun:
Damage: +50% Elemental Magic
Special Abilities:
Rune of Earth:
Blessing: Increases melee & range
damage resistance.
Cooldown: 2

Rune Forewomen:
Resistance:
Melee: 35
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Stone Heart:
Melee resistance +15
Missile resistance +10
Power of the Sun:
Damage: +50% Elemental Magic
Basic Armour:
Melee resistance +20
Missile resistance +40
Special Abilities:
Rune of Earth:
Blessing: Increases casters resistance
to melee & ranged damage.
Cooldown: 2
Rune of Fire:
Blessing:Increases casters resistance
to elemental magic damage.
Cooldown: 2
Lava Stone:
Damage: 28.8 Elemental Magic
Range: 2. Cooldown: 3

Rune Witches:
Resistance:
Melee: 35
Missile: 25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 15
Perks:
Stone Heart:
Melee resistance +15
Missile resistance +10
Rune of Earth:
Melee resistance +20
Missile resistance +15
Rune of Fire:
Elemental magic resistance +15
Special Abilities:
Lava Wodge:
Damage: 22.5 Elemental Magic
Range: 2. Cooldown: 3

Rune Seers:
Resistance:
Melee: 35
Missile: 25
Life Magic: 100
Death Magic: 15
Spirit Magic: 0
Elemental Magic: 15
Perks:
Stone Heart:
Melee resistance +15
Missile resistance +10
Rune of Earth:
Melee resistance +20
Missile resistance +15
Rune of Fire:
Elemental magic resistance +15
Rune of Death:
Death Magic resistance +15
Special Abilities:
Lava Wodge:
Damage: 22.5 Elemental Magic
Range: 2. Cooldown: 3
Water Geyser:
Damage: 27.5 Elemental Magic
Bane: Immobilisation.Target unit is
slowed or totally stopped depeding
on its resistance & generation level.

Samolom:
Resistance:
Melee: 40
Missile: 60
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Demolisher:
Bonus attack on cities & forts.
Advanced armour:
Melee resistance +40
Missile resistance +60

Destructor:
Resistance:
Melee: 60
Missile: 80
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Demolisher:
Bonus attack on cities & forts.
Excellent Armour:
Melee resistance +60
Missile resistance +80
Special Abilities:
Wall Destroyer:
Damage: 18.8 Elemental Magic
Cooldown: 3

Dragomorts:
Resistance:
Melee: 30
Missile: 20
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 40
Perks:
Lifes Blessing:
Elemental magic resistance +25
Reinforced Covering:
Melee resistance +30
Missile resistance +20
Elemental magic resistance +15
Special Abilities:
Traditional Svart Medicine:
Heals: 12 Life Magic
Range: 2. Cooldown: 2

Dragomort Guardsmen:
Resistance:
Melee: 40
Missile: 30
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 45
Perks:
Lifes Blessing:
Elemental magic resistance +25
Adamantium Covering:
Melee resistance +40
Missile resistance +30
Elemental magic resistance +20
Death magic resistance +20
Special Abilities:
Modern Svart Medicine:
Heals: 22.5 Life Magic
Range: 2. Cooldown: 2

Frigate:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0

Battleship:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
The Undead
Skeleton Settlers:
Resistance:
Melee: 0
Missile: 0
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Dead:
Immune to Death Magic.
-25 Life magic resistance.
Cant be healed with life magic.
Special abilities:
Build an undead city.

Skeleton Archers:
Resistance:
Melee: 0
Missile: 75
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Dead:
Immune to Death Magic.
-25 Life magic resistance.
Cant be healed with life magic.
Skeleton:
Missile resistance +75
Supporting Unit:
Support per turn: 1












Skeleton Snipers:
Resistance:
Melee: 0
Missile: 75
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Dead:
Immune to Death Magic.
-25 Life magic resistance.
Cant be healed with life magic.
Skeleton:
Missile resistance +75
Supporting Unit:
Support per turn: 1

Skeleton Warriors:
Resistance:
Melee: 0
Missile: 75
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Dead:
Immune to Death Magic.
-25 Life magic resistance.
Cant be healed with life magic.
Skeleton:
Missile resistance +75
Supporting Unit:
Support per turn: 1












Skeleton Veterans:
Resistance:
Melee: 20
Missile: 115
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Dead:
Immune to Death Magic.
-25 Life magic resistance.
Cant be healed with life magic.
Skeleton:
Missile resistance +75
Basic Armour:
Melee resistance +20
Missile resistance +40

Green Bats:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Scout:
Sight range: +1












Blackshadows:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 30
Perks:
Scout:
Sight range: +1
Vampirism:
Vampirism: +40%

Vampires:
Resistance:
Melee: 0
Missile: 0
Life Magic: -25
Death Magic: Immune
Spirit Magic: -25
Elemental Magic: 100
Perks:
Dead:
Immune to Death Magic.
-25 Life magic resistance.
Cant be healed with life magic.
Vampiric Power:
-25 Spirit magic resistance
+100 Elemental magic resistance
Vampirism:
Vampirism: +40%












Elder Vampires:
Resistance:
Melee: 0
Missile: 0
Life Magic: -25
Death Magic: Immune
Spirit Magic: -25
Elemental Magic: 150
Perks:
Dead:
Immune to Death Magic.
-25 Life magic resistance.
Cant be healed with life magic.
Vampiric Power:
-25 Spirit magic resistance
+100 Elemental magic resistance
Shadowy Wings:
Elemental magic resistance +50
Vampirism:
Vampirism: +40%
Special Abilities:
Paralyze:
Damage: 23.1 Death Magic
Bane:Immobilisation.Target is slowed
or totally stopped depending on its
resistance & generation level.
Range: 2. Cooldown: 3

Zombies:
Resistance:
Melee: 0
Missile: 0
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Dead:
Immune to Death Magic
-25 Life magic resistance
Cant be healed with life magic
Zombie Aura:
-39% Unit Power.Effect is applied
to all surrounding enemy units

Ghosts:
Resistance:
Melee: Immune
Missile: Immune
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: -25
Perks:
Dead:
Immune to Death Magic.
-25 Life magic resistance.
Cant be healed with life magic.
Bodiless:
Immune: To Melee damage
Immune: To Missile damage
-25 Elemental magic resistance

Dracolich:
Resistance:
Melee: 15
Missile: 105
Life Magic: -25
Death Magic: Immune
Spirit Magic: 45
Elemental Magic: 50
Perks:
Skeleton:
+75 Missile resistance
Dead:
Immune to Death Magic.
-25 Life magic resistance.
Cant be healed with life magic.
Deadly Breath:
Damage: +50% Elemental magic
Dragon Scales:
Melee resistance +15
Missile resistance +30
Elemental magic resistance +50
Spirit magic resistance +20
Dragon:
Spirit magic resistance +25

Caravelus:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0

Flying Galleus:
Resistance:
Melee: 0
Missile: 0
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Demolisher:
Bonus attack on cities & forts
Dead:
Immune to Death Magic.
-25 Life magic resistance.
Cant be healed with life magic.

Flying Line Galleus:
Resistance:
Melee: 0
Missile: 0
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Demolisher:
Bonus attack on cities & forts
Dead:
Immune to Death Magic.
-25 Life magic resistance.
Cant be healed with life magic.
League of the Usual Suspects
The first prove-themselves oddlooking Lords you will come in contact with are the so called Usual Suspects.Suspected and wanted for their over-the-ordinary skills compared to your normal troops. Begins to offer their services after 20 turns and cost 150 gold.
Black Mage:
Artifact Slots:
Magic Weapon
Magic Items
Magic Items
Resistance:
Melee:0
Missile:0
Life Magic:120
Death Magic:40
Spirit Magic:0
Elemental Magic: 30
Perks:
Dark Powers:
Damage: +50% death magic
Usual Hero:
+20 Death magic resistance
+20 Life magic resistance
Shield of Evil:
+30 Elemental magic resistance
+20 Death magic resistance
Magic Gift:
+5 Mana

Chosen Warrior:
Artifact Slots:
Melee Weapon
Armour
Magic Items
Resistance:
Melee: 60
Missile: 100
Life Magic: 120
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 0
Perks:
Usual Hero:
+20 Death magic resistance
+20 Life magic resistance
Advanced Armour:
+40 Melee resistance
+60 Missile resistance

Elder Ogre:
Artifact Slots:
Armour
Armour
Magic Items
Resistance:
Melee: 20
Missile: 20
Life Magic: 120
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 20
Perks:
Ogre Armour:
Melee resistance: +20
Missile resistance: +20
Elemental magic resistance: +20
Highlander:
Bonus when attacking targets on hills
Passability: Hilly.
Demolisher:
Bonus when attacking forts and cities
Usual Hero:
Death magic resistance: +20
Life magic resistance: +20

Enlightened Shaman:
Artifact Slots:
Magic Weapon
Magic Items
Magic Items
Resistance:
Melee: 0
Missile: 0
Life Magic: 120
Death Magic: 70
Spirit Magic: 0
Elemental Magic: 50
Perks:
Lifes Shield:
+50 Elemental magic resistance
+50 Death magic resistance
Lifes Wrath:
+50% Life magic damage
Usual Hero:
Death magic resistance: +20
Life magic resistance: +20

First Sharpshooter:
Artifact Slots:
Ranged Weapon
Armour
Magic Items
Resistance:
Melee: 25
Missile: 0
Life Magic: 120
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 0
Perks:
Thick Hide:
Resistance: +25 Melee
Usual Hero:
Death magic resistance: +20
Life magic resistance: +20

Grand Stubborn Master:
Artifact Slots:
Melee Weapon
Armour
Magic Items
Resistance:
Melee: 60
Missile: 80
Life Magic: 120
Death Magic: 20
Spirit Magic: 25
Elemental Magic: 50
Perks:
Donkey Cavalry:
Never Retreats
Knights Armour:
+50 Elemental magic resistance
+25 Spirit magic resistance
Usual Hero:
Death magic resistance: +20
Life magic resistance: +20
Excellent Armour:
+60 Melee resistance
+80 Missile resistance

Halfall:
Artefact Slots:
Melee weapons
Armour
Magic Items
Resistance:
Melee: 25
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 50
Perks:
Munchkin:
Immune to banes
Thick Hide:
+25 Melee resistance

High Healer:
Artifact Slots:
Magic Weapon
Magic Items
Magic Items
Resistance:
Melee: 0
Missile: 0
Life Magic: 120
Death Magic: 70
Spirit Magic: 0
Elemental Magic: 50
Perks:
Lifes Shield:
+50 Elemental magic resistance
+50 Death magic resistance
Lifes Wrath:
+50% Life magic damage
Usual Hero:
Death magic resistance: +20
Life magic resistance: +20
Special Abilities:
Touch of Life:
Heals: 15 Life Magic
Range: 2. Cooldown: 2

Leya Inverse-Gabriev:
Artifact Slots:
Melee Weapon
Magic Items
Magic Items
Resistance:
Melee: 0
Missile: 0
Life Magic: 120
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 0
Perks:
Usual Hero:
Death magic resistance: +20
Life magic resistance: +20
Special Abilities:
Fireball:
25 Elemental magic damage
Range: 2. Cooldown: 3

Major-Foreman:
Artifact Slots:
Melee Weapon
Magic Items
Armour
Resistance:
Melee: 35
Missile: 50
Life Magic: 120
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 0
Perks:
Usual Hero:
Resistance: +20 Death Magic, +20 Life Magic.
Stone Heart:
Resistance: +15 Melee, +10 Missile.
Basic Armour:
Armoured.
Resistance: +20 Melee, +40 Missile.
Demolisher:
Bonus when attacking cities and forts.
Deconstructor:
Deals additional damage to constructs.
Special Abilities:
Call Workers:
Summons: Artel of Miners.
Cooldown: 4.

Mr. Thief:
Artifact Slots:
Ranged Weapon
Magic Items
Melee Weapon
Resistance:
Melee: 0
Missile: 15
Life Magic: 120
Death Magic: 35
Spirit Magic: 0
Elemental Magic: 0
Perks:
Usual Hero:
Resistance: +20 Death Magic, +20 Life Magic.
Mister Night:
Resistance: +15 Missile, +15 Death Magic.
Mister Poison:
Applies the curse: Weakness.

Nicholas Frost:
Artifact Slots:
Magic Weapons
Magic Items
Magic Items
Resistance:
Melee: 0
Missile: 0
Life Magic: 120
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 0
Perks:
Usual Hero:
Death magic resistance: +20
Life magic resistance: +20

Rrat Prince - Fighter:
Artifact Slots:
Melee Weapon
Melee Weapon
Magic Items
Resistance:
Melee: 0
Missile: -25
Life Magic: 120
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
-25 missile resistance
Defense bonus in forests
Bonus attack to targets in a forest
Passability: Dense
Scout:
Sight range: +1
Poison:
+50% Death magic damage
Usual Hero:
Death magic resistance: +20
Life magic resistance: +20
Unhindered:
Passability: Dense, poor, hilly and dense & hilly
Pillage:
+5 Gold

UAG-19:
Artifact Slots:
Magic Items
Magic Items
Magic Items
Resistance:
Melee: 15
Missile: 15
Life Magic: 120
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 15
Perks:
Usual Hero:
Resistance: +20 Death Magic, +20 Life Magic.
Golem:
Resistance: +15 Melee, +15 Missile, +15 Elemental Magic.
Magic Hatred:
If suffers elemental damage, gets the perk: Beserk.
Construct:
Construct.
Resistance: +20 Death Magic, +20 Life Magic.
Special Abilities:
Clay Hand:
Damage: 18,8 Melee.
Cooldown: 3.
League of the Famous Notorious
These Lords are already famous for their notorious and superb skill in combat. You'll need to persuade them with sweet treats in order to get them to work over on your side.
Begins to offer their services after 50 turns and cost 700 gold.











Cruel Creature:
Artefact Slots:
Magic Items
Magic Items
Magic Items
Resistance:
Melee: Immune
Missile: immune
Life Magic: 125
Death Magic: 75
Spirit Magic: 0
Elemental Magic: 75
Perks:
Rabbit from hell:
+50 Death magic resistance
+50 Elemental magic resistance
Immune to melee damage
Immune to missile damage
Hates: Armoured
Famous Hero:
Immune to banes
+25 Death magic resistance
+25 Life magic resistance
+25 Elemental magic resistance
Experience per turn: +1
Terrifying Terror:
Enemies always retreats after fights













Elven Bowmaster:
Artefact Slots:
Ranged Weapon
Armour
Magic Items
Resistance:
Melee: 0
Missile: 0
Life Magic: 125
Death Magic: 25
Spirit Magic: 0
Elemental Magic: 25
Perks:
Forester:
Defense bonus in forests
Bonus attack on targets in a forest
Passability: Dense
Famous Hero:
Immune to banes
+25 Death magic resistance
+25 Life magic resistance
+25 Elemental magic resistance
Experience per turn: +1
Supporting Unit:
Support per turn: 1
Special Abilities:
Elven Speed:
Heals 6 Elemental magic
Elven Speed blessing-Increases movement points of the target unit
Elven Roots:
20 missile damage
Bane: Rooted.Target unit is slowed & more
vulnerable to missile & life attacks
Severity & effect duration depends
on units resistance & generation
Range: 2. Cooldown: 3

High Blademaster:
Artefact Slots:
Melee Weapon
Armour
Magic Item
Resistance:
Melee: 20
Missile: 40
Life Magic: 125
Death Magic: 25
Spirit Magic: 0
Elemental Magic: 25
Perks:
The Terminator:
Does not lose movement points
after attacks that finish a unit.
Basic Armour:
Melee resistance: +20
Missile resistance: +40
Famous Hero:
Immune to banes.
Death magic resistance: +25
Life magic resistance: +25
Elemental magic resistance: +25
Exp per turn: +1
Special Abilities:
Master Cleave:
25 AOE Melee Damage.
Inflicts damage to 3 units
in front of the caster.

High Koatl:
Artefact Slots:
Magic Weapon
Magic Items
Magic Items
Resistance:
Melee: 0
Missile: 0
Life Magic: 125
Death Magic: 75
Spirit Magic: 0
Elemental Magic: 75
Perks:
Warlocks Knowledge:
Resistance:
+50% Elemental Magic
+50% Death Magic
Famous Hero:
Immune to banes
Resistance:
+25% Death Magic
+25% Life Magic
+25% Elemental Magic
Experience per turn: +1

Imp-Advisor:
Artifact Slots:
Magic Weapon
Magic Items
Magic Items
Resistance:
Melee: 0
Missile: 0
Life Magic: 125
Death Magic: 25
Spirit Magic: 0
Elemental Magic: 75
Perks:
Demonic education:
+50 Elemental magic resistance
Passability: Dense, poor, hilly, dense & hilly
Famous Hero:
Immune to banes
+25 Death magic resistance
+25 Life magic resistance
+25 Elemental magic resistance
Experience per turn: +1
Special Abilities:
Demon Fire:
10,5 AOE-Elemental magic damage
Range: 2. Cooldown: 3

Olden Ghost:
Artefact Slots:
Melee Weapon
Magic Items
Magic Items
Resistance:
Melee: Immune
Missile: Immune
Life Magic: 0
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Dead:
Immune to Death magic
-25 Life magic resistance
Cant be healed by life magic
Bodiless:
Immune to melee damage
Immune to missile damage
-25 Elemental magic resistance
Famous Hero:
Immune to banes
+25 Death magic resistance
+25 Life magic resistance
+25 Elemental magic resistance
Experience per turn: +1

Supreme Vampire:
Artefact Slots:
Magic Weapon
Melee Weapon
Magic Items
Resistance:
Melee: 0
Missile: 0
Life Magic: 0
Death Magic: Immune
Spirit Magic: -25
Elemental Magic: 175
Perks:
Famous Hero:
Immune to banes
+25 Death magic resistance
+25 Life magic resistance
+25 Elemental magic resistance
Experience per turn: +1
Dead:
Immune to death magic
-25 life magic resistance
Cant be healed with life magic
Vampiric Power:
-25 Spirit magic resistance
+100 Elemental magic resistance
Shadowy Wings:
AOE-effect: +50 Elemental magic resistance
Vampirism:
Vampirism: 40%
Vampires Aura:
AOE-effect: Vampirisim: 40%
Special Abilities:
Paralyze:
22 Death magic damage
Bane:Immobilisation.Target unit is
slowed or totally stopped depending
on units resistance & generation
Range: 2. Cooldown: 3
League of the Unsung Legends
The most dangerous and wisest of Lords who never asks for anything in return for their services.
The ones who shows no mercy towards their enemies but still gets blackmailed by common folks to receive gold for their help. These are the Unsung Legends.
Begins to offer their services after 100 turns and cost 2000 gold.












Barfor:
Artefact Slots:
Magic Weapon
Magic Items
Magic Items
Resistance:
Melee: 75
Missile: 50
Life Magic: 135
Death Magic: 65
Spirit Magic: 35
Elemental Magic: 65
Perks:
Demon:
+75 Melee resistance
+50 Missile resistance
+30 Elemental magic resistance
+30 Death magic resistance
Legendary Hero:
Immune to banes
+35 Death magic resistance
+35 Life magic resistance
+35 Elemental magic resistance
+35 Spirit magic resistance
Experience per turn: +2
+20% Spirit magic damage
Special Abilities:
Terrifying Hit:
36.3 Elemental magic damage
Cooldown: 3

Elder Witch:
Artefact Slots:
Magic Weapon
Magic Items
Magic Items
Resistance:
Melee: 0
Missile: 0
Life Magic: 135
Death Magic: 35
Spirit Magic: 35
Elemental Magic: 35
Perks:
Legendary Hero:
Immune to banes
+35 Death magic resistance
+35 Life magic resistance
+35 Elemental magic resistance
+35 Spirit magic resistance
Experience per turn: +2
+20% Spirit magic damage












Lord Keeper:
Artefact Slots:
Ranged Weapon
Armour
Magic Items
Resistance:
Melee: 75
Missile: 75
Life Magic: 135
Death Magic: 85
Spirit Magic: 35
Elemental Magic: 85
Perks:
The True Flame:
+75 Melee resistance
+75 Missile resistance
+50 Elemental magic resistance
+50 Death magic resistance
Forester:
Defense bonus in forests
Bnous to attack on targets in a forest
Passability: Dense
Legendary Hero:
Immune to banes
+35 Death magic resistance
+35 Life magic resistance
+35 Elemental magic resistance
+35 Spirit magic resistance
Experience per turn: +2
+20% Spirit magic damage
Supporting Unit:
Support per turn: 1
Special Abilities:
Bodkin Arrow:
36.3 Missile damage
Bane: Target unit will receive damage every turn.
Resistance & generation level decides
damage extent & duration.

Sart de Torvega:
Artefact Slots:
Melee Weapon
Magic Items
Magic Items
Resistance:
Melee: 25
Missile: 25
Life Magic: 135
Death Magic: 35
Spirit Magic: 60
Elemental Magic: 100
Perks:
Spirit Claws:
+50% Spirit magic damage
Regeneration:
Regeneration per turn: +8
Beast:
-25 Missile resistance
Defense bonus in forests
Bonus to attacks on targets in a forest
Passability: Dense
Legendary Hero:
Immune to banes
+35 Death magic resistance
+35 Life magic resistance
+35 Elemental magic resistance
+35 Spirit magic resistance
Experience per turn: +2
+20% Spirit magic damage
Red Dragon Armour:
+50 Missile resistance
+25 Melee resistance
+15 Elemental magic resistance
Maecenas:
+10 Gold
Dragon:
+25 Spirit magic reistance
Special Abilities:
Blue Flame:
48.7 AOE-Elemental magic damage
Cooldown: 3

Skeleton King:
Artefact Slots:
Melee Weapon
Armour
Magic Items
Resistance:
Melee: 0
Missile: 75
Life Magic: 10
Death Magic: Immune
Spirit Magic: 35
Elemental Magic: 35
Perks:
Legendary Hero:
Immune to banes
+35 Death magic resistance
+35 Life magic resistance
+35 Elemental magic resistance
+35 Spirit magic resistance
Experience per turn: +2
+20% Spirit magic damage
Dead:
Immune to death magic
-25 life magic resistance
Cant be healed by life magic
Skeleton:
+75 Missile resistance

Spirit of Kings:
Artefact Slots:
Melee Weapon
Armour
Magic Items
Resistance:
Melee: 0
Missile: 0
Life Magic: 135
Death Magic: 35
Spirit Magic: Immune
Elemental Magic: 85
Perks:
Paladin:
+50% Life magic damage
True Spirit:
Immune to Spirit magic
Legendary Hero:
Immune to banes
+35 Death magic resistance
+35 Life magic resistance
+35 Elemental magic resistance
+35 Spirit magic resistance
Experience per turn: +2
+20% Spirit magic damage
Special Abilities:
Wrath of Kings:
46.8 AOE-Spirit Magic damage
Cooldown: 3
Treasure Room of Artifacts
Young Mage Apprentice once asked:
-What does a Lord truly need?
-Much depends upon the Lord!
-Would you be swift? Then for you I have Magic & Ranged Weapons to boost your Lord beyond measure!
-Would you be strong? Then I can grant you the might with Melee Weapons & Armour to overpower any foe!
-Would you be wise? Then come closer and I will unlock your inner cunning with Magic Items!
-What does a Lord truly need? That is for you to decide.

Melee Weapons:
Baton of Marshal Frost:
Stage 1
Applies Frostbite curse:
-2 movement points
Resistance: -20 Melee
Resistance: -20 Elemental magic
Can be dispelled
Duration: 2 turns

Flaming Sword:
Stage 1
Damage: +15% Elemental magic

Gilette Axe:
Stage 2
Damage: +25% Melee
Damage: +15% Elemental magic

Kortana Blade:
Stage 2
Damage: +10% Melee
Damage: +25% Life magic

Sir Robins Maul:
Stage 3
Damage: +25% Melee







Sword of the Black Swan:
Stage 3
Damage: +25% Spirit Magic.
Disenchant: Gain 120 mana.







Sword of Poison:
Stage 1
Damage: +15% Death Magic.
Disenchant: Gain 20 mana.

Sword of a True Hero:
Stage 3
Unit Power: +20%
Bonus attack on weakened units

Sword of Truth:
Stage 1
Damage: +10% Melee

Warhammer of Order:
Stage 2
Adds an action: Will of Dauros

Ranged Weapons:

Bow of the Dragon Slayer:
Stage 3
Resistance: +25 Elemental magic
Resistance: +25 Death magic

Bow of Plague:
Stage 2
Damage +25% Death magic

Bow of Shadows:
Stage 2
Vampirism: +20%
Unit Power: +10%

Chilling Death:
Stage 3
Applies curse: Frostbite
Frostbite:
-2 movement points
Resistance: -20 Melee
Resistance: -20 Elemental magic
Damage: +15% Death magic

Crossbow of 500 Seas:
Stage 2
Adds an action: Will of Grum-Gog
Unit Power: +10%

Hand of Ashes:
Stage 1
Adds an action: Far Shot

Obin Oxleys Bow:
Stage 2
Defense bonus in forests:
Bonus attack on targets in a forest
Passability: Dense

Magic Weapons:
Blinker:
Stage 2
Adds an action: Teleportation

Gnarled Staff:
Stage 1
Damage: +15% Elemental magic

Shadow Staff:
Stage 4
Applies the Fear curse:
Enemies always retreats after fights
Resistance: +60 Melee
Resistance: +60 Missile

Stack of Demons:
Stage 2
Adds an action: Summon demons

Staff of Bones:
Stage 1
Damage: +15% Death magic

Staff of Life:
Stage 2
Adds an action: Heal

Staff of Macros:
Stage 2
Adds an action: Fireball

Wand of Helia:
Stage 4
Adds Action: Firestorm

Armour:
Armor of Power:
Stage 4
Movement Points: +1
Unit Power: +20%
Immune to banes
Resistance: +20 Melee
Resistance: +20 Missile

Armor of the Thirteenth:
Stage 1
Resistance: +20 Melee
Resistance: +20 Missile
Resistance: +20 Missile

Deathbane:
Resistance: +25 Death magic

Dragonscale Hauberk:
Stage 2
Resistance: +40 Melee
Resistance: 20 Melee
Resistance: +20 Missile

Firerat Robe:
Stage 1
Resistance: +25 Elemental magic

Fullplate of Munch Kin:
Stage 3
Resistance: +40 Melee
Resistance: +30 Missile
Resistance: +25 Elemental magic

Nevril Shoulder Strap:
Stage 3
Resistance: +60 Melee

Robe of Magister:
Stage 3
Resistance: +25 Spirit magic

Roriks Chain Mail:
Stage 2
Resistance: +40 Melee

Shield of Jan-Ben-Jan:
Stage 1
Resistance: +20 Melee
Resistance: +20 Missile

Shield of Rage:
Stage 3
Unit Power: +20%
Resistance: +20 Melee
Resistance: +20 Missile

Magic Items:
Amulet of Inner Peace:
Stage 3
Resistance: +50 Life magic
Resistance: +25 Spirit magic

Amulet of the Two:
Stage 2
Resistance: +50 Life magic
Resistance: +50 Death magic

Amulet of the Three:
Stage 2
Resistance: +25 Elemental magic
Resistance: +25 Death magic
Resistance: +25 Spirit magic

Clever Hat:
Stage 1
Experience per turn: +1
Damage: +15% Elemental magic

Cold Stone:
Stage 1
Resistance: +25 Elemental magic

Combat Broom:
Stage 3
Flying
Unit Power: +10%

Gauntlets of Death:
Stage 4
Resistance: +25 Elemental magic
Unit Power: +10%

Gauntlets of Divine Power:
Stage 3
Unit Power: +20%

Mask of Howledqueen:
Stage 3
Sight Range: +1
Can only be seen from adjacent hex

Ring of High Magic:
Stage 4
Unit Power: +10%
Unit Power: +20%

Ring of Ra:
Stage 2
Can see invisible units
Unit Power: +10%2

Stone of the force:
Stage 1
Unit Power: +10%

Teardrop of Agrela:
Stage 2
Resistance: +40 Death Magic
Regeneration: +3
Ardania's 8 Divines (Agrela)
Welcome to the pantheon of Ardania! Here you can meet the 8 deities that you can either be blessed or cursed by depending on which one you choose to worship. They look kindly to people who worship them, but they are angered by people worshipping their divine rival.


If you perform actions (build temples, shrines, complete certain quests) in honour of a god, your reputation with them will increase, as well as with their neghbours (although to a lesser extent). But the opposing god will not look kindly to such actions and your reputation with them will decrease.
The higher your reputation with a god, the better spells will you be able to cast (thresholds are: +10, +25, +50, +75 reputation).
On the other hand, if you reputation with a god falls below -10, you won't be able to build temples to them. And if it deteriorates all the way down to -100, their avatar will be summoned into the world!

Agrela:
Agrela is the goddess of life. Worship her and she will be so kind to aid you with fertility and healing spells. Races that can worship are Planestriders, Humans, Monsters & Arethi Elves.












Avatar of Agrela:
Resistance:
Melee: 75
Missile: 75
Life Magic: 175
Death Magic: 75
Spirit Magic: 75
Elemental Magic: 75
Perks:
Avatar:
Resistance:
+75 Melee
+75 Missile
+75 Death Magic
+75 Elemental Magic
+75 Life Magic
+75 Spirit Magic
Regeneration: +50
Can see invisible units
Sight range: +2
Unit can walk on water
Immune to banes
Unhindered:
Passability:
Dense
Poor
Hilly
Dense
Hilly
Power of Life:
Damage:
+50% Life Magic
+50% Elemental Magic
Special Abilities:
Agrela's Call:
Summons: Treewarden
Cooldown: 3
Agrela's Divine Touch:
Heals: 100 Life Magic
Range: 4
AoE: Target plus the surrounding hexes
Cooldown: 3

Temple Units:













Life Givers (Planestrider Unit):
Resistance:
Melee: 25
Missile: 0
Life Magic: 100
Death Magic: 25
Spirit Magic: 0
Elemental Magic: 0
Perks:
The Gift of Life:
Resistance: +25 Death Magic
Healing this unit: 100%
Regeneration:
Regeneration: +8
Thick Hide:
Resistance: +25 Melee
Doctor's Support:
Healing this unit: +20%
Effect is applied to all neighbouring friendly units
Special Abilities:
Special Treatment:
Heals: 20 Life Magic
Cooldown: 2
Pure Life:
Heals: 22 Life Magic.
AoE: Target and 2 adjacent hexes
Cooldown: 3
Stream of Life:
Heals: 22 Life Magic
AoE: Target plus the next two hexes in line
Cooldown: 3













Paladins of Life (Monster Unit):
Resistance:
Melee: 60
Missile: 80
Life Magic: 100
Death Magic: 25
Spirit Magic: 0
Elemental Magic: 0
Perks:
Excellent Armour:
Armoured
Resistance:
+60 Melee
+80 Missile
Poison:
Damage: +50% Death Magic
Scout:
Sight range: +1
Paladin:
Damage: +50% Life Magic
The Gift of Life:
Resistance: +25 Death Magic
Healing this unit: 100%
Special Abilities:
Self Heal:
Heals: 32 Life Magic
Cooldown: 2













Priestesses of Agrela (Human Unit):
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 75
Spirit Magic: 0
Elemental Magic: 50
Perks:
Life's Shield:
Resistance:
+50 Elemental Magic
+50 Death Magic
Life's Wrath:
Damage: +50% Life Magic
The Gift of Life:
Resistance: +25 Death Magic
Healing this unit: 100%
Special Abilities:
Touch of Life:
Heals: 17.5 Life Magic
Range: 2
Cooldown: 2
Mass Heal:
Heals: 28 Life Magic
Range: 4
AoE: Target plus the surrounding hexes
Cooldown: 3













Spirit of Life (Arethi Elven Unit):
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 95
Spirit Magic: Immune
Elemental Magic: 70
Perks:
Wisdom of Life:
Resistance:
+70 Elemental Magic
+70 Death Magic
Immune: Spirit Magic
The Gift of Life:
Resistance: +25 Death Magic
Healing this unit: 100%
Special Abilities:
Spirit Balm:
Heals: 27.5 Spirit Magic
Range: 2
Cooldown: 2
Dispel:
Dispel: Removes one curse
Range: 2
Cooldown: 3
Ardania's 8 Divines (Dauros)
Dauros:
Dauros is the god of order and law. Worship him and you shall receive strong life magic spells, dispels and protection spells.Races that can worship are Humans, Planestriders, Svarts & Undead.












Avatar of Dauros:
Resistance:
Melee: 75
Missile: 75
Life Magic: 175
Death Magic: 75
Spirit Magic: 75
Elemental Magic: 75
Perks:
Avatar:
Resistance:
+75 Melee
+75 Missile
+75 Death Magic
+75 Elemental Magic
+75 Life Magic
+75 Spirit Magic
Regeneration: +50
Can see invisible units
Sight range: +2
Unit can walk on water
Immune to banes
Unhindered:
Passability:
Dense
Poor
Hilly
Dense
Hilly
Power of Order:
Damage:
+50 % Life Magic
+50% Spirit Magic
+50% Elemental Magic
Special Abilities:
Dauros Total Immunity:
Heals: 50 Life Magic
Blessing: Protection of Order
Cooldown: 4

Temple Units:













Flycraft of Order (Svarts Unit):
Resistance:
Melee: 10
Missile: 30
Life Magic: 100
Death Magic: 25
Spirit Magic: 35
Elemental Magic: 30
Perks:
Blessing of the Machine:
Resistance:
+10 Melee
+30 Missile
+30 Elemental Magic
+10 Death Magic
Demolisher:
Bonus when attacking cities and forts
The Gift of Order:
Cannot dispel any blessing/curse
Resistance:
+35 Spirit Magic
+15 Death Magic
Special Abilities:
Dauros's Gift:
Blessing: Magic Shield
Range: 2
Cooldown: 2
Lazer Shot:
Damage: 30 Elemental Magic
Bane: Persistent wounds
Rage: 3
Cooldown: 3













Order Keepers (Planestrider Unit):
Resistance:
Melee: 60
Missile: 80
Life Magic: 100
Death Magic: 15
Spirit Magic: 35
Elemental Magic: 0
Perks:
Excellent Armour:
Armoured
Resistance:
+60 Melee
+80 Missile
Scout:
Sight Range: +1
Forester:
Defense bonus when attacking targets in a forest
Passability:
Dense
The Gift of Order:
Cannot dispel any blessing/curse
Resistance:
+35 Spirit Magic
+15 Death Magic
Escape Artist:
Escape Artist
Special Abilities:
Order of Dauros:
Damage: 30 Melee
Cooldown: 3













Paladins of Dauros (Human Unit):
Resistance:
Melee: 60
Missile: 80
Life Magic: 100
Death Magic: 15
Spirit Magic: 35
Elemental Magic: 0
Perks:
Excellent Armour:
Armoured
Resistance:
+60 Melee
+80 Missile
Paladin:
Damage: +50% Life Magic
The Gift of Order:
Cannot dispel any blessing/curse
Resistance:
+35 Spirit Magic
+15 Death Magic
Document Inspection:
Movement points: -2
Effect is applied to all neighbouring enemy units
Special Abilities:
Life Attack:
Damage: 28.5 Life Magic
Range: 2
AoE: Target plus the surrounding hexes
Cooldown: 2

Paladins of Death (Undead Unit):
Resistance:
Melee: 60
Missile: 80
Life Magic: Immune
Death Magic: Immune
Spirit Magic: 35
Elemental Magic: 0
Perks:
Excellent Armour:
Armoured
Resistance:
+60 Melee
+80 Missile
Dead:
Immune: Death Magic
Resistance:
-25 Life Magic
Cannot be healed by Life Magic
Holy Protection:
Immune: Life Magic
Black Hatred:
Hates: Paladin
Paladin:
Damage: +50% Life Magic
The Gift of Order:
Cannot dispel any blessing/curse
Resistance:
+35 Spirit Magic
+15 Death Magic
Ardanias 8 Divines (Fervus)
Fervus:
Fervus is the god of chaos and nature. Worship him and he will grant you strong blessings and summoning spells.Races that can worship are Humans, Monsters, Planestriders & Svarts.












Avatar of Fervus:
Resistance:
Melee: 75
Missile: 75
Life Magic: 175
Death Magic: 75
Spirit Magic: 75
Elemental Magic: 75
Perks:
Avatar:
Resistance:
+75 Melee
+75 Missile
+75 Death Magic
+75 Elemental Magic
+75 Life Magic
+75 Spirit Magic
Regeneration: +50
Can see invisible units
Sight range: +2
Unit can walk on water
Immune to banes
Unhindered:
Passability:
Dense
Poor
Hilly
Dense
Hilly
Power of Chaos:
Damage:
+50% Elemental Magic
+50% Spirit Magic
Special Abilities:
Fervus' Call:
Summons: Bearman
Cooldown: 4
Voice of Fervus:
Summons: Druids
Cooldown: 4

Temple Units:













Archers of Chaos (Planestrider Unit):
Resistance:
Melee: 40
Missile: 60
Life Magic: 100
Death Magic: 0
Spirit Magic: 50
Elemental Magic: 50
Perks:
The Gift of Chaos:
Resistance:
+50 Elemental Magic
+50 Spirit Magic
Invisibility:
Can only be seen from the adjacent hex
Supporting Unit:
Support per turn: 1
Advanced Armour:
Armoured
Resistance:
+40 Melee
+60 Missile
Special Abilities:
Arrow of Chaos:
Damage: 30 Elemental Magic
Range: 2
Cooldown: 3
Two Arrows of Chaos:
Damage: 26.4 Elemental Magic
Bane: Frostbite
Range: 2
Cooldown: 3
Eight Arrows of Chaos:
Damage: 26.4 Elemental Magic
Range: 2
AoE: Target plus the surrounding hexes
Cooldown: 5













Beastmasters (Human Unit):
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 50
Perks:
Scout:
Sight Range: +1
Forester:
Defense bonus when attacking targets in a forest
Passability: Dense
Regeneration:
Regeneration: +8
The Gift of Chaos:
Resistance:
+50 Elemental Magic
+50 Spirit Magic
Supporting Unit:
Support per turn: 1
Special Abilities:
Summon Old Wolves:
Summons: Old Wolves
Cooldown: 3













Druids (Monster Unit):
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 50
Elemental Magic: 50
Perks:
Regeneration:
Regeneration: +8
The Gift of Chaos:
Resistance:
+50 Elemental Magic
+50 Spirit Magic
Special Abilities:
Summon Great Bears:
Summons: Great Bears
Cooldown: 3













Exemplar of Magic (Svarts unit):
Resistance:
Melee: 125
Missile: 140
Life Magic: 100
Death Magic: 30
Spirit Magic: 50
Elemental Magic: 80
Perks:
Excellent Armour:
Armoured
Resistance:
+60 Melee
+80 Missile
The Gift of Chaos:
Resistance:
+50 Elemental Magic
+50 Spirit Magic
Fire Body:
Resistance:
+50 Melee
+50 Missile
+30 Elemental Magic
+30 Death Magic
Stone Heart:
Resistance:
+15 Melee
+10 Missile
Special Abilities:
Summon Greater Elemental:
Summons: Greater Earth Elemental.
Cooldown: 3
Lava Explosion:
Damage: 20.9 Elemental Magic
Range: 2
AoE: Target plus the surrounding hexes
Cooldown: 5
Ardania's 8 Divines (Grum-Gog)
Grum-Gog:
Grum-Gog is the god of pestilence. Worship him and he shall grant you strong city & unit banes as well as death magic spells. Only Monsters can worship this one.












Avatar of Grum-Gog:
Resistance:
Melee: 75
Missile: 75
Life Magic: 175
Death Magic: 75
Spirit Magic: 75
Elemental Magic: 75
Perks:
Avatar:
Resistance:
+75 Melee
+75 Missile
+75 Death Magic
+75 Elemental Magic
+75 Life Magic
+75 Spirit Magic
Regeneration: +50
Can see invisible units
Sight range: +2
Unit can walk on water
Immune to banes
Unhindered:
Passability:
Dense
Poor
Hilly
Dense
Hilly
Power of Plague:
Damage:
+50% Death Magic
+50% Spirit Magic
+50% Elemental Magic
Special Abilities:
Grum-Gog Summon:
Summons: Champions of Grum-Gog
Cooldown: 3

Temple Units:













Champions of Grum-Gog (Monster Unit):
Resistance:
Melee: 65
Missile: 60
Life Magic: 100
Death Magic: 50
Spirit Magic: 0
Elemental Magic: 0
Perks:
Advanced Armour:
Armoured
Resistance:
+40 Melee
+60 Missile
Thick Hide:
Resistance: +25 Melee
The Gift of Plague:
Resistance: +50 Death Magic
Damage: +25% Death Magic
Supporting Unit:
Support per turn: 1
Special Abilities:
Rain of Arrows:
Damage: 26 Missile
Range: 2
AoE: Target plus the surrounding hexes
Cooldown: 3
Ardanias 8 Divines (Helia)
Helia:
Helia is the goddess of the sun.Worship her and she will grant you powerful elemental magic spells and food production blessings.Races that can worship are Humans, Monsters, Planestriders & Arethi Elves.












Avatar of Helia:
Resistance:
Melee: 75
Missile: 75
Life Magic: 175
Death Magic: 75
Spirit Magic: 75
Elemental Magic: 75
Perks:
Avatar:
Resistance:
+75 Melee
+75 Missile
+75 Death Magic
+75 Elemental Magic
+75 Life Magic
+75 Spirit Magic
Regeneration: +50
Can see invisible units
Sight range: +2
Unit can walk on water
Immune to banes
Unhindered:
Passability:
Dense
Poor
Hilly
Dense
Hilly
Power of the Sun:
Damage:
+50% Missile
+50% Elemental Magic
+50% Life Magic
Special Abilities:
Sunburst of Helia:
Damage: 125 Elemental Magic
Range: 3
AoE: Target plus the surrounding hexes
Cooldown: 3

Temple Units:













Archers of Helia (Human Unit):
Resistance:
Melee: 40
Missile: 60
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: Immune
Perks:
Advanced Armour:
Armoured
Resistance:
+40 Melee
+60 Missile
Fire Arrow:
Damage: +25% Elemental Magic
Scout:
Sight Range: +1
Forester:
Defense bonus when attacking targets in a forest
Passability: Dense
The Gift of Sun:
Immune: Elemental Magic.
Special Abilities:
Sun Arrow:
Damage: 21 Elemental Magic
Range: 4
Cooldown: 3













Lightbringers (Planestrider Unit):
Resistance:
Melee: 60
Missile: 80
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: Immune
Perks:
Advanced Armour:
Armoured
Resistance:
+40 Melee
+60 Missile
Life's Blessing:
Resistance: +25 Elemental Magic
The Gift of Sun:
Immune: Elemental Magic
Ethereal Body:
Unit can walk on water
Passability: Poor
Resistance:
+20 Melee
+20 Missile
Special Abilities:
Spirit Calling:
Summons: Spirit Sphere
Cooldown: 5
Helia's Anger:
Damage: 28.8 Spiit Magic
Range: 2
Cooldown: 3













Spirit of Light (Arethi Elven Unit):
Resistance:
Melee: 150
Missile: 150
Life Magic: Immune
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 100
Perks:
Phoenix Shield:
Resistance:
+150 Melee
+150 Missile
+100 Elemental Magic
Immune:
Death Magic
Life Magic
From the Ashes:
Unit will be self-resurrected after death with a chance: +100%
Special Abilities:
Phoenix Screech:
Damage: 22 Elemental Magic
AoE: Target plus the next hex in line
Cooldown: 2













Wolves of Helia (Monster Unit):
Resistance:
Melee: 20
Missile: 15
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: Immune
Perks:
Power of the Sun:
Damage: +50% Elemental Magic
Basic Armour:
Armoured
Resistance:
+20 Melee
+40 Missile
Regeneration:
Regeneration: +8
Beast:
Resistance: -15 Missile
Defense bonus when attacking targets in a forest
Passability: Dense
The Gift of Sun:
Immune: Elemental Magic
Special Abilities:
Cleave:
Damage: 40.3 Elemental Magic
AoE: Target and 2 adjacent hexes
Cooldown: 2
Ardanias 8 Divines (Krolm)
Krolm:
Krolm is the god of rage. Worship him and he will grant you strong melee damage spells, unit buffs and protection runes.Races that can worship are Humans, Svarts & Undead.
Avatar of Krolm:
Resistance:
Melee: 75
Missile: 75
Life Magic: 175
Death Magic: 75
Spirit Magic: 75
Elemental Magic: 75
Perks:
Avatar:
Resistance:
+75 Melee
+75 Missile
+75 Death Magic
+75 Elemental Magic
+75 Life Magic
+75 Spirit Magic
Regeneration: +50
Can see invisible units
Sight range: +2
Unit can walk on water
Immune to banes
Unhindered:
Passability:
Dense
Poor, Hilly
Dense
Hilly
First Strength:
Damage:
+50% Death Magic
+50% Spirit Magic
Special Abilities:
Krolm's Call:
Summons: Blade Masters
Cooldown: 4
Voice of Krolm:
Summons:
Krolm's Housecarls
Cooldown: 4

Temple Units:

Blade Masters (Human Unit):
Resistance:
Melee: 20
Missile: 40
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 35
Perks:
Enrage:
Bonus for attack on weakened units
Basic Armour:
Armoured
Resistance: +20 Melee, +40 Missile
The Gift of Strength:
Immune to banes
Resistance: +35 Elemental Magic
Document Inspection:
Movement points: -2
Effect is applied to al neighbouring enemy units
Special Abilities:
Whirlwind:
Damage: 43.8 Melee
AoE: Target and 2 adjacent hexes
Cooldown: 2

Exemplar of Strength (Svarts Unit):
Resistance:
Melee: 75
Missile: 90
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 35
Perks:
Excellent Armour:
Armoured
Resistance:
+60 Melee
+80 Missile
The Gift of Strength:
Immune to banes
Resistance: +35 Elemental Magic
Warcry of Rage:
Movement points: +2
Unit power: +20%
Effect is applied to all neighbouring friendly units
Stone Heart:
Resistance: +15 Melee, +10 Missile.
Special Abilities:
Axe Spin:
Damage: 52.5 Melee
AoE: All hexes around the attacker
Cooldown: 3
Fury of Krolm:
Damage: 63 Melee
Cooldown: 4

]
Krolm's Housecarls (Undead Unit):
Resistance:
Melee: 40
Missile: 60
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 35
Perks:
Enrage:
Bonus for attack on weakened units
Advanced Armour:
Armoured
Resistance:
+40 Melee
+60 Missile
The Gift of Strength:
Immune to banes
Resistance: +35 Elemental Magic
Supporting Unit:
Support per turn: 1
Ardania's 8 Divines (Krypta)
Krypta:
Krypta is the goddess of death. Worship her and she will grant you powerful summonng spells, blessings and healing for the undead.
Races that can worship are Humans, Planstriders, Undead & Arethi Elves.












Avatar of Krypta:
Resistance:
Melee: 75
Missile: 75
Life Magic: 175
Death Magic: 75
Spirit Magic: 75
Elemental Magic: 75
Perks:
Avatar:
Resistance:
+75 Melee
+75 Missile
+75 Death Magic
+75 Elemental Magic
+75 Life Magic
+75 Spirit Magic
Regeneration: +50
Can see invisible units
Sight range: +2
Unit can walk on water
Immune to banes
Unhindered:
Passability:
Dense
Poor
Hilly
Dense
Hilly
Power of Death:
Damage:
+50% Melee
+50% Death Magic
+50% Spirit Magic
Special Abilities:
Krypta's Call:
Summons: Sisters of Krypta
Cooldown: 4
Voice of Krypta:
Summons: Ancient Liches
Cooldown: 4

Temple Units:













Ancient Liches (Undead Unit):
Resistance:
Melee: 0
Missile: 75
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 25
Perks:
Dead:
Immune: Death Magic
Resistance: -25 Life Magic
Cannot be healed by Life Magic
Unhindered:
Passability:
Dense
Poor
Hilly
Dense
Hilly
Skeleton:
Resistance: +75 Missile
The Gift of Death:
Resistance: +25 Elemental Magic
Special Abilities:
Maelstrom of Death:
Damage: 31.5 Death Magic
Range: 3
AoE: Target plus the surrounding hexes
Cooldown: 3













Black Reapers (Planestrider Units):
Resistance:
Melee: 60
Missile: 155
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 50
Perks:
Dead:
Immune: Death Magic
Resistance: -25 Life Magic
Cannot be healed by Life Magic
Skeleton:
Resistance: +75 Missile
The Gift of Death:
Resistance: +25 Elemental Magic
Immune: Death Magic
Excellent Armour:
Armoured
Resistance:
+60 Melee
+80 Missile
Life's Blessing:
Resistance: +25 Elemental Magic
Sacrifice:
Death Sacrifice
Special Abilities:
Pure Death:
Damage: 25 Death Magic
Range: 2. Cooldown: 3
Death Wave:
Damage: 22 Death magic
AoE: Target and 2 adjacent hexes
Cooldown: 3













Sisters of Krypta (Human Unit):
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 50
Perks:
Vampirism:
Vampirism: +40%
Life's Blessing:
Resistance: +25 Elemental Magic
The Gift of Death:
Resistance: +25 Elemental Magic
Immune: Death Magic
Special Abilities:
Summon Skeletons:
Summons: Skeletons
Cooldown: 3













Spirit of Death (Arethi Elven Unit):
Resistance:
Melee: 50
Missile: 50
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 45
Perks:
Dead:
Immune: Death Magic
Resistance: -25 Life Magic
Cannot be healed by Life Magic
Death Incarnate:
Resistance:
+50 Melee
+50 Missile
+20 Elemental Magic
The Gift of Death:
Resistance: +25 Elemental Magic
Immune to: Death Magic
Special Abilities:
Death Blow:
Damage: 28.6 Death Magic
Bane: Death Blow
Cooldown: 3
Splinter of Death:
Damage: 13 Death Magic
Effect: Resurrects a destroyed unit as a friendly unit
Cooldown: 3
Ardanias 8 Divines (Lunord)
Lunord:
Lunord is the god of the Moon and Wind. Worship him and he will grant you strong spirit and elemental spells and movement blessings.
Races that can worship are Humans, Planestriders, Undead & Arethi Elves.

Avatar of Lunord:
Resistance:
Melee: 75
Missile: 75
Life Magic: 175
Death Magic: 75
Spirit Magic: 75
Elemental Magic: 75
Perks:
Avatar:
Resistance:
+75 Melee
+75 Missile
+75 Death Magic
+75 Elemental Magic
+75 Life Magic
+75 Spirit Magic
Regeneration: +50
Can see invisible units
Sight range: +2
Unit can walk on water
Immune to banes
Unhindered:
Passability:
Dense
Poor
Hilly
Dense
Hilly
Power of Night:
Damage:
+50% Death Magic
+50% Spirit Magic
Hit and Run:
Hit and run
Invisibility:
Can only be seen from the adjacent hex

Temple Units:

Adepts of Lunord (Undead Unit):
Resistance:
Melee: 0
Missile: 35
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 15
Perks:
Dead:
Immune: Death Magic
Resistance: -25 Life Magic
Cannot be healed by Life Magic
Hit and Run:
Hit and run
Invisibility:
Can only be seen from the adjacent hex
The Gift of Luna:
Resistance:
+35 Missile
+15 Elemental Magic
Can see invisible units
Special Abilities:
Curse of Death:
Damage: 37.5 Death magic
Bane: Persistent wounds
Cooldown: 2

Assassins (Human Unit):
Resistance:
Melee: 40
Missile: 95
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Advanced Armour:
Armoured
Resistance:
+40 Melee
+60 Missile
Invisibility:
Can only be seen from the adjacent hex
Strong Poison:
Damage: +100% Death Magic
The Gift of Luna:
Resistance:
+35 Missile
+15 Elemental Magic
Can see invisible units
Special Abilities:
Death Poison:
Damage: 42.8 Death Magic
Bane: Vulnerability to magic
Cooldown: 2

Sorcerers (Planestrider Unit):
Resistance:
Melee: 80
Missile: 135
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 40
Perks:
The Gift of Luna:
Resistance:
+35 Missile
+15 Elemental Magic
Can see invisible units
Life's Blessing:
Resistance: +25 Elemental Magic
Excellent Armour:
Armoured
Resistance:
+60 Melee
+80 Missile
Ethereal Body:
Unit can walk on water
Passability: Poor
Resistance:
+20 Melee
+20 Missile
Special Abilities:
Mirror of Lunord:
Summons: Fade Sorcerers
Cooldown: 5
The Death Component:
Damage: 25.3 Death Magic
Range: 2
Cooldown: 4
Lord of Lightning:
Damage: 28.8 Elemental Magic
Bane: Ball Lightning
Range: 3
Cooldown: 3

Spirit of Darkness (Arethi Elven Unit):
Resistance:
Melee: 30
Missile: 50
Life Magic: 100
Death Magic: 20
Spirit Magic: 25
Elemental Magic: 35
Perks:
Son of Areth:
Resistance:
+20 Elemental Magic
+20 Death Magic
Strong Scales:
Resistance:
+30 Melee
+15 Missile
The Gift of Luna:
Resistance:
+35 Missile
+15 Elemental Magic
Can see invisible units
Dragon:
Dragon
Resistance: +25 Spirit Magic
Special Abilities:
Violent Attack:
Damage: 26.3 Melee
AoE: Target and 2 adjacent hexes
Cooldown: 3
Headshot:
Damage: 21 Missile
Range: 2
Cooldown: 3
World Resources (A-L)
Adamantium:
Adamantium Smelter (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -10 gold, -3 mana.
Gives perk: Adamantium Armour for classes: Fighters, Creatures, Ranged, Casters, Healers, Constructs. Adds to use: 3.

Rectification Facility: (Arethi Elves)
Production: +15 gold, +15 mana, +15 research.

Amber
Amber Mill (Arethi Elves)
Upkeep: -5 gold.
Gives perk: Amber Amulets for classes: Fighters, Creatures, Ranged, Casters, Healers, Constructs. Adds to use: 4.

Gem Grinder (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +10 mana, +10 research.
Upkeep: -8 gold.

Ancient Ruins:
Excavations (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +10 research.
Upkeep: -8 gold.

Barrow:
Historical Heritage (Humans)
Production: +5 mana, +5 research.
Upkeep: -3 gold.

Tent Researchers (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +5 mana, +2 research.
Upkeep: -2 gold.

Donkeys:
Butchery (Monsters)
Production: +8 food.
Upkeep: -1 gold.

Onodrome (Planestriders)
Upkeep: -2 gold.
Gives perk: Modern Technology for classes: Fighters, Creatures, Ranged, Casters, Healers. Adds to use: 5.

Order of Stubborn Knights (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -2 gold, -2 food.
Required for: Stubborn Knights.

Trading Post (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +10 gold.

Dragon Eggs:
Dragon Conservatory (Undead)
Production: +40 mana.
Upkeep: -10 gold.

Dragon Farm (Humans, Monsters)
Production: +40 gold.

Red Dragons Nest (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -10 gold.
Required for: Red Dragon.

Dwarven Settlement:
Dwarven Forge (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +10 gold.
Gives perk: Dwarven Steel for classes: Fighters, Creatures, Constructs. Adds to use: 5.

Dwarven Settlement (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -2 gold.
Required for: Dwarves, Dwarven Overcomers, Training Course.

Elven Village:
Elven Bungalow (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +2 gold.
Required for: Elven Archers, Elven Sharpshooters, Elven Shooting Grounds.

Casino (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +50% gold.

Gems:
Gem Mine (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +20 gold.

Jewellery Shop: (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -4 gold, -1 mana.
Gives perk: Protection Amulets for classes: Fighters, Creatures, Ranged, Casters, Healers. 5 uses per building.

Gold:
Gold Mine (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +12 gold.

Gold Dragon Eggs:
Gold Dragons Nest (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -20 gold.
Required for: Gold Dragon.

Halberdhall:
Halberdiers' Guild (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -2 gold, -1 food.
Required for: Halberdiers, Royal Guardsmen, Training Arena.

War University (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -5 gold
Gives perk: Masters of War for classes: Fighters, Creatures, Ranged, Casters, Healers, Constructs. 5 uses per building.

Holy Ground:
Temple of Agrela (Arethi Elves, Humans, Monsters, Planestriders)
Production: +5 mana, -2 unrest.
Upkeep: -10 gold.
God's relation: +20 (Agrela).
Demolishing will harm relations with the god: -20 (Agrela)
Required for: Life Givers (Planestriders), Paladins of Life (Monsters), Priestesses of Agrela (Humans), Spirit of Life (Arethi Elves).

Temple of Dauros (Humans, Planestriders, Svarts, Undead)
Production: +5 mana, -2 unrest.
Upkeep: -10 gold.
God's relation: +20 (Dauros).
Demolishing will harm relations with the god: -20 (Dauros)
Required for: Flycraft of Order (Svarts), Order Keepers (Planestriders), Paladins of Dauros (Humans), Paladins of Death (Undead).

Temple of Fervus (Humans, Monsters, Planestriders, Svarts)
Production: +5 mana, -2 unrest.
Upkeep: -10 gold.
God's relation: +20 (Fervus).
Demolishing will harm relations with the god: -20 (Fervus)
Required for: Archers of Chaos (Planestriders), Beastmasters (Humans), Druids (Monsters), Exemplar of Magic (Svarts).

Temple of Grum-Gog (Monsters)
Production: +5 mana, -2 unrest.
Upkeep: -10 gold.
God's relation: +20 (Grum-Gog).
Demolishing will harm relations with the god: -20 (Grum-Gog)
Required for: Champions of Grum-Gog (Monsters).

Temple of Helia (Arethi Elves, Humans, Monsters, Planestriders)
Production: +5 mana, -2 unrest.
Upkeep: -10 gold.
God's relation: +20 (Helia).
Demolishing will harm relations with the god: -20 (Helia)
Required for: Archers of Helia (Humans), Lightbringers (Planestriders), Spirit of Light (Arethi Elves), Wolves of Helia (Monsters).

Temple of Krolm (Humans, Svarts, Undead)
Production: +5 mana, -2 unrest.
Upkeep: -10 gold.
God's relation: +20 (Krolm).
Demolishing will harm relations with the god: -20 (Krolm)
Required for: Blade Masters (Humans), Exemplar of Strength (Svarts), Krolm's Housecarls (Undead).

Temple of Krypta (Arethi Elves, Humans, Planestriders, Undead)
Production: +5 mana, -2 unrest.
Upkeep: -10 gold.
God's relation: +20 (Krypta).
Demolishing will harm relations with the god: -20 (Krypta)
Required for: Ancient Liches (Undead), Black Reapers (Planestriders), Sisters of Krypta (Humans), Spirit of Death (Arethi Elves).

Temple of Lunord (Arethi Elves, Humans, Planestriders, Undead)
Production: +5 mana, -2 unrest.
Upkeep: -10 gold.
God's relation: +20 (Lunord).
Demolishing will harm relations with the god: -20 (Lunord)
Required for: Adepts of Lunord (Undead), Assassins (Humans), Sorcerers (Planestriders), Spirit of Darkness (Arethi Elves).

Infernal Rift:
Demonologist Workshop (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +12 research.
Upkeep: -3 gold, -3 food, -3 mana.

Iron
Foundry (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +1 gold.
Gives perk: Masterwork Armor for classes: Fighters, Creatures, Ranged, Casters, Healers, Constructs. 5 uses per building.

Transmutation Facility (Arethi Elves)
Production: +6 gold.

Transmutation Plant (Planestriders)
Production: +5 gold.
Upkeep: -2 mana.

Koatl Village:
Koatl House: (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -2 gold.
Required for: Koatl Spears, House of Secrets.

Serpentarium (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -4 gold.
Gives perk: Water of the Snake for classes: Ranged, Healers. 5 uses per building.
World Resources (M-Z)
Magic Fields:
Converter (Undead)
Upkeep: -5 gold.
Gives perk: Magical Transformer for classes: Casters, Healers, Constructs. Adds to use: 4.

Magic Brewery (Svarts)
Production: +5 food, +5 mana.
Upkeep: -2 gold.

Magic Garden (Humans)
Production: +10 food, +10 mana.
Upkeep: -4 gold.

Magic Testing Area (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +5 mana, +5 research.
Upkeep: -5 gold.

Magic Herbs:
Herbal Laboratory (Planestriders)
Upkeep: -5 gold.
Gives perk: Healing Pills for classes: Healers. Adds to use: 5.

Herb Store (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -2 gold, -3 mana.
Gives perk: The Power of Herbs for classes: Fighters, Creatures, Ranged, Casters, Healers. Adds to use: 4.

Magic Node:
Cheese Cave (Monsters)
Production: +12 food, +6 mana.
Upkeep: -4 gold.

Enchanter's Workshop (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -4 gold, -1 mana.
Gives Perk: Enchanted Weapons for classes: Fighters, Casters, Ranged. Adds to use: 5.

Mana Pump (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +10 mana.
Upkeep: -4 gold.

Medical College (Planestriders)
Upkeep: -4 gold.
Gives Perk: Medical Education for classes: Healers. Adds to use: 5.

Mana Crystal:
Mana Transfigurator (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +30 mana.
Upkeep: -8 gold.

Minotaur Caves:
Minotaur Palace (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -2 gold.
Required for: Minotaurs, Black Minotaurs, Corrida Pen.

Minotaur Labyrinth (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -2 gold.
Gives perk: Tried by Labyrinth for classes: Fighters & Creatures.

[h1[b]Nevril:[/b][/h1]
Design Department (Arethi Elves)
Upkeep: -5 gold.
Gives perk: Lightweight Armour for classes: Fighters, Ranged, Casters, Healers. Adds to use: 3.

Oyster Shelf
Pearl Farm:
Production: +12 gold.

Nevril Smelter (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -8 gold, -2 mana.
Gives perk: Nevril Armour for classes: Fighters, Creatures, Ranged, Casters, Healers. Adds to use: 4.

Svart Forge (Svarts)
Upkeep: -8 gold, -2 mana.
Gives Perk: Nevril Armour for classes: Fighters, Creatures, Ranged, Casters, Healers. Adds to use: 4.

Obsidian:
Charms Shop (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +10 gold.
Upkeep: -5 mana.
Gives perk: Obsidian Amulet for classes: Fighters, Creatures, Ranged, Casters, Healers. Adds to use: 4.

Pigs:
Pig Farm (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +6 food.

Pumpkins:
Field of Ghosts (Undead)
Upkeep: -1 gold.
Gives perk: Ghost Armour for classes: Creatures, Casters. Adds to use: 5.

Pumpkin Farm (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +4 food, +4 mana.

Shrine of the Rotten Pumpkin (Monsters)
Production: +10 population.
Upkeep: -1 gold.
Gives perk: Blessing of Hill'o'Win for classes: Fighters, Creatures, Ranged, Casters, Healers. Adds to use: 5.

Silver:
Laboratory (Undead)
Production: +7 mana
Upkeep: -2 gold.

Silver Mine (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +6 gold.

Silverwork Armoury (Humans)
Upkeep: -1 gold.
Gives perk: Silver Weaponry for classes: Figters, Ranged.

Silverwork Brewery (Monsters)
Upkeep: -1 gold.
Gives perk: Silver Brewery for classes: Creatures, Healers. Adds to use: 5.

Spider Hatch
Spider Farm (Monsters)
Production: +10 food, +5 mana.
Upkeep: -2 gold.

Spider Hatcher (Undead)
Production: +2 mana.
Upkeep: -1 gold.
Required for: Predator Spiders

Silk Workshop (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: +10 gold.
Upkeep: -5 mana.
Gives perk: Magnificent Silk Robe for classes: Casters, Healers. Adds to use: 5.

Sulphur:
Pyrotechnic Laboratory (Svarts)
Upkeep: -5 mana.
Gives perk: Pyrotechnics for classes: Fighters, Ranged, Constructs, Casters. Adds to use: 4.

Ritual Circle (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Upkeep: -5 gold.
Required for: Fire Elementals.

Uranitum:
Uranit Factory (Arethi Elves, Humans, Monsters, Planestriders, Svarts, Undead)
Production: -20 population.
Upkeep: -5 gold.
Gives perk: Unknown Emission for classes: Fighters, Creatures, Ranged, Casters, Healers, Constructs. Adds to use: 3.
Special Locations Units 1/2
Donkeys:


Stubborn Knights:
Resistance:
Melee: 40
Missile: 60
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0


Perks:
Advanced Armour:
Armoured
Resistance: +40 Melee, +60 Missile.
Donkey Cavalry:
Never retreats
Donkey cavalry

Dragon Eggs:


Red Dragon:
Resistance:
Melee: 25
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 25
Elemental Magic: 15


Perks:
Red Dragon Armour:
Resistance: +50 Missile, +25 Melee, +15 Elemental Magic
Dragon:
Resistance: +25 Spirit Magic

Dwarven Settlement:


Dwarves:
Resistance:
Melee: 40
Missile: 60
Life Magic: 100
Death Magic: 10
Spirit Magic: 0
Elemental Magic: 20


Perks:
Advanced Armour:
Armoured
Resistance: +40 Melee +60 Missile
Highlander:
Defence bonus attacking targets on hills
Passability: Hilly
Demolisher:
Bonus when attacking cities and forts
Mountain Blood:
Resistance: +20 Elmenetal Magic +10 Death Magic


Dwarven Overcomers:
Resistance:
Melee: 60
Missile: 80
Life Magic: 100
Death Magic: 10
Spirit Magic: 0
Elemental Magic: 20


Perks:
Excellent Armour:
Armoured
Resistance: +60 Melee +80 Missile
Highlander:
Defence bonus when attacking targets on hills
Passability: Hilly
Demolisher:
Bonus when attacking cities and forts
Mountain Blood:
Resistance: +20 Elemental Magic +10 Death Magic

Elven Village:


Elven Archers:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0


Perks:
Forester:
Defence bonus when attacking targets in a forest
Passability: Dense
Supporting Unit:
Support per turn: 1
Special Abilities:
Elven Speed:
Heals: 3,6 Elemental Magic
Blessing Elven Speed
Cooldown: 2



Elven Sharpshooters:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0


Perks:
Forester:
Defence bonus in forests; bonus when attacking targets in a forest
Passability: Dense
Magic Arrows:
Damage: +100% Elemental Magic
Supporting Unit:
Support per turn: 1
Special Abilities:
Elven Speed:
Heals: 4,3 Elemental Magic
Blessing Elven Speed
Cooldown: 2
Elven Roots:
Damage: 28,8 Missile
Bane: immobilization
Range: 2. Cooldown: 3

Gold Dragon Eggs:


Gold Dragon:
Resistance:
Melee: 30
Missile: 60
Life Magic: 100
Death Magic: 20
Spirit Magic: 25
Elemental Magic: 50



Perks:
Golden Scales:
Resistance: +30 Melee, +60 Missile, +50 Elemental Magic, +20 Death Magic
Life's Wrath:
Damage: +50% Life Magic
Regeneration:
Regeneration: +8
Dragon:
Dragon
Resistance: +25 Spirit Magic
Special Abilities:
Dragon Breath:
Damage: +52,5 Elemental Magic
Area of effect: Target plus the next hex in line
Cooldown: 2
Special Locations Units 2/2
Halberdhall:












Halberdiers:
Resistance:
Melee: 40
Missile: 60
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Advanced Armour:
Armoured
Resistance:
+40 Melee
+60 Missile
Guard of Halberdhall:
Hates: Donkey Cavalry
Document Inspection:
Movement Points: -2
Effect is applied to all neighbouring enemy units













Royal Guardsmen:
Resistance:
Melee: 60
Missile: 80
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Excellent Armour:
Armoured
Resistance:
+60 Melee
+80 Missile
Guard of Halberdhall:
Hates: Donkey Cavalry
Document Inspection:
Movement Points: -2
Effect is applied to all neighbouring enemy units

Koatl Village:












Koatl Spears:
Resistance:
Melee: 20
Missile: 20
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 40
Perks:
Reptile:
Resistance:
+20 Melee
+20 Missile
+40 Elemental Magic
Passability: Poor
Poison:
Damage: +50% Death Magic













Koatl Hunters:
Resistance:
Melee: 20
Missile: 20
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 40
Perks:
Reptile:
Resistance:
+20 Melee
+20 Missile
+40 Elemental Magic
Passability: Poor
Poison:
Damage: +50% Death Magic
Special Abilities:
Summon a Totem:
Summons: Totem of Patecatl
Cooldown: 3













Koatl Warlocks:
Resistance:
Melee: 20
Missile: 20
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 40
Perks:
Reptile:
Resistance:
+20 Melee
+20 Missile
+40 Elemental Magic.
Passability: Poor
Special Abilities:
Kiss of Itzlacoliuhque:
Damage: 14.1 Death Magic
Bane: Immobilization
Cooldown: 3














Giant Turtle:
Resistance:
Melee: 60
Missile: 60
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 40
Perks:
Turtle Shell:
Passability: Poor
Resistance:
+60 Melee
+60 Missile
+40 Elemental Magic

Minotaur Caves:












Minotaurs:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Frenzy:
Does not lose movement points
after attacks that finish a unit













Black Minotaurs:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Frenzy:
Does not lose movement points
after attacks that finish a unit
Special Abilities:
Melee Cleave:
Damage: 37.5 Melee
AoE: Target and 2 adjacent hexes
Cooldown: 2

Sulphur:












Fire Elementals:
Resistance:
Melee: 90
Missile: 90
Life Magic: 100
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 25
Perks:
Body of Fire:
Resistance:
+90 Melee
+90 Missile
+25 Elemental Magic
Immune: Death Magic
Perks (Inherent & Upgrade A-H)
Inherent & Upgrade Perks:

Accurate Shot: Damage: +30% Missile.
Acid Arrow: Adds an action: Acid Arrow.
Adamantine Claws: Unit power: +20%.
Adamantium Covering: Resistance: +40 Melee, +30 Missile, +20 Elemental Magic, +20 Death Magic.
Adaption: Can adapt to different types of damage.
Advanced Armour: Armoured. +40 Melee, +60 Ranged resistance.
Advanced Endurance: Resistance: +35 Elemental Magic, +35 Death Magic.
Arcane Magic: Resistance: +30 Elemental Magic.
Armoured Panels: +30 Missile resistance.
Armour Plated: +15 Melee, +15 Missile resistance.
Armour Plates: +30 Melee resistance.
Aura of Suppression: Unit power: -19%. Effect is applied to all neighbouring enemy units.
Aura of Vampirism: Vampirism: 40%. Effect is applied to all neighbouring friendly units.
Aura of Wrath: Unit Power: +10%. Effect is applied to all neighbouring friendly units.
Avatar: Resistance: +75 Melee, +75 Missile, +75 Death Magic, +75 Elemental Magic, +75 Life Magic, +75 Spirit Magic. Regeneration: +50. Avatar. Can see invisible units. Sight range: +2. Unit can walk on water. Immune to banes.
Avoidance: Resistance: +15 Melee, +15 Missile.
Barkskin: Resistance: +20 Melee, +50 Missile, -25 Elemental Magic.
Barlog Family: Immune to banes. Resistance: +75 Melee, +75 Missile, +50 Elemental Magic, +50 Death Magic, -30 Spirit Magic.
Basic Armour: Armoured. Resistance: +20 Melee, +40 Missile.
Beast: Resistance: -25 Missile. Defence bonus in forests; bonus when attacking targets in a forest. Beast. Passability: Dense.
Behemoth's Strength: Resistance: +75 Melee, +75 Missile, +35 Elemental Magic, +35 Death Magic.
Black Hatred: Hates: Paladin.
Black Powder: Adds an action: Black Power.
Bladewall: Resistance: +30 Melee.
Blessing of the Machine: Resistance: +10 Melee, +30 Missile, +30 Elemental Magic, +10 Death Magic.
Bodiless: Immune: Melee, Missile. Resistance: -25 Elemental Magic.
Body of Fire: Resistance: +90 Melee, +90 Missile, +25 Elemental Magic. Immune: Death Magic.
Body of Stone: Resistance: +40 Melee, +60 Missile, +90 Elemental Magic. Immune: Death Magic.
Body of Water: Resistance: +150 Melee, +200 Missile, +50 Elemental Magic, +50 Spirit Magic. Immune: Death Magic.
Body of Wind: Immune to banes. Resistance: +50 Melee, +50 Missile, -25 Elemental Magic, +20 Death Magic.
Captured Life: Damage: +50% Life Magic.
Captured Spirit: Damage: +50% Spirit Magic.
Chant of Immortality: Giver of Immortality.
Chant of Immortality: Immortal.
City Destroyer: Bonus when attacking cities and forts.
City Fighter: Defence bonus in city; bonus when attacking targets in a city.
Cleric's Shield: Adds an action: Healer's Shield.
Construct: Construct.
Cover Specialist: Defence bonus on rugged terrain.
Covert Vampire: Vampirism: 40%.
Cure of Patecatl: Regeneration: +5. Effect is applied to all neighbouring friendly units.
Dark Powers: Damage: +50% Death Magic.
Dark Shield: Resistance: +30 Death Magic.
Dead: Immune: Death Magic. Resistance: -25 Life Magic. Cannot be healed by Life Magic.
Deadly Breath: Damage: +50% Death Magic.
Death Incarnate: Resistance: +50 Melee, +50 Missile, +20 Elemental Magic.
Death Magic School: Damage: +20% Death Magic.
Death Resilience Aura: Resistance: +30 Death Magic. Effect is applied to all neighbouring friendly units.
Deconstructor: Deals additional damage to constructs.
Demolisher: Bonus when attacking cities and forts.
Demon: Resistance: +75 Melee, +50 Missile, +30 Elemental Magic, +30 Death Magic.
Demonic Education: Resistance: +50 Elemental Magic. Passability: Dense, Poor, Hilly, Dense and hilly.
Doctor's Support: Healing this unit: +20%. Effect is applied to all neighbouring friendly units.
Document Inspection: Movement points: -2. Effect is applied to all neighbouring enemy units.
Dodge: Resistance: +25 Melee.
Donkey Cavalry: Never retreats. Donkey cavalry.
Dragon: Dragon. Resistance: +25 Spirit Magic.
Dragonlord: Resistance: +35 Melee, +25 Missile, +15 Elemental Magic.
Dragon Scales: Resistance: +15 Melee, +30 Missile, +50 Elemental Magic, +20 Spirit Magic.
Dremer: Resistance: +20 Melee, +20 Missile, +20 Elemental Magic, +20 Death Magic. Sight range: +1. Dremer.
Dried Bark: Resistance: +100 Melee, +75 Missile, +25 Death Magic, +25 Spirit Magic.
Eclipse-class: Resistance: +50 Missile, +30 Elemental Magic, +30 Death Magic.
Elemental Resilience: Resistance: +30 Elemental Magic.
Elemental Resilience Aura: Resistance: +30 Elemental Magic. Effect is applied to all neighbouring friendly units.
Elemental Wrath: Damage: +20% Elemental Magic.
Elven Armor: Resistance: +25 Melee, +30 Missile.
Elven Magic: Damage: +20% Elemental Magic.
Endurance: Resistance: +15 Elemental Magic, +15 Death Magic.
Enrage: Bonus for attack on weakened units.
Escape Artist: Escape Artist.
Ethereal Body: Unit can walk on water. Passability: Poor. Resistance: +20 Melee, +20 Missile.
Evasive: Resistance: +25 Missile, +25 Elemental Magic.
Excellent Armour: Armoured. Resistance: +60 Melee, +80 Missile.
Experimental Carapace: Resistance: +50 Melee, +50 Missile, +75 Death Magic, +25 Elemental Magic.
Famous Hero: Immune to banes. Resistance: +25 Death Magic, +25 Life Magic, +25 Elemental Magic. +1 exp per turn.
Fear: Enemies always retreat after fights.
Fiery Attack: Damage: +50% Elemental Magic.
Fiery Core: Damage: +20% Elemental Magic.
Finisher: Bonus for attack on weakened units.
Fire Arrow: Damage: +20% Elemental Magic.
Fireball: Ads an action: Fireball.
Fire Body: Resistance: +50 Melee, +50 Missile, +30 Elemental Magic, +30 Death Magic.
Fire Lasso Adds an action: Fire Lasso.
Fire Launcher: Adds an action: Fire Launcher.
Fire Ring: Adds an action: Fire Ring.
First Aid: Regeneration: +2.
First Strength: Damage: +50% Death Magic, +50% Spirit Magic.
Flaming Rocks: Damage: +20% Elemental Magic.
Forced March: Movement points: +1.
Forester: Defence bonus in forests; bonus when attacking units in a forest. Passability: Dense.
Frenzy: Does not lose movement points after attacks that finish a unit.
From the Ashes: Unit will be self-resurrected after death with a probability: 100%.
Frozen Heart: Applies the curse: Frozen Water.
Furious Charge: Damage: +20% Melee.
Glass Armor: Armoured. Resistance: +60 Melee, +70 Missile, +20 Elemental Magic.
Goblin's Poison: Adds an acion: Goblin's Poison.
Golden Scales: Resistance: +30 Melee, +60 Missile, +50 Elemental Magic, +20 Death Magic.
Golem: Resistance: +15 Melee, +15 Missile, +15 Elemental Magic.
Goodness and Justice: Unit power: +20%. Effect is applied to all neighbouring friendly units.
Guard of Halberdhall: Hates: Donkey Cavalry.
Hardened Glass Armor: Armoured. Resistance: +100 Melee, +110 Missile, +40 Elemental Magic.
Healing Aura: Regeneration: +5. Effect is applied to all neighbouring friendly units.
Healing Power: Healing power: +20%.
Heavy Arrow: Adds an action: Heavy Arrow.
Heavy Hand: Damage: +50% Melee.
Heavy Stones: Damage: +30% Missile.
Hellish Poison: +100% Death Magic damage.
Highlander: Defence bonus in hills; bonus when attacking targets on hills. Passability: Hilly.
Hit and Run: Hit and Run
Holy Protection: Immune: Life Magic.
Perks (Inherent & Upgrade I-S)
Improved Mind Blast: Adds an action: Mind Blast.
Improved Shield: Resistance: +30 Elemental Magic, +15 Death Magic, +15 Spirit Magic.
Improved Silicon Shell: Resistance: +100 Melee, +100 Missile, +50 Elemental Magic, +50 Death Magic.
Innate Regeneration: Regeneration: +20.
Insect: Resistance: +50 Melee, +50 Missile, -20 Elemenatal Magic, -30 Death Magic, -50 Spirit Magic.
Invisibility: Can only be seen from the adjacent hex.
Invulnerable Hide: Resistance: +75 Melee, +35 Missile, +50 Death Magic, +50 Elemental Magic, +50 Spirit Magic.
Knights Armour: Resistance: +50 Elemental Magic, +25 Spirit Magic.
Krolm's Hatred of Magic Aura: Resistance: +50 Elemental Magic, +50 Death Magic, +50 Life Magic, +50 Spirit Magic. Effect is applied to all neighbouring friendly units.
Krolm's Resistance Aura: Resistance: +50 Melee, +50 Missile. Effect is applied to all neighbouring friendly units.
Krolm's Wrath Aura: Unit Power: +20%. Effect is applied to all neighbouring friendly units.
Legendary Hero: Immune to banes. Resistance: +35 Death Magic, +35 Life Magic, +35 Elemental Magic, +35 Spirit Magic. +2 exp per turn. Damage: +20% Spirit Magic.
Levitate: Flying.
Life Attack: Damage: +30% Life Magic.
Life's Blessing: Resistance: +25 Elemental Magic.
Life's Shield: Resistance: +50 Elemental Magic, +50 Death Magic.
Life's Wrath: Damage: +50% Life Magic.
Link of Death: Link of Death.
Maecenas: Gold: +10.
Magic Arrows: Damage: +100% Elemental Magic.
Magic Gift: +5 Mana.
Magic Hatred: If suffers elemental damage, gets the perk: Beserk.
Magic Shell: Resistance: +75 Elemental Magic, +75 Death Magic, +25 Spirit Magic.
Magic Shield: Resistance: +20 Elemental Magic, +20 Death Magic.
Marksman: Damage: +20% Missile.
Mister Night: Resistance: +15 Missile, +15 Death Magic.
Mister Poison: Applies the curse: Weakness.
Mountain Blood: Resistance: +20 Elmenetal Magic, +10 Death Magic.
Munchkin: Immune to banes.
Nightmare Shield: Resistance: +75 Melee, +35 Missile, +100 Elemental Magic, +100 Death Magic.
Nimble: Movement points: +1.
Oak Panelling: Resistance: +30 Missile, +30 Melee.
Ogre Armour: Resistance: +20 Melee, +20 Missile, +20 Elemental Magic.
Paladin: Damage: +50% Life Magic. Paladin.
Pathfinders: Passability: Dense, Poor, Hilly, Dense and Hilly.
Perceptive: +1 exp per turn.
Phantom: Resistance: +30 Death Magic, +30 Elemental Magic, -30 Spirit Magic. Immune: Melee, Missile.
Phoenix Shield: Resistance: +150 Melee, +150 Missile, +100 Elemental Magic. Immune: Death Magic, Life Magic.
Pillage: +5 Gold.
Plague: Applies the curse: Weakness.
Poison: Damage: +50% Death Magic.
Poisoned Pikes: Damage: +50% Death Magic.
Poisonous Bite: Damage: +25% Death Magic.
Power of Chaos: Damage: +50% Elemental Magic, +50% Spirit Magic.
Power of Death: Damage: +50% Melee, +50% Death Magic, +50% Spirit Magic.
Power of Life: Damage: +50% Life Magic, +50% Elemental Magic.
Power of Night: Damage: +50% Death Magic, +50% Spirit Magic.
Power of Order: Damage: +50 % Life Magic, +50% Spirit Magic, +50% Elemental Magic.
Power of Plague: Damage: +50% Death Magic, +50% Spirit Magic, +50% Elemental Magic.
Power of the Sun: Damage: +50% Missile, +50% Elemental Magic, +50% Life Magic.
Power of the Sun: Damage: +50% Elemental Magic.
Primal Dremer: Immune to banes. Cannot dispel any blessing/curse. Resistance: +50 Melee, +50 Missile, +50 Elemental Magic, +50 Death Magic, +50 Spirit Magic.
Protective Chant: Protective Chant.
Queen of Spiders: Resistance: +25 Melee, +50 Missile, +75 Elemental Magic, +100 Death Magic.
Rabbit from Hell: Resistance:+50 Death Magic, +50 Elemental Magic. Immune. Melee, Missile. Hates: Armoured.
Recon Specialist: +1 Sight range.
Reconstruction: Adds an action: Reconstruction.
Red Dragon Aromur: Resistance: +50 Missile, +25 Melee, +15 Elemental Magic.
Regeneration: Regeneration: +8.
Reinforced Covering: Resistance: +30 Melee, +20 Missile, +15 Elemental Magic.
Repair: Regeneration: +5.
Reptile: Resistance: +20 Melee, +20 Missile, +40 Elemental Magic. Passability: Poor.
Rune Armor: Resistance: +20 Missile, +20 Elemental Magic, +20 Death Magic.
Rune of Death: Resistance: +15 Death Magic.
Rune of Earth: Resistance: +20 Melee, +15 Missile.
Rune of Fire: Resistance: +15 Elemental Magic.
Sacrifice: Death Sacrifice.
Sand Armour: Resistance: +30 Melee, +30 Missile, -15 Elemental Magic, +50 Death Magic.
Sand in the Eyes: Applies the curse: Blindness.
School of Necromancy: Damage: +30% Death Magic.
Science: Research points: +5.
Scout: Sight range: +1.
Secret Knowledge: Resistance: +25 Spirit Magic, +25 Life Magic.
Shadow Blast: Adds an action: Shadow Blast.
Shadow-class: Resistance: +40 Missile, +10 Elemental Magic, +10 Death Magic.
Shadowy Wings: Resistance: +50 Elemental Magic. Effect is applied to all neighbouring friendly units.
Sharp Tooth: Damage: +30% Melee.
Shell of a Flying Monster: Resistance: +35 Missile, +25 Elemental Magic.
Shield of Evil: Resistance: +30 Elemental Magic, 20 Death Magic.
Perks (Inherent & Upgrade S-Z, Building A-Z)
Sign of Masters: Damage: +100% Elemental Magic.
Silicon Shell: Resistance: +35 Melee, +35 Missile, +15 Elemental Magic.
Skeleton: Resistance: +75 Missile.
Skilled Cannoneer: Unit power: +20%.
Sniper: Unit power: +20%.
Son of Areth: Resistance: +20 Elemental Magic, +20 Death Magic.
Spirit Claws: Damage: +50% Spirit Magic.
Spirit Flame: Damage: +50% Spirit Magic.
Spirit of the United One: Resistance: +35 Melee, +35 Missile, +35 Death Magic, +35 Elemental Magic, +35 Life Magic, +35 Spirit Magic. Regeneration: +15. Can see invisible units. Sight Range: +2. Unit can walk on water. Immune to banes. Berserk.
Star of Medicine: Healing power: +20%.
Stinky Shots: Damage: +20% Death Magic.
Stone Heart: Resistance: +15 Melee, +10 Missile.
Strong Poison: +100% Death Magic damage.
Strong Scales: Resistance: +30 Melee, +15 Missile.
Strong Shell: Resistance: +50 Melee, +50 Missile, +25 Elemental Magic.
Sturdy Shell: Resistance: +75 Melee, +75 Missile, +25 Elemental Magic, +25 Death Magic.
Summoned: Unit self-destructs when the perk expires.
Summon Green Bats: Adds an action: Summon Bats.
Supporting Unit: Support per turn: 1.
Survival: Fleet of foot.
Teleport Self: Adds an action: Teleport Self.
Terrifying Terror: Enemies always retreat after fights.
Terror of Worlds: Movement points: +1. Damage: +50% Elemental Magic.
The Gift of Chaos: Resistance: +50 Elemental Magic, +50 Spirit Magic.
The Gift of Death: Resistance: +25 Elemental Magic. Immune: Death Magic.
The Gift of Life: Resistance: +25 Death Magic. Healing this unit: 100%.
The Gift of Luna: Resistance: +35 Missile, +15 Elemental Magic. Can see invisible units.
The Gift of Order: Cannot dispel any blessing/curse. Resistance: +35 Spirit Magic, +15 Death Magic.
The Gift of Plague: Resistance: +50 Death Magic. Damage: +25% Death Magic.
The Gift of Strength: Immune to banes. Resistance: +35 Elemental Magic.
The Gift of Sun: Immune: Elemental Magic.
The Power of the Night: Resistance: +15 Melee, +15 Missile, +15 Elemental Magic.
"The Terminator": Does not lose movement points after attacks that finish a unit.
The Lord of Sand: Resistance: +55 Melee, +55 Missile, +35 Elemental Magic, +35 Death Magic, +20 Spirit Magic. Immune to banes.
The True Flame: Resistance: +75 Melee, +75 Missile, +50 Elemental Magic, +50 Death Magic.
Thick Hide: Resistance: +25 Melee.
Totem: Stunned. Unit self-destructs when the perk expires.
True Fortitude: Immune to banes.
True Sight: Can see invisible units.
True Spirit: Immune: Spirit Magic.
Turtle: Resistance: +35 Missile.
Turtle Shell: Passability: Poor. Resistance: +60 Melee, +60 Missile, +40 Elemental Magic.
Unhindered: Passability: Dense, Poor, Hilly, Dense and Hilly.
University Education: Unit power: +20%. (Not the same as the building perk!)
Usual Hero: Resistance: +20 Death Magic, +20 Life Magic.
Vampire's Aura: Effect is applied to all neigbouring friendly units.
Vampiric Power: Resistance: -25 Spirit Magic, +100 Elemental Magic.
Vampirism: Vampirism: 40 %.
Walking Machine: Immune to banes. Resistance: +75 Melee, +75 Missile, +50 Death Magic, +20 Elemental Magic.
Warcry of Rage: Movement points: +2. Unit power: +20%. Effect is applied to all neighbouring friendly units.
Warlock's Knowledge: Resistance: +50 Elemental Magic, +50 Death Magic.
Warlock Amulet: Resistance: +20 Elemental Magic, +20 Death Magic.
Warrior's Spirit: +25% Spirit Magic damage.
Wide Formation: Resistance: +25 Missile.
Wind Aura: Resistance: +25 Missile.. Effect is applied to all neighbouring friendly units.
Wind Shield: Resistance: +25 Missile.
Wind Shield: Resistance: +50 Missile. Effect is applied to all neighbouring friendly units.
Wisdom of Life: Resistance: +70 Elemental magic, +70 Death Magic. Immune: Spirit Magic.
Wizard's Power: Unit power: +20%.
Wolf Howl: Unit power: -19%. Effect is applied to all neighbouring enemy units.
Zombie Aura: Unit power: -39%. Effect is applied to all neighbouring enemy units.


Building Perks:

Adamantium Armour: Resistance: +45 Melee, +45 Death Magic, +20 Spirit Magic. Requires: Adamantium Smelter (Admamantium).
Amber Amulet: Resistance: +45 Spirit Magic. Requires: Amber Mill (Arethi Elven city, Amber).
Blessing of Hill'o'Win: Regeneration: +3. Requires: Shrine of the Rotten Pumpkin (Monster city, Pumpkins).
Drilled: Unit power: +10%. Requires: Barracks.
Dwarven Steel: Unit power: +20%. Requires: Dwarven Forge (Dwarven Settlement)/Manufactory (Svart city).
Enchanted Weapons: Damage: +25% Elemental Magic. Requires: Enchanter's Workshop (Magic Node).
Fine Armour: Resistance: +20 Melee, +10 Missile. Requires: Smithy.
Ghost Armour: Resistance: +25 Elemental Magic, +25 Spirit Magic, +25 Life Magic. Requires: Field of Ghosts (Undead city, Pumpkins).
Healing Pills: Healing Power: +20%. Requires: Herbal Laboratory (Planestrider city, Magic Herbs).
Lightweight Armour: Movement points: +1. Requires: Design Department (Arethi Elven city, Nevril).
Mageweave Armour: Resistance: +15 Elemental Magic. Requires: Magic Smithy (Planestrider city).
Magical Transformer: Unit power: +20%. Requires: Converter (Undead city, Magic Fields).
Magnificent Silk Robe: Resistance: +30 Elemental Magic, +20 Death Magic, +15 Spirit Magic. Requires: Silk Workshop (Spider hatch).
Masters of War: Exp per turn: +1. Requires: War University (Halberdhall).
Masters' Traditions: Unit power: +20%. Requires: Hall of Masters (Planestrider city).
Masterwork Armour: Resistance: +25 Melee, +25 Missile. Requires: Foundry (Iron).
Medical Education: Healing Power: +20%. Requires: Medical College (Planestrider city, Magic Node).
Modern Technology: Movement points: +1. Requires: Onodrome (Planestrider city, Donkeys).
Nevril Armour: Resistance: +40 Missile, +50 Elemental Magic. Requires: Nevril Smelter (Nevril)/Svart Forge (Svart city, Nevril).
Obsidian Amulet: Healing this unit: +50%. Requires: Charms Shop (Obsidian).
Protection Amulets: Resistance: +35 Elemental Magic, +35 Death Magic. Requires: Jewellery Shop (Gems).
Protection Potions: Resistance: +20 Missile, +40 Elemental Magic. Requires: Magic Bazaar.
Pyrotechnics: Damage: +50% Elemental Magic. Requires: Pyrotechnic Laboratory (Svart city, Sulphur).
Silver Brewery: Resistance: +35 Elemental Magic, +35 Elemental Magic. Requires: Silverwork Brewery (Monster city, Silver).
Silver Weaponry: Damage: +20% Spirit Magic, +20% Life Magic. Requires: Silverwork Armoury (Human city, Silver).
The Power of Herbs: Regeneration: +5. Requires: Herb Store (Magic Herbs).
Tried by Labyrinth: Damage: +30% Melee. Requires: Minotaur Labyrinth (Minotaur caves).
University Education: Unit power: +10%. Requires: University.
Unknown Emission: Unit power: +50%. Requires: Uranit Factory (Uranitum).
Water of the Snake: Unit power: +20%. Requires: Serpentarium (Koatl Village).
Creatures and Other Odd Figures (A-D)
The many worlds of Ardania can be a large and scary place for a mage-apprentice-adventurer.
So take this old book; "Adventurers survival guide for Ardania" and may you be luckier than the adventurer that wrote it, who died from an ambush of cockroaches while he was asleep.












Ancient Cockroaches:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0













Artel of Miners:
Resistance:
Melee: 15
Missile: 10
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Stone Heart:
Resistance:
+15 Melee
+10 Missile
Summoned:
Unit self-destructs when the perk expires
Special Abilities:
To Dig:
Blessing: Skilled Diggers
Cooldown: 3
Not to Dig:
Restores the movement points of the unit: Major-Foreman
Cooldown: 3













Bearman:
Resistance:
Melee: 25
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
Resistance: -25 Missile
Defence bonus when attacking targets in a forest
Passability: Dense
Thick Hide:
Resistance: +25 Melee
Regeneration:
Regeneration: +8
Special Abilities:
Stone Throw:
Damage: 44 Elemental Magic
Cooldown: 3













Bears:
Resistance:
Melee: 25
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
Resistance: -25 Missile
Defense bonus when attacking units in a forest
Passability: Dense
Thick Hide:
Resistance: +25 Melee













Cave Bear:
Resistance:
Melee: 75
Missile: 10
Life Magic: 100
Death Magic: 50
Spirit Magic: 50
Elemental Magic: 50
Perks:
Beast:
Resistance: -25 Missile
Defense bonus when attacking targets in a forest
Passability: Dense
Invulnerable Hide:
Resistance:
+75 Melee
+35 Missile
+50 Death Magic
+50 Elemental Magic
+50 Spirit Magic
True Fortitude:
Immune to banes
Special Abilities:
Bear's Roar:
Damage: 33 Melee
Bane: Weakness
AoE: Target plus the surrounding hexes
Cooldown: 3












Cockroaches:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0













Cockroach of Hell:
Resistance:
Melee: 50
Missile: 50
Life Magic: 100
Death Magic: 75
Spirit Magic: 0
Elemental Magic: 25
Perks:
Experimental Carapace:
Resistance:
+50 Melee
+50 Missile
+75 Death Magic
+25 Elemental Magic
True Fortitude:
Immune to banes
Adaption:
Can adapt to different types of damage
Special Abilities:
Poisoned Breath:
Damage: 67.5 Death Magic
AoE: Target plus the next hex in line
Cooldown: 3













Crows:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Scout:
Sight Range: +1
Summoned:
Unit self-destructs when the perk expires

Demons:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0

Demonwood:
Resistance:
Melee: 20
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: -25
Perks:
Forester:
Defense bonus when attacking units in a forest
Passability: Dense
Barkskin:
Resistance:
+20 Melee
+50 Missile
-25 Elemental Magic

Diamond Elemental:
Resistance:
Melee: 75
Missile: Immune
Life Magic: 100
Death Magic: Immune
Spirit Magic: 75
Elemental Magic: Immune
Perks:
Body of Diamond:
Resistance:
+75 Melee
+75 Spirit Magic
Immune to:
Death Magic
Elemental Magic
Missile
True Fortitude:
Immune to banes
Special Abilities:
Collapse:
Damage: 37.5 Melee
Range: 2
AoE: Target plus the surrounding hexes
Cooldown: 4
Summon Elementals:
Summons: Earth Elementals
Cooldown: 4

Dremargor:
Resistance:
Melee: 70
Missile: 70
Life Magic: 100
Death Magic: 70
Spirit Magic: 50
Elemental Magic: 70
Perks:
Dremer:
Resistance:
+20 Melee
+20 Missile
+20 Elemental Magic
+20 Death Magic
Sight range: +1
Adaption:
Can adapt to different types of damage
Primal Dremer:
Immune to banes
Cannot dispel any blessing/curse
Resistance:
+50 Melee
+50 Missile
+50 Elemental Magic
+50 Death Magic
+50 Spirit Magic
Terror of Worlds:
Movement points: +1
Damage: +50% Elemental Magic
Special Abilities:
Hit of the Primal:
Damage: 61.3 Spirit Magic
Bane: Damage per turn
Range: 4
AoE: Target plus two rings of surrounding hexes
Cooldown: 3

Dremer Brutes:
Resistance:
Melee: 120
Missile: 120
Life Magic: 100
Death Magic: 70
Spirit Magic: 0
Elemental Magic: 70
Perks:
Dremer:
Resistance:
+20 Melee
+20 Missile
+20 Elemental Magic
+20 Death Magic
Sight range: +1
Improved Silicon Shell:
Resistance:
+100 Melee
+100 Missile
+50 Elemental Magic
+50 Death Magic
Demolisher:
Bonus when attacking cities and forts
Special Abilities:
Brute Claw Bite:
Damage: 50 Melee
Bane: Damage per turn
AoE: Target and 2 adjacent hexes
Cooldown: 3

Dremer Giants:
Resistance:
Melee: 95
Missile: 95
Life Magic: 100
Death Magic: 45
Spirit Magic: 0
Elemental Magic: 45
Perks:
Dremer:
Resistance:
+20 Melee
+20 Missile
+20 Elemental Magic
+20 Death Magic
Sight range: +1
Sturdy Shell:
Resistance:
+75 Melee
+75 Missile
+25 Elemental Magic
+25 Death Magic
Special Abilities:
Sturdy Death Ring:
Damage: 13.5 Death Magic
AoE: All hexes around the caster
Cooldown: 1
Creatures and Other Odd Figures (D-G)
Dremer Mages:
Resistance:
Melee: 20
Missile: 20
Life Magic: 100
Death Magic: 95
Spirit Magic: 25
Elemental Magic: 95
Perks:
Dremer:
Resistance: +20 Melee, +20 Missile, +20 Elemental Magic, +20 Death Magic.
Sight range: +1.
Dremer.
Magic Shell:
Resistance: +75 Elemental Magic, +75 Death Magic, +25 Spirit Magic.
Captured Spirit:
Damage: +50% Spirit Magic.
Special Abilities:
Dremer Nullify:
Dispel: Removes all blessings.
Range: 2. Cooldown: 3.

Dremer Throwers:
Resistance:
Melee: 70
Missile: 70
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 45
Perks:
Dremer:
Resistance: +20 Melee, +20 Missile, +20 Elemental Magic, +20 Death Magic.
Sight range: +1.
Dremer.
Strong Shell:
Resistance: +50 Melee, +50 Missile, +25 Elemental Magic.
Special Abilities:
Chitin Knives:
Damage: 21,3 Missile.
Bane: Damage per turn.
Range: 2. Cooldown: 3.

Dremer Warriors:
Resistance:
Melee: 55
Missile: 55
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 35
Perks:
Dremer:
Resistance: +20 Melee, +20 Missile, +20 Elemental Magic, +20 Death Magic.
Sight range: +1.
Dremer.
Silicon Shell:
Resistance: +35 Melee, +35 Missile, +15 Elemental Magic.
Special Abilities:
Claw Bite:
Damage: 14,3 Melee.
Bane: Damage per turn.
Area of effect: Target and 2 adjacent hexes.
Cooldown: 3.

Dry Demonwood:
Resistance:
Melee: 120
Missile: 125
Life Magic: 100
Death Magic: 25
Spirit Magic: 25
Elemental Magic: -25
Perks:
Forester:
Defence bonus in forests; bonus when attacking units in a forest.
Passability: Dense.
Barkskin:
Resistance: +20 Melee, +50 Missile, -25 Elemental Magic.
Dried Bark:
Resistance: +100 Melee, +75 Missile, +25 Death Magic, +25 Spirit Magic.
True Fortitude:
Immune to banes.
Special Abilities:
Wood Attack:
Damage: 50 Melee.
Area of effect: Target and 2 adjacent hexes.
Cooldown: 3.
Summon Demonwood:
Summons: Demonwood.
Cooldown: 3.

Duke of Hell:
Resistance:
Melee: 75
Missile: 75
Life Magic: 100
Death Magic: 50
Spirit Magic: -30
Elemental Magic: 50
Perks:
Barlog Family:
Immune to banes.
Resistance: +75 Melee, +75 Missile, +50 Elemental Magic, +50 Death Magic, -30 Spirit Magic.
Special Abilities:
Hand of Hell:
Damage: 50 Elemental Magic.
Bane: Burn. Cooldown: 4.

Earth Elementals:
Resistance:
Melee: 40
Missile: 60
Life Magic: 100
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 90
Perks:
Body of Stone:
Resistance: +40 Melee, +60 Missile, +90 Elemental Magic.
Immune: Death Magic.

Evil Sorcerers:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 30
Perks:
Sign of Masters:
Damage: +100% Elemental Magic.
True Fortitude:
Immune to banes.
Scout:
Sight range: +1.
Shield of Evil:
Resistance: +30 Elemental Magic, 20 Death Magic.
Special Abilities:
Protection of Evil:
Heals: 50 Death Magic.
Blessing: Black Soul.
Cooldown: 3.
Shadow Storm:
Damage: 80,4 Death Magic.
Range: 3.
Area of effect: Target plus two rings of surrounding hexes.
Cooldown: 3.

Fade Sorcerers:
Resistance:
Melee: 80
Missile: 135
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 40
Perks:
The Gift of Luna:
Resistance: +35 Missile, +15 Elemental Magic.
Can see invisible units.
Life's Blessing:
Resistance: +25 Elemental Magic.
Excellent Armour:
Armoured.
Resistance: +60 Melee, +80 Missile.
Ethereal Body:
Unit can walk on water.
Passability: Poor.
Resistance: +20 Melee, +20 Missile.
Summoned:
Unit self-destructs when the perk expires.
Special Abilities:
The Death Component:
Damage: 25,3 Death Magic.
Range: 2. Cooldown: 4.
Lord of Lightning:
Damage: 28,8 Elemental Magic.
Bane: Ball Lightning.
Range: 3. Cooldown: 3.

Flying Dremers:
Resistance:
Melee: 20
Missile: 55
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 45
Perks:
Dremer:
Resistance: +20 Melee, +20 Missile, +20 Elemental Magic, +20 Death Magic.
Sight range: +1.
Dremer.
Scout:
Sight range: +1.
Captured Life:
Damage: +50% Life Magic.
Shell of a Flying Monster:
Resistance: +35 Missile, +25 Elemental Magic.
Special Abilities:
Monster Breath:
Damage: 21 Death Magic.
Area of effect: Target plus the next two hexes in line.
Cooldown: 3.

Flying Scarabs:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Scout:
Sight range: +1.

Ghost Wolves:
Resistance:
Melee: 0
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
Resistance: -25 Missile.
Defence bonus in forests; bonus when attacking targets in a forest.
Beast.
Passability: Dense.
Wolf Howl:
Unit power: -19%.
Effect is applied to all neighbouring enemy units.

Great Bears:
Resistance:
Melee: 25
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
Resistance: -25 Missile.
Defence bonus in forests; bonus when attacking units in a forest.
Beast.
Passability: Dense.
Thick Hide:
Resistance: +25 Melee.

Greater Earth Elemental:
Resistance:
Melee: 40
Missile: 60
Life Magic: 100
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 90
Perks:
Body of Stone:
Resistance: +40 Melee, +60 Missile, +90 Elemental Magic.
Immune: Death Magic.
Creatures and Other Odd Figures (G-M)
Greater Fire Elemental:
Resistance:
Melee: 90
Missile: 90
Life Magic: 100
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 25
Perks:
Body of Fire:
Resistance: +90 Melee, +90 Missile, +25 Elemental Magic.
Immune: Death Magic.
[/tr][/table]
Great Mage Shadow:
Resistance:
Melee: 20
Missile: 20
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 20
Perks:
Dremer:
Resistance: +20 Melee, +20 Missile, +20 Elemental Magic, +20 Death Magic.
Sight range: +1.
Dremer.
Special Abilities:
Fire Tornado:
Damage: 26,4 Elemental Magic.
Range: 2.
Area of effect: Target plus the surrounding hexes.
Cooldown: 3.
Death Tornado:
Damage: 26,4 Death Magic.
Range: 2.
Area of effect: Target plus the surrounding hexes.
Cooldown: 3.
Spirit Tornado:
Damage: 26,4 Spirit Magic.
Range: 2.
Area of effect: Target plus the surrounding hexes.
Cooldown: 3.
[/tr][/table]
Green Turtle:
Resistance:
Melee: 60
Missile: 60
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 40
Perks:
Turtle Shell:
Passability: Poor.
Resistance: +60 Melee, +60 Missile, +40 Elemental Magic.
[/tr][/table]
Ice Elementals:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Imps
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Kraken:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Regeneration:
Regeneration: +8.
[/tr][/table]
Leviathan:
Resistance:
Melee: 30
Missile: 15
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Strong Scales:
Resistance: +30 Melee, +15 Missile.
[/tr][/table]
Life Elementals:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Regeneration:
Regeneration: +8.
Special Abilities:
Agrela's Divine Touch:
Heals: 40 Life Magic.
Range: 4.
Area of effect: Target plus the surrounding hexes.
Cooldown: 3.
[/tr][/table]
Lightning Sphere:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Lunar Wisp:
Resistance:
Melee: Immune
Missile: Immune
Life Magic: 100
Death Magic: 30
Spirit Magic: -30
Elemental Magic: 30
Perks:
Phantom:
Resistance: +30 Death Magic, +30 Elemental Magic, -30 Spirit Magic.
Immune: Melee, Missile.
Document Inspection:
Movement points: -2.
Effect is applied to all neighbouring enemy units.
[/tr][/table]
Lunwalker:
Resistance:
Melee: 75
Missile: 75
Life Magic: 100
Death Magic: 50
Spirit Magic: 0
Elemental Magic: 0
Perks:
Walking Machine:
Immune to banes.
Resistance: +75 Melee, +75 Missile, +50 Death Magic, +20 Elemental Magic.
Spirit Flame:
Damage: +50% Spirit Magic.
Special Abilities:
Non-magic Technology:
Damage: 32 Death Magic.
Bane: Blindness.
Area of effect: Target plus the next two hexes in line.
Cooldown: 2.
[/tr][/table]
Mad Peasants:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
From the Ashes:
Unit will be self-resurrected after death with a probability: 100%.
True Fortitude:
Immune to banes.
Hit and Run:
Hit and Run
[/tr][/table]
Magic Elemental:
Resistance:
Melee: 290
Missile: 340
Life Magic: 100
Death Magic: Immune
Spirit Magic: 50
Elemental Magic: 50
Perks:
Body of Fire:
Resistance: +90 Melee, +90 Missile, +25 Elemental Magic.
Immune: Death Magic.
Body of Water:
Resistance: +150 Melee, +200 Missile, +50 Elemental Magic, +50 Spirit Magic.
Immune: Death Magic.
Body of Wind:
Immune to banes.
Resistance: +50 Melee, +50 Missile, -25 Elemental Magic, +20 Death Magic.
Spirit Flame:
Damage: +50% Spirit Magic.
Special Abilities:
The Earth Element:
Damage: 52,5 Elemental Magic.
Bane: Immobilization.
Cooldown: 3.
The Wind Element:
Damage: 48 Elemental Magic.
Bane: Frostbite.
Range: 3.
Area of effect: Target plus the surrounding hexes.
Cooldown: 4.
Pure Magic:
Damage: 48 Elemental Magic.
Bane: Persistent wounds.
Range: 3.
Area of effect: All hexes around the attacker.
Cooldown: 4.
[/tr][/table]
Magribian Mages:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: 30
Perks:
True Fortitude:
Immune to banes.
Shield of Evil:
Resistance: +30 Elemental Magic, 20 Death Magic.
Special Abilities:
Magrib's Rage:
Damage: 27,5 Death Magic.
Bane: Death Blow.
Range: 2. Cooldown: 5.
[/tr][/table]
Mindless Zombies:
Resistance:
Melee: 0
Missile: 0
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Dead:
Immune: Death Magic.
Resistance: -25 Life Magic.
Cannot be healed by Life Magic.
Scout:
Sight range: +1.
Zombie Aura:
Unit power: -39%. Effect is applied to all neighbouring enemy units.
True Fortitude:
Immune to banes.
Finisher:
Bonus for attack on weakened units.
[/tr][/table]
Monster-Eating Spiders:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Poison:
Damage: +50% Death Magic.
[/tr][/table]
Creatures and Other Odd Figures (M-R)
Mosquitoes:
Resistance:
Melee: 50
Missile: 50
Life Magic: 100
Death Magic: -30
Spirit Magic: -50
Elemental Magic: -20
Perks:
Insect:
Resistance: +50 Melee, +50 Missile, -20 Elemenatal Magig, -30 Death Magic, -50 Spirit Magic.
Plague:
Applies the curse: Weakness. The target unit loses some of it's power.
[/tr][/table]
Mossy Troll:
Resistance:
Melee: 25
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Demolisher:
Bonus when attacking cities and forts.
Innate Regeneration:
Regeneration: +20.
Thick Hide:
Resistance: +25 Melee.
True Fortitude:
Immune to banes.
Special Abilities:
Tramp:
Damage: 50 Melee.
Area of effect: Target and 2 adjacent hexes.
Cooldown: 3.
[/tr][/table]
Nightmare Wolves:
Resistance:
Melee: 75
Missile: 35
Life Magic: 100
Death Magic: 100
Spirit Magic: 0
Elemental Magic: 100
Perks:
Wolf Howl:
Unit power: -19%. Effect is applied to all neighbouring enemy units.
Finisher:
Bonus for attack on weakened units.
Nightmare Shield:
Resistance: +75 Melee, +35 Missile, +100 Elemental Magic, +100 Death Magic.
True Fortitude:
Immune to banes.
Spirit Claws:
Damage: +50% Spirit Magic.
Forester:
Defence bonus in forests; bonus when attacking units in a forest.
Passability: Dense.
[/tr][/table]
Ogre:
Resistance:
Melee: 20
Missile: 20
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 20
Perks:
Highlander:
Defence bonus in hills; bonus when attacking targets on hills.
Passability: Dense.
Ogre Armour:
Resistance: +20 Melee, +20 Missile, +20 Elemental Magic.
Demolisher:
Bonus when attacking cities and forts.
[/tr][/table]
Old Crows:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Scout:
Sight Range: +1.
Summoned:
Unit self-destructs when the perk expires.
[/tr][/table]
Old Wolves:
Resistance:
Melee: 0
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
Resistance: -25 Missile.
Defence bonus in forests; bonus when attacking targets in a forest.
Beast.
Passability: Dense.
Wolf Howl:
Unit Power: -19%. Effect is applied to all neighbouring enemy units.
[/tr][/table]
Phantom Archers:
Resistance:
Melee: Immune
Missile: Immune
Life Magic: 100
Death Magic: 30
Spirit Magic: -30
Elemental Magic: 30
Perks:
Phantom:
Resistance: +30 Death Magic, +30 Elemental Magic, -30 Spirit Magic.
Immune: Melee, Missile.
Spirit Flame:
Damage: +50% Spirit Magic.
Regeneration:
Regeneration: +8.
[/tr][/table]
Phantom Warriors:
Resistance:
Melee: Immune
Missile: Immune
Life Magic: 100
Death Magic: 30
Spirit Magic: -30
Elemental Magic: 30
Perks:
Phantom:
Resistance: +30 Death Magic, +30 Elemental Magic, -30 Spirit Magic.
Immune: Melee, Missile.
Spirit Flame:
Damage: +50% Spirit Magic.
[/tr][/table]
Polar Bearman:
Resistance:
Melee: 25
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
Resistance: -25 Missile.
Defence bonus in forests; bonus when attacking targets in a forest.
Beast.
Passability: Dense.
Thick Hide:
Resistance: +25 Melee.
Regeneration:
Regeneration: +8.
Special Abilities:
Frozen Snowball:
Damage: 27,5 Elemental Magic.
Bane: Frostbite.
Range: 2. Cooldown: 3.
[/tr][/table]
Polar Giants:
Resistance:
Melee: 25
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Regeneration:
Regeneration: +8.
Thick Hide:
Resistance: +25 Melee.
Special Abilities:
Cold Breath:
Damage: 17,6 Elemental Magic.
Bane: Frostbite.
Area of effect: Target and 2 adjacent hexes.
Cooldown: 3.
[/tr][/table]
Polar Wargs:
Resistance:
Melee: 0
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
Resistance: -25 Missile.
Defence bonus in forests; bonus when attacking targets in a forest.
Beast.
Passability: Dense.
Invisibility:
Can only be seen from the adjacent hex.
[/tr][/table]
Polar Wolves
Resistance:
Melee: 0
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
Resistance: -25 Missile.
Defence bonus in forests; bonus when attacking targets in a forest.
Beast.
Passability: Dense.
[/tr][/table]
Predator Spiders:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Strong Poison:
Damage: +100% Death Magic.
Special Abilities:
Web:
Damage: 27 Melee.
Bane: Immobilization. Cooldown: 3
[/tr][/table]
Rainbow Dragon - Creature:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 25
Elemental Magic: 0
Perks:
Dragon:
Dragon.
Resistance: +25 Spirit Magic.
[/tr][/table]
Red Widowmaker:
Resistance:
Melee: 25
Missile: 50
Life Magic: 100
Death Magic: 100
Spirit Magic: 0
Elemental Magic: 75
Perks:
Queen of Spiders:
Resistance: +25 Melee, +50 Missile, +75 Elemental Magic, +100 Death Magic.
Hellish Poison: +100% Death Magic damage.
True Fortitude:
Immune to banes.
Special Abilities:
Spider Rage:
Damage: 45 Death Magic.
Bane: Immobilization.
Area of effect: Target plus the next hex in line.
Cooldown: 3.
[/tr][/table]
Creatures and Other Odd Figures (R-S)
Rune of Negation:
Resistance:
Melee: 0
Missile: 0
Life Magic: 150
Death Magic: 50
Spirit Magic: 50
Elemental Magic: 50
Perks:
Totem:
Stunned.
Unit self-destructs when the perk expires.
Krolm's Hatred of Magic Aura:
Resistance: +50 Elemental Magic, +50 Death Magic, +50 Life Magic, +50 Spirit Magic.
Effect is applied to all neighbouring friendly units.
Construct:
Construct.
[/tr][/table]
Rune of Protection:
Resistance:
Melee: 50
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Totem:
Stunned.
Unit self-destructs when the perk expires.
Krolm's Resistance Aura:
Resistance: +50 Melee, +50 Missile.
Effect is applied to all neighbouring friendly units.
Construct:
Construct.
[/tr][/table]
Rune of Wrath:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Totem:
Stunned.
Unit self-destructs when the perk expires.
Krolm's Wrath Aura:
Unit Power: +20%.
Effect is applied to all neighbouring friendly units.
Construct:
Construct.
[/tr][/table]
Sahmet:
Resistance:
Melee: 55
Missile: 55
Life Magic: 100
Death Magic: 35
Spirit Magic: 20
Elemental Magic: 35
Perks:
The Lord of Sand:
Resistance: +55 Melee, +55 Missile, +35 Elemental Magic, +35 Death Magic, +20 Spirit Magic.
Immune to banes.
Sand in the Eyes:
Applies the curse: Blindness.
Deadly Breath:
Damage: +50% Death Magic.
Special Abilities:
Sand Blow:
Damage: 40 Melee.
Cooldown: 3.
Sand Storm:
Damage: 32 Elemental Magic.
Range: 2.
Area of effect: Target plus the surrounding hexes.
Cooldown: 3.
[/tr][/table]
Sand Golems:
Resistance:
Melee: 30
Missile: 30
Life Magic: 100
Death Magic: 50
Spirit Magic: 0
Elemental Magic: -15
Perks:
Sand Armour:
Resistance: +30 Melee, +30 Missile, -15 Elemental Magic, +50 Death Magic.
[/tr][/table]
Sand Guardians:
Resistance:
Melee: 30
Missile: 30
Life Magic: 100
Death Magic: 50
Spirit Magic: 0
Elemental Magic: -15
Perks:
Sand Armour:
Resistance: +30 Melee, +30 Missile, -15 Elemental Magic, +50 Death Magic.
Document Inspection:
Movement points: -2. Effect is applied to all neighbouring enemy units.
[/tr][/table]
Scarabs:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Scout:
Sight Range: +1.
[/tr][/table]
Sea Crests:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Special Abilities:
Lightning Bomb:
Damage: 6 Elemental Magic.
Bane: Ball Lightning.
Cooldown: 3.
[/tr][/table]
Sea Dremer:
Resistance:
Melee: 95
Missile: 95
Life Magic: 100
Death Magic: 55
Spirit Magic: 0
Elemental Magic: 55
Perks:
Dremer:
Resistance: +20 Melee, +20 Missile, +20 Elemental Magic, +20 Death Magic.
Sight range: +1.
Dremer.
Behemoth's Strength:
Resistance: +75 Melee, +75 Missile, +35 Elemental Magic, +35 Death Magic.
Special Abilities:
Attack of the Behemoth:
Damage: 11,3 Elemental Magic.
Bane: Immobilization.
Range: 2. Cooldown: 3.
[/tr][/table]
Sea Serpent:
Resistance:
Melee: 30
Missile: 15
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Strong Scales:
Resistance: +30 Melee, +15 Missile.
[/tr][/table]
Serpents:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Shadow Bats:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Regeneration:
Regeneration: +8
[/tr][/table]
Shadow Dragons:
Resistance:
Melee: 30
Missile: 15
Life Magic: 100
Death Magic: 0
Spirit Magic: 25
Elemental Magic: 0
Perks:
Dragon:
Dragon.
Resistance: +25 Spirit Magic.
Regeneration:
Regeneration: +8.
Strong Scales:
Resistance: +30 Melee, +15 Missile.
Spirit Flame:
Damage: +50% Spirit Magic.
Document Inspection:
Movement Points: -2. Effect is applied to all neighbournig enemy units.
[/tr][/table]
Shadow of Vendral:
Resistance:
Melee: 15
Missile: 30
Life Magic: 100
Death Magic: 0
Spirit Magic: 45
Elemental Magic: 50
Perks:
Dragon Scales:
Resistance: +15 Melee, +30 Missile, +50 Elemental Magic, +20 Spirit Magic.
Spirit Flame:
Damage: +50% Spirit magic.
Dragon:
Dragon.
Resistance: +25 Spirit Magic.
[/tr][/table]
Shadow Spiders:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Strong Poison:
Damage: +100% Death Magic.
Regeneration:
Regeneration: +8
[/tr][/table]
Snow Maidens:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Forester:
Defence bonus in forests; bonus when attacking targets in a forest.
Passability: Dense.
Magic Arrows:
amage: +100% Elemental Magic.
Supporting Unit:
Support per turn: 1.
Special Abilities:
Roots of Frost:
Damage: 18 Elemental Magic.
Bane: Rooted.
Range: 2. Cooldown: 3.
[/tr][/table]
Snowy Wolfmen:
Resistance:
Melee: 0
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Spirit Claws:
Damage: +50% Spirit Magic.
Regeneration:
Regeneration: +8.
Beast:
Resistance: -25 Missile.
Defence bonus in forests; bonus when attacking targets in a forest.
Beast.
Passability: Dense.
[/tr][/table]
Creatures and Other Odd Figures (S-Z)
Spirit Sphere:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Summoned:
Unit self-destructs when the perk expires.
Tal Kalessil:
Resistance:
Melee: 35
Missile: 25
Life Magic: 100
Death Magic: 0
Spirit Magic: 25
Elemental Magic: 15
Perks:
Dragonlord:
Resistance: +35 Melee, +25 Missile, +15 Elemental Magic.
Science:
Research points: +5.
Dragon:
Dragon.
Resistance: +25 Spirit Magic.
Special Abilities:
Dragonlord Fire:
Damage: 27,5 Elemental Magic.
Area of effect: Target plus the next hex in line.
Cooldown: 3.
[/tr][/table]
The Snow Queen:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 25
Perks:
Frozen Heart:
Applies the curse: Frozen Water.
Life's Blessing:
Resistance: +25 Elemental Magic.
Special Abilities:
Frozen Storm:
Damage: 18,7 Elemental Magic.
Range: 2.
Area of effect: Target plus the surrounding hexes.
Cooldown: 3.
Call of Winter:
Summons: Snow Maidens.
Cooldown: 2.
[/tr][/table]
Tormentors:
Resistance:
Melee: 75
Missile: 50
Life Magic: 100
Death Magic: 30
Spirit Magic: 0
Elemental Magic: 30
Perks:
Demon:
Resistance: +75 Melee, +50 Missile, +30 Elemental Magic, +30 Death Magic.
True Fortitude:
Immune to banes.
Deadly Breath:
Damage: +50% Death Magic.
Regeneration:
Regeneration: +8
[/tr][/table]
Totem of Patecatl:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Cure of Patecatl:
Regeneration: +5.
Effect is applied to all neighbouring friendly units.
Totem:
Stunned.
Unit self-destructs when the perk expires.
Turns remaining: 5.
[/tr][/table]
Treewarden - Creature:
Perks:
Forester
Barkskin
Healing Aura
Resistance:
Melee: 20
Missile: 50
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: -25
[/table]
Vengeful Ghost:
Resistance:
Melee: Immune
Missile: Immune
Life Magic: -25
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Perks:
Dead:
Immune: Death Magic.
Resistance: -25 Life Magic.
Cannot be healed by Life Magic.
Bodiless:
Immune: Melee, Missile.
Resistance: -25 Elemental Magic.
True Fortitude:
Immune to banes.
Fear:
Enemies always retreat after fights.
The Gift of Death:
Resistance: +25 Elemental Magic.
Immune: Death Magic.
Special Abilities:
Terror of Death:
Damage: 50 Death Magic.
Range: 2.
Area of effect: Target plus the surrounding hexes.
Cooldown: 3.
[/tr][/table]
Water Elemental:
Resistance:
Melee: 150
Missile: 200
Life Magic: 100
Death Magic: Immune
Spirit Magic: 50
Elemental Magic: 50
Perks:
Body of Water:
Resistance: +150 Melee, +200 Missile, +50 Elemental Magic, +50 Spirit Magic.
Immune: Death Magic.
True Fortitude:
Immune to banes.
Special Abilities:
Frozen Water:
Damage: 50 Elemental Magic.
Bane: Frostbite.
Range: 2. Cooldown: 2.
[/tr][/table]
Wild Ratmen:
Resistance:
Melee: 0
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
Resistance: -25 Missile.
Defence bonus in forests; bonus when attacking targes in a forest.
Beast.
Passability: Dense.
Scout:
Sight Range: +1.
[/tr][/table]
Wild Serpents:
Resistance:
Melee: 0
Missile: 0
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Wind Elementals:
Resistance:
Melee: 50
Missile: 50
Life Magic: 100
Death Magic: 20
Spirit Magic: 0
Elemental Magic: -25
Perks:
Body of Wind:
Immune to banes.
Resistance: +50 Melee, +50 Missile, -25 Elemental Magic, +20 Death Magic.
[/tr][/table]
Wolves:
Resistance:
Melee: 0
Missile: -25
Life Magic: 100
Death Magic: 0
Spirit Magic: 0
Elemental Magic: 0
Perks:
Beast:
Resistance: -25 Missile.
Defence bonus in forests; bonus when attacking targets in a forest.
Beast.
Passability: Dense.
[/tr][/table]
Campaign Spoilers
As described in the title, this section only contains Campaign Spoilers.
If you have to not yet completed the Campaign and wish to not ruin your own gameplay campaign experience do not look or read any further into this section. As for this section is only for those that have already completed the whole campaign already.

Investigating any further into this guide can cause severe negative gameplay experience downfall and may result in that you catch the rare "Im-disappointed-in-the-campaign-game-and-do-not-want-to-continue-to-play-anymore" disease.
There is no valid cure for this rare disease at the moment known in the world today. You have hereby been warned!



Amberon the Dark:
Resistance:
Melee: 35
Missile: 35
Life Magic: 135
Death Magic: 35
Spirit Magic: 35
Elemental Magic: 35
Perks:
Spirit of the United One:
Resistance: +35 Melee, +35 Missile, +35 Death Magic, +35 Elemental Magic, +35 Life Magic, +35 Spirit Magic.
Regeneration: +15.
Can see invisible units.
Sight Range: +2.
Unit can walk on water.
Immune to banes.
Berserk.
Hit and Run:
Hit and run.
Spirit Flame:
Damage: +50% Spirit Magic.
Protective Chant:
Protective Chant.
Special Abilities:
Power Stream:
Heals: 27 Elemental Magic.
Blessing: Power Stream.
Range: 4.
Cursed Shot:
Damage: 47,3 Missile.
Bane: Death Blow.
Range: 2. Cooldown: 3.
Stunning Shot:
Damage: 47,3 Missile.
Bane: Immobilization.
Range: 2. Cooldown: 3.
[/tr][/table]
Elpiritster the Eternal:
Resistance:
Melee: 35
Missile: 35
Life Magic: 10
Death Magic: Immune
Spirit Magic: 30
Elemental Magic: 65
Perks:
Dead:
Immune: Death Magic.
Resistance: -25 Life Magic.
Cannot be healed by Life Magic.
Spirit of the United One:
Resistance: +35 Melee, +35 Missile, +35 Death Magic, +35 Elemental Magic, +35 Life Magic, +35 Spirit Magic.
Regeneration: +15.
Can see invisible units.
Sight Range: +2.
Unit can walk on water.
Immune to banes.
Berserk.
Shield of Evil:
Resistance: +30 Elemental Magic, +20 Death Magic.
Deadly Breath:
Damage: +50% Death Magic.
Chant of Immortality:
Giver of Immortality.
Link of Death:
Link of Death.
Special Abilities:
Mass Burn:
Damage: 75 Elemental Magic.
Bane: Damage per turn.
Area of effect: Target plus the surrounding hexes.
Cooldown: 3.
Mage Protection:
Heals: 45 Elemental Magic.
Blessing: Knowledge of Magic.
Range: 5. Cooldown: 3.
[/tr][/table]
Empress:
Resistance:
Melee: 35
Missile: 35
Life Magic: 135
Death Magic: 55
Spirit Magic: 35
Elemental Magic: 65
Perks:
Spirit of the United One:
Resistance: +35 Melee, +35 Missile, +35 Death Magic, +35 Elemental Magic, +35 Life Magic, +35 Spirit Magic.
Regeneration: +15.
Can see invisible units.
Sight Range: +2.
Unit can walk on water.
Immune to banes.
Berserk.
Spirit Flame:
Damage: +50% Spirit Magic.
Shield of Evil:
Resistance: +30 Elemental Magic, +20 Death Magic.
Link of Death:
Link of Death.
Special Abilities:
Healing through Death:
Heals: 18 Death Magic.
Range: 2. Cooldown: 2.
Return to Life:
Resurrect: Elpiritster the Eternal.
Range: 4. Cooldown: 4.
[/tr][/table]
Tendral, Son of Vendral:
Resistance:
Melee: 65
Missile: 95
Life Magic: 135
Death Magic: 55
Spirit Magic: 60
Elemental Magic: 85
Perks:
Spirit of the United One:
Resistance: +35 Melee, +35 Missile, +35 Death Magic, +35 Elemental Magic, +35 Life Magic, +35 Spirit Magic.
Regeneration: +15.
Can see invisible units.
Sight Range: +2.
Unit can walk on water.
Immune to banes.
Berserk.
Golden Scales:
Resistance: +30 Melee, +60 Missile, +50 Elemental Magic, +20 Death Magic.
Life's Wrath:
Damage: +50% Life Magic.
Regeneration:
Regeneration: +8.
Document Inspection:
Movement points: -2.
Effect is applied to all neighbouring enemy units.
Chant of Immortality:
Immortal.
Dragon:
Dragon.
Resistance: +25 Spirit Magic.
Special Abilities:
Teleportation:
Teleports an enemy unit to the caster.
Range: 5.
Area of effect: Target plus the surrounding hexes.
Cooldown: 3.
Tail Strike:
Damage: 48 Melee.
Area of effect: All hexes around the caster.
Cooldown: 3.
[/tr][/table]
22 Comments
Zomboss Jan 16, 2021 @ 12:02pm 
tags around Nevril is broken
FOXY GRANDPA Oct 19, 2019 @ 8:30pm 
World Resources (A-L)
Dragon Eggs

The Monster Race actually cannot build the gold granting building the humans can build. They can build something than gives 40 Food and -10 Gold.
Tenshio  [author] Jan 1, 2018 @ 3:17pm 
Yeah Im still working on it. Been taking a break.
ShadovvYony Dec 31, 2017 @ 10:11am 
It's still a mess, especially the last part.
Tenshio  [author] Nov 18, 2017 @ 5:18am 
Hello everyone who's using this guide. Today Im making some very important visual upgrades to the guide. Because I hadnt been checking on it for a long time and noticed its a real mess.
Sorry for that after such a long time. Im on it now to fix so its easier to read all of the information.
Have a great day.
borgwolf Nov 23, 2016 @ 8:05pm 
Thank you for your work.
Tenshio  [author] Mar 5, 2015 @ 9:52am 
Hello all who loved this guide,uses it and follows it. Ive got an announcement to make that I will keep to try and fill this guide with even more good information and keep it up to date. So any support or help from you guys on this if you're interested in helping me out is welcomed. I will get back on how to help/support me later in the top news feed that havent been updated for some time now. Its time to make this game more known and popular to more players out there :-)
Epic The Incandescent Dec 5, 2014 @ 8:40pm 
if I owned the dlc id be up for helping you, but alas I do not. I wonder if the svart forge same as nervil forge a mishap or intentional.
Tenshio  [author] Nov 22, 2014 @ 2:43pm 
Answers - "Toastasaurus Rex": Unfortunately I must inform you that its not likely to happen. And yes we were asked by the devs about this as well. However, sad but true, me and the friend I made this guide with, we are no longer friends at the moment :-(
If we still were Im sure we wouldve done it though.
Tenshio  [author] Nov 22, 2014 @ 2:36pm 
Answers - "TheDeadDude": Many great thanks to your appreciation on our work. Really glad to hear this positive feedback :-) But its true I guess what you say about our guide. Because we were actually asked to do this guide as an official one from Paradox Interactive and in return we got 1 copy each for free of the game. The most amazing thing is though that we were only 2 persons doing this. So again we really appreciate that you like it so much :-D