Disciples 2 - Dark Prophecy

This FAQ is not to be published in any media other than its free distribution
on the Internet. It is not to be sold in any manner nor included in any product
that is sold. No money is to be made in any way by or because of this FAQ.
Nobody should ever have to pay to view this FAQ. Copyright (c) 2002 by Rogue
(Philip Ryan Ott).

If you have any comments, questions, or suggestions, you can reach me at
[email protected].

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v. 0.80  5/20/2003
First Public Release - What you see is what you get. I'm pretty much done with
all of the sections except for the walkthroughs. So far I've completed the first
three missions of the Empire's Saga. I should be finished with that Saga at
least within a week of this release date, and have the rest of the walkthrough
completed shortly thereafter.

v. 0.85 7/15/2003
Second Public Release - Alright, it took me longer than I expected to post this
next update because of a rash of unexpected homework and because I decided to
edit the entire FAQ anyway. So now many errors have been corrected, I found out
what Incite Riot Skill does thanks to the fine people on the GameFaqs message
boards, and the entire Empire Saga is complete. Next up is the Undead Saga,
which I hope to finish MUCH quicker.

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If you are new to this game, then I would like to suggest you take a look at
the in-game tutorial before you proceed, since I'm assuming you have a basic
grasp of this game. The game designers didn't really make it obvious to spot,
you have to go to Single Player, then to New Quest, then scroll down the list
until you see a map called Tutorial. It isn't perfect, but it does answer quite
a few questions.

This FAQ is written according to version 1.41 of the game.

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Table of Contents:

1. Basics
    a) Terrain Control
    b) Lords
    c) City Growth
    d) Diplomacy

2. Heroes
    a) Hero Types
    b) Abilities

3. Saga Walkthrough

    a) Empire's Saga
         1. The Necromancer's Spirit
         2. The Alliance
         3. Antagonists
         4. Uther's Crusade
         5. Slander and Barbarism
    b) Undead's Saga
    c) Mountain Clans' Saga
    d) Legion's Saga

4. Magic
    a) Empire's Magic
    b) Undead's Magic
    c) Mountain Clans' Magic
    d) Legion's Magic

5. Items

    a) Potions
    b) Talismans
    c) Orbs
    d) Valuables
    e) Artifacts
    f) Banners
    g) Boots
    h) Tomes
    i) Miscellaneous
    j) Staffs
    k) Scrolls

6. Units

    a) Empire's Units
         i) Empire's Fighter Units
        ii) Empire's Ranged Units
       iii) Empire's Mage Units
        iv) Empire's Support Units
         v) Empire's Heroes
        vi) Empire's Special Unit
    b) Undead's Units
         i) Undead's Fighter Units
        ii) Undead's Ranged Units
       iii) Undead's Mage Units
        iv) Undead's Support Units
         v) Undead's Heroes
        vi) Undead's Special Unit
    c) Mountain Clans' Units
         i) Mountain Clans' Fighter Units
        ii) Mountain Clans' Ranged Units
       iii) Mountain Clans' Mage Units
        iv) Mountain Clans' Support Units
         v) Mountain Clans' Heroes
        vi) Mountain Clans' Special Unit
    d) Legion's Units
         i) Legion's Fighter Units
        ii) Legion's Ranged Units
       iii) Legion's Mage Units
        iv) Legion's Support Units
         v) Legion's Heroes
        vi) Legion's Special Unit
    e) Neutral Units
         i) Neutral Humans
        ii) Elves
       iii) Greenskins
        iv) Dragons
         v) Marshes
        vi) Water Inhabitants
       vii) Barbarian
      viii) Miscellaneous Neutrals

7. Special Thanks


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1. Basics

a) Terrain Control
There are five terrain themes in the game, one for each race and one neutral.
The purpose of the terrain themes is for resource control, whoever's terrain
theme is underneath a certain resource (gold mine or a mana type) gets extra
resources from it. If the terrain theme underneath is neutral, then no one
gains resources from it at the moment.

There are three structures that you can use to spread your influence across the
land, and hence extend your race's terrain theme to gain more resources. They
are your Capital, cities you control, and rods you have planted.

Now when two different races' terrain themes come in contact, what determines
whose theme will grow and whose will shrink? Well, at the beginning of a
player's turn his race's theme will always expand a bit, but by how much
relative to other players is determined by how many of each structure you have
in the area that are pushing your influence forward compared to the other
players' structures. Here I'll rank how powerful each structure is.

Cities: A regular city you control pushes your terrain theme by the most and is
the fastest of the structures. If on an island you control the single city on it
and another player controls only his capital on it then your city will be
pushing harder against his capital, and eventually your terrain theme will
overcome his. Of course at the start of his turn he'll gain a bit of territory,
but the amount he acquires will be less than what you gain at the start of your
turn, and thus your territory will overtake his over time.

Capital: A capital by itself pushes more and faster than only a rod. It pushes
kind of slow, so try to capture cities as soon as you can.

Rod: A rod has the weakest push of all the structures, but it does have a
special exception. A rod's purpose is not to spread your terrain theme but to
capture individual resources. If a rod is planted adjacent to a resource then
its race will control that resource no matter how many enemy cities or capitals
are in the area. While it may not always be able to push against enemy terrain
themes and spread your influence, it will hold onto that resource until another
player's Champion destroys your rod. This way you can control all the resources
in an enemy's territory without having to conquer all of his cities. You cannot
plant rods too close to capitals, cities, or other rods.

Whose territory will be overcome by whose is determined arithmetically (I
think). The more cities or rods a player has on a landmass the more they will
push against another player's territory. Cities are the biggest contributors.
They are the only ones that have any real push. Capitals only help you to get
started and rods are mostly for capturing individual resources (there's no way a
group of rods push harder than a city). Neutral territory does not have any push
so even a single rod can overcome it. I have seen neutral territory expand a few
times, but only when a neutral party first actually moved and conquered a city
owned by a player. Then that city started to spread the neutral terrain theme.
I've seen this rarely, but it can happen on very few missions.


b) Lords
You can pick one of three Lords to be when you start a new saga or quest. Each
Lord starts with a particular hero (you can always make more heroes, you're not
tied to the one you start with). Each Lord also gives you certain abilities and
characteristics when you play, so it's important you choose the one that best
matches your style.


Warrior Lord
    - Starts with the Fighter Hero
    - All units regain at least 15% of any lost HP per day (As opposed to the
      normal 5%)
    - Magic research is limited to Level 4
In my personal opinion, this Lord really isn't worth it. The only real benefit
he gets is the extra HP regeneration per day, and while that may look really
useful when you're just starting a mission, in the long run it isn't nearly as
useful as the abilities the other Lords give you.



Mage Lord
    - Starts with the Mage Hero
    - Starts with the Mage Tower built
    - Spells cost 50% less to research
    - Can cast any spell twice a day (as opposed to the normal once-a-day per
      spell)
    - Can research all spells up to Level 5
This is my favorite Lord. While Level 5 spells aren't the end-all-be-all in
magic, certain ones do have their advantages. The best thing about this Lord
though is that not only does it cost less to research spells, but spells can be
cast twice a day! Many times I have found myself needing a spell more than once,
especially those that restore a party's move points. It's just endlessly useful.




Guildmaster
    - Starts with the Scouting Hero
    - Starts with the Guild built
    - Thieves have more abilities
    - Cities cost 50% less to grow
    - Magic Research is limited to Level 4
Cities don't cost that much to grow as it is, so growing them for less isn't
all that. The best aspect of this Lord is the extra capabilities your Thieves
get. It's not quite as useful as the capabilities the Mage Lord offers in my
opinion, but they can help greatly. The only real drawback is that to maximize
this potential you'd need quite a few thieves, and while a single one is
relatively inexpensive, having to build several and having to replace them
regularly does empty your coffers rather quickly. You really need that money to
build more structures and to heal units, but it's your call.


c) City Growth
The description the game gives the Guildmaster is a bit misleading. It says
that you can "build" cities for 50% less with that Lord. However, you never
really "build" cities or make more than the map starts with, you grow them.

Cities do several things. They spread your terrain theme, they can build new
units and heroes, they provide extra defense for units inside them, and they
heal any units inside them between turns (you can also pay to heal units in a
city at any time if you have built a Temple, but the regeneration between turns
is free). Cities go from Levels 1-5 (Capitals are kinda like Level 6 cities, but
you cannot grow a city as large as a capital). As a city grows from one level to
the next, the HP regeneration and defensive values they offer increase, as does
the number of garrison units that the city can hold at any time (in the city
screen, the right side with the units is the garrison; the left side is the
party inside the city and its size is not limited by the city level). Below are
the capabilities of the different city levels.

Level 1:  10% unit HP regeneration, +10 armor to units inside, garrison max of 1
Level 2:  15% unit HP regeneration, +15 armor to units inside, garrison max of 2
Level 3:  20% unit HP regeneration, +20 armor to units inside, garrison max of 3
Level 4:  25% unit HP regeneration, +25 armor to units inside, garrison max of 4
Level 5:  30% unit HP regeneration, +30 armor to units inside, garrison max of 5
Capital:  35% unit HP regeneration, +50 armor to units inside, garrison max of 6


d) Diplomacy
Most missions have multiple races in them, and usually some will start as
somewhat friendly towards you and some hostile. Most of the time the arrangement
makes sense, such as the Dwarves will be friendlier to the Empire than to the
Legion, the Legion and the Undead will be hostile to the mortal races, but
sometimes war does call for unlikely bedfellows.

No matter what race is leaning towards liking you, it's usually best to befriend
them. You can see a race's attitude towards you on the bar next to the race in
the diplomacy menu. To make them lean towards peace with you, you can give them
a gift of gold. The larger the quantity you give the more friendly they'll
become toward you. Attacking and destroying their enemies' parties and capturing
their enemies' cities will also make them like you more.  Do note however that
by giving them gifts and attacking their enemies, their enemies will like you
even less and less, so it's a bit tricky to try to befriend two races who are at
war with each other.

There are three tendencies another race can have towards you: peace, neutral, or
war. A tendency toward war means that the race will almost always take an
opportunity to attack you. A neutral stance means that they will usually attack
you, but won't go out of their way just to do it. A tendency towards peace means
that they will almost never attack you, but may sometimes plant a rod next to
resources you control. You must first be at peace with a race before you can
offer to sell them an item or spell, or offer an alliance. Selling items and
spells does not make them friendlier towards you, and accepting or rejecting
proposals to buy things from them will not change their attitude either (you
will reject them a lot because they almost always inflate the price).

Offering alliances is a bit tricky. The more they like you the more likely they
are to accept an alliance. If they do accept it their bar will go completely
blue, signifying they are totally on your side, but if they do not accept for
whatever reason then their bar will lose support for you and most likely they
will become neutral towards you. The safest time to offer an alliance is when
their bar is almost completely blue. Alliances will hold however if the race's
attitude towards you turns sour. You merely need to be at peace with them to
offer an alliance, not to maintain one.

Alliances have good and bad sides. They are good because they insure that the
race will not attack you, letting you concentrate your forces more on your
opponents. They too will be able to concentrate more on attacking you opponents.
You can also now pass right by their parties, letting your parties take more
direct routes instead of having to go the long way around just because the game
will not let you move from one spot adjacent to a non-allied party to another.
The drawbacks are that this may limit your growth because then you will not be
able to capture their cities or break their rods to claim more resources.
Perhaps the most annoying aspect of an alliance is that many times (especially
with the Dwarves for some odd reason) your allies will plant rods next to
resources your territory is about to push towards and claim, thus preventing you
from getting resources that may be right next to a newly captured city. You
can't then destroy their rod to claim what is rightfully yours because they're
your allies.

Do not despair if your allies are getting in your way, because invariably
throughout the game your allies will break their alliance with you. This usually
happens when their enemies become a mild threat after you beat them bad. If this
happens do not worry because it will NEVER affect the story nor cause you to
fail a mission. It also won't affect that race's attitude towards you later in
the game. It's just something they do often, opening them up and their resources
to attack from you.


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2. Heroes

a) Hero Types

Fighter Hero: Your basic super-fighter, this hero has the most HP and the
strongest attack of all the hero types. In every race but the Dwarves this hero
can fly, which is extremely useful because he ignores terrain type and loses
only 2 movement points over all terrain. He can also regenerate HP at a rate of
15% per day, regardless if you are the Warrior Lord or not. He also starts with
the Artifact Lore skill.

Scouting Hero: Not quite a match for the Fighter Hero in earlier levels, but he
offers a definite advantage with his quick attack and long range. Scouting
Heroes have more move points than any other hero, and even though they usually
cannot fly, most other heroes cannot either, so they can be used to intercept
pesky enemy parties that are snooping around where they shouldn't be and have a
longer range than other heroes. Scouting Heroes start with the Travel Lore
skill.

Mage Hero: Mages are very important units to have, especially since several
Undead units are immune to weapons. Since mage units tend to start out really
weak and underpowered, why not start off with a Mage Hero who already has a
higher attack than your beginning fighter units? While Mages have very little
HP and attack power compared to other heroes, once they gain a few levels they
easily overcome this deficiency and their ability to hit every enemy makes
them pretty kick-ass. A huge benefit that comes from their multi-targeting is
that certain artifacts can imbue a hero's attack, allowing them to give enemies
they hit certain status ailments. While all other heroes' attack only one
target, the mage can inflict this status ailment on ALL enemy units. It's
something to think about. Mage Heroes start with the Use Staffs and Scrolls
skill, which only they have. This also gives them a distinct advantage, and
making them my favorite hero.

Rod Planting Hero: Rod Planters are obviously very important to your war effort,
however they are also seriously disadvantaged when it comes to combat. They
start only able to lead one other unit with them and not all of them have an
attack that deals damages. Their attacks are direct reflections of their race's
power source: The Empire's Rod Planter heals, the Legion's Rod Planter incites
fear and causes enemy units to retreat, the Undeads' Rod Planter attacks the
mind and paralyzes, and the Dwarves' Rod Planter simply has a damage inflicting
weapon. Rod Planters need to be protected by other parties due to their
vulnerabilities.

Thief: While he cannot gain levels nor lead any extra units, the thief is an
invaluable hero. His support of your other heroes, by either poisoning
prospective targets or by stealing health potions for them, can mean the
difference between life or death for your parties. He is not, however, without
limits. Some skills will work without a hitch all the time, every time. Others
depend on the leader of the target. The stronger the leader is, the more of a
chance the thief will be caught and hung. When a thief acts on a city that has a
party with a leader in it, he can only act on that party. When the party either
dies or leaves the city, only then can he act on the city and the units
garrisoned inside.His abilities are as follows (abilities with a * next to it
are only available if you chose the Guildmaster
Lord):

-Poison Party/City: The thief poisons the water supply of the party or city you
target, effectively reducing the HP of all of the units by a certain
percentage. This is an invaluable skill and possibly the one you'll use the
thief for the most.

-Duel: Your thief will face the target party's leader in a one on one battle.
The thief isn't that capable of a fighter, so he can't take on many leaders, and
those leaders he can defeat will usually retreat before you can kill them, but
this skill does have its uses. You always have a 100% chance of taunting a
leader into a duel.

-Infiltrate Spy: Your thief will send a spy into the enemy ranks. You will then
by able to right click on any enemy party or city and be able to see what units
are in it. Your spy will most likely be caught and killed eventually and you
will have to infiltrate another one. It's completely random when the spy will
be caught; he could last for as long as a few dozen days or as short as one
day. Either way, you'll probably use this skill often. You always have a 100%
chance of infiltrating a spy.

-*Counterfeit Orders: The thief will give the enemy party or city false orders
telling them to rearrange their party order in some random fashion. This is an
iffy skill. Since it's random how the party order will be afterwards, sometimes
this skill will help much by putting weak units in the front and strong, close
range units in the back, and sometimes it won't be so helpful. Sometimes it
just won't matter with some parties. However, if your party is weakened but you
need to attack, this skill can't hurt

-*Steal Item: Your thief steals an item from an enemy party or city if there is
an item to be stolen. Please note that this skill can always be used on a
merchant's shop, you just need to be a Guildmaster to be able to steal an item
from an enemy party or city. For Races that can't heal themselves, a thief who
raids a merchant for many health potions can be unbelievably invaluable.

-*Steal Spell: Your thief will attempt to steal a spell from an enemy spell
book. This doesn't mean that the enemy will no longer have the spell, just that
you will own it as well. This skill can always be used on a magic shop, it's
just that you need to be a Guildmaster to be able to steal a spell from an
enemy city. The chance of this skill succeeding against an enemy city is
usually very low, but the payoff can be very high.

-*Assassinate: Your thief will kill a unit in an enemy party or city without a
fight. However, it seems that the thief tends to target one of the weakest
units in the party with this skill, so it's not quite that useful. Even if the
party you're targeting is so strong that its weakest unit can still whoop some
ass, it'll probably be too aware for you to have much of a chance of pulling
this off.

-*Bribe populace: The thief will pay a neutral city money from your coffers to
overthrow any neutral units in it and to join your side. Again, this only works
on a NEUTRAL city, not on one owned by another race.

-*Steal Gold: The thief will attempt to steal some gold from an enemy's vaults.
This can only be done against an enemy city and is generally easier for the
thief to pull off than stealing a spell.

-*Incite a Riot: The thief will incite a riot in an enemy city. A city in a riot
will have a little fire icon on it. You cannot incite a riot in a capital. As
long as there's no party with a leader inside the city, a thief always has a
100% chance of inciting a riot, regardless of the city's size or the units
garrisoned in it. Several different things happen when a city is in riot:
    -the owner cannot access the city in any way, meaning he cannot build units
     in it, cannot rearrange units, cannot grow the city, cannot enter a party
     into it, cannot access the city's menu, etc.
    -no thieves can act on the city.
    -units inside the city cannot regenerate health during the riot like they
         normally would.
    -any unit inside the city that was initially at full health will take
          damage equivalent to 20% of its maximum HP at the end of the riot.
    -any unit inside the city that was initially partially damaged will get
         healed by about 4% of its maximum health at the end of the riot.
    -any unit inside the city that was initially near death will be healed by
         five more points than the percentage the city heals by at the end of
         the riot. For example, a level 3 city thaat normally heals by 20% will
         heal a near-dead unit by 25 points at the end of a riot; a level 5
         city that normally heals by 30% will heal a near-dead unit by 35
         points at the end of a riot.

    This skill is obviously extremely useful. You can effectively hurt the
units garrisoned inside a city without risk to the thief, though it takes three
days before it works. You can stop a city from building new units and parties,
prevent the enemy from reinforcing the city with parties, and if you're chasing
an enemy party you can prevent them from fleeing into the city where it will
gain a defensive bonus and can heal.

b) Abilities

Below is a list of the skills and abilities your heroes can get through
leveling. They're listed in a general order of when you can acquire them. I'll
also add a rating number from 0 - 5, 5 being the highest, for how useful I find
each skill, if you care. Once your hero reaches level 15 he/she will not gain
any more abilities when they level, so you must be careful in choosing which
ones you get.

1. Use Scrolls and Staffs - (5) You cannot gain this ability by leveling. Only
Mage heroes start with it. It is immensely helpful, since scrolls and staffs can
let you use useful spells your race wouldn't normally have and can save you
mana. If your main hero isn't a mage, I'd suggest making one and giving him all
of your scrolls and staffs to use.

2. Travel Lore - (5) Allows the hero to wear magical boots. All boots enhance
the hero's movement, and those that increase total movement points are the more
useful ones. While this skill is a must have, I'd suggest you wait before you
get it. Not only will it take you some time to find some magical boots, your
total movement points early in the game are so low that the boots' benefits will
not be substantial enough until your hero is higher leveled.

3. Banner Bearer - (5) This skill allows the hero to equip Banners. Banners
improve the abilities of all of the units in the hero's party, and as such makes
this skill very valuable.

4. Pathfinding - (4) This ability increases the hero's total movement points by
20%. I think it's 20% of whatever the hero's natural total movement points would
be, so the amount of movement points it adds increases with every level. Like
the Travel Lore skill, I would suggest waiting on this skill and getting it when
your hero is higher leveled, since its effects aren't that substantial at lower
levels and there're other skills that you'd want as early as possible.

5. Arcane Knowledge - (2) Allows the hero to equip magical tomes. Magical tomes
simply give the hero the equivalency of another hero ability you get at higher
levels: Arcane Lore, Arcane Power, Weapon Master, Water Ward, Earth Ward, Fire
Ward, and Air Ward. The only skill of these of any real value is Weapon Master,
but the tome with it is rare, so this skill really isn't all that helpful.
You're better off getting Weapon Master when you can and getting other skills
instead of this one.

6. Artifact Lore - (5) Allows the hero to equip Artifacts. While artifacts only
affect the hero, you can equip two of them and they greatly improve the
abilities of the hero, either by raising his attack power, defense rating,
initiative, or by adding a status ailment to his attack.

7. Arcane Lore - (1) Allows the Hero equip and use Orbs in battle. However,
most potions can do everything an orb can do, and orbs are much rarer to find.
Those orbs that let you summon a unit in battle only work once, and generally
you'll want your own units fighting instead of them. So, this skill really isn't
that helpful, especially compared to other ones you can get.

8. Leadership - (5) This ability allows your hero to bring one more unit into
his party. Need I say any more about its usefulness? You should get it as soon
as you can, it's more important than any other skill.

9. Might - (4.5) Adds 25% damage to the attack of the hero. This skill can help
turn your hero into a killing machine. While there may be other skills such as
Leadership that you'd want to get first, this is an important one you'll want to
get eventually.

10. Natural Armor (3.5) - The leader will absorb 20% of all damage he suffers.
This effectively gives the hero +20 armor. This skill is much more useful if
your hero is on the front line in battle. Overall it's helpful, but not
especially important.

11. Arcane Power - (1) Allows the hero to equip and use Talismans in battle.
What I said for Arcane Lore holds here, since almost every Talisman has an orb
equivalent and they're just as rare. Potions are more useful generally.

12. Advanced Pathfinding - (5) Adds 25% to the hero's total movement points. You
can get this skill without getting Pathfinding first, there are no prerequisites
for hero skills. Once your hero is leveled enough this ability is greatly
helpful as it lets you move much farther per turn. It's not so helpful early on,
like Pathfinding, but once the hero is sufficiently leveled it really is.

13. Leadership (The second time) - (5) Eventually you can get the Leadership
ability a second time. Exactly like the first, it lets you add yet another unit
to the hero's party. If your hero isn't a Rod Planter this means you've now
reached the maximum of six units for the party and making you even more
powerful. I suggest you get it as soon as you can.

14. Weapon Master - (5) All the units in the hero's party will gain 25% extra
experience in battle. This is unbelievably useful since it helps your units gain
levels and become stronger much faster. It's a must have.

15. Accuracy - (0) This skill increases by 20% the hero's chance to hit. While
it sounds useful on paper, in reality your hero starts with an 80% chance to
hit, and gains 1% more with every level. So you hero's chance to hit will
already be close to 100% as it is and you won't really need this skill. Remember
you can only choose so many skills, and picking a redundant skill like this one
means there's a really useful skill out there you won't have.

16. Keen-Sight - (0.5) This ability allows the hero to see farther in the fog of
war. All heroes except for the Scouting Hero start with a sight of 5 squares in
each cardinal direction. The Scouting Hero has a sight of 6 squares. This
ability will give any hero a sight of 8 squares. I tend to believe that skills
directly affecting your fighting abilities are more useful than miscellaneous
skills like this one, but if you really want it then go for it. I just don't
find it that useful, since scouting really isn't a high priority in this game.

17. Natural Healing - (1) This ability allows the hero to heal 15% of his HP
every day. The Fighter Heroes already possess this skill, but if you have a
different hero it still ain't worth it. By the time your hero is leveled enough
to gain this ability his HP should be much higher and you should have enough
gold and potions to heal him if you need to, without waiting a few days for to
heal on his own.

18. Toughness - (2.5) Adds 20% more HP to the hero. If you find your hero
getting beat up more than you'd like, then I guess this skill would be good to
get. However, there are better skills out there that are immensely useful, while
I've found this is to be only marginally helpful.

19.Incorruptible - (0 or 4) I believe this skill makes the hero immune to enemy
thieves. While it's not useful at all in single play, if you come across a
Guildmaster in multiplay who uses lots of thieves, then this skill would become
much more important. It really depends if you plan on playing against people who
use a lot of thieves, otherwise it's virtually worthless.

20. Water Ward - (.5) The hero with this skill will be unaffected by the first
water-based attack in any battle. However, this only affects the hero and not
the other members of the party, and there are plenty of better skills available
so this has limited use.

21. Forestwalk - (3) With this skill the hero will suffer no movement penalty
when traveling through forests. He'll treat them just like normal plains
terrain. It's not the most helpful of spells, but it does have its perks in
moving farther and faster. If there's no other skills that'll help you more then
by all means I'd suggest getting this.

22. Earth Ward - (.5) The hero with this skill will be unaffected by the first
earth-based attack in any battle. However, this only affects the hero and not
the other members of the party, and there are plenty of better skills available
so this has limited use.

23. First Strike - (5) This skill increases the initiative of the hero by 50%,
literally allowing them the first strike in most battles. Even if your hero is a
slow Mage or Dwarf this will make them faster than ranged units. It's extremely
useful, a must-have in my opinion, especially if your hero has an Artifact that
lets him inflict status ailments with his attack. You could seriously screw up
an enemy before it can attack.

24. Fire Ward - (.5) The hero with this skill will be unaffected by the first
fire-based attack in any battle. However, this only affects the hero and not the
other members of the party, and there are plenty of better skills available so
this has limited use.

25. Air Ward - (.5) The hero with this skill will be unaffected by the first
air-based attack in any battle. However, this only affects the hero and not the
other members of the party, and there are plenty of better skills available so
this has limited use.

26. Flying - (5) You can't earn this skill by leveling. Only certain heroes
start with it. This skill is a big help since heroes with it treat all terrain
equally using only 2 movement points per square, making bodies of water and
forests no problem.

27. Plant Rod - (5) This ability allows the hero to plant rods. This skill can
only be used by Rod Planters, and they start with it.

-----------------------------------------------------------------------

3. Saga Walkthrough

I *HIGHLY* suggest you do the Sagas in the correct order, since skipping ahead
may ruin a few parts of the story line for you. While the game is never quite
clear what the correct order is, clicking on the right blue diamond shaped
crystal when choosing a Saga will lead you sequentially in the correct order. It
is as follows: Empire, Undead, Dwarves, and then finally the Legions.

I also suggest for most of the Sagas that you pick the Mage Hero as your main
hero. After you beat a mission you are allowed to take one hero and five items
along to the next mission. I recommend taking the same Hero and his equipment
each time, since you'll need a strong leader for the powerful enemies and bosses
you'll encounter late in each Saga. I suggest particularly that you pick the
Mage Hero because there are artifacts in each saga that add a status effect to
your hero's attack. Some of these artifacts are very powerful by themselves, and
are even more powerful when your Mage Hero inflicts them on every unit in the
enemy party.

In Disciples 2 there are many routes to getting to where you want to go. Very
rarely is there a map that is straightforward where the best or only way is
definitely one or the other. Since there are usually several different paths to
take in a mission, neither being any easier or wiser than another, I won't lay
out a step-by-step plan for tackling each mission, since there really is none
and I'm sure you can find a better plan than me. As such I'll just make note of
the more important, and confusing, features of each map and leave the actual
playing to you.

Please note that maps that are kind of angled that you find in Disciples 2 or
Civilization 2 and 3 confuse me. I never know which way to call north, so to
simplify things when I say north I mean up. Same goes for the other directions,
east is right, west is left, and south is down.

-----------------

a) Empire's Saga

There are many units to choose for your main party and many different
development paths for each. I myself spent a lot of time trying to figure out
what the best unit combination would be, and in the end it all depends on
playing the game and experimenting with the units. You can look up the Units
section for more detail, but for now the best balance that worked for me in this
Saga was a Mage Hero (choosing a Mage Hero for this saga is more important than
for the other sagas because of an item you get and that the later levels of this
saga seem to be harder than most), a healer, and fighter units in the front. As
soon as my hero got the first Leadership skill I added another melee unit in the
front, and then with the second Leadership I finally added an archer unit. The
Healer you choose is up to choice. Most people I know prefer the mass-healer of
the Cleric tree, while I myself use the single-healers of the Priest tree. While
the Cleric tree heals everyone in your party at once, I usually find the amount
they heal by is too little to keep my frontline fighter units alive. Often I'll
have one fighter unit take most of the punishment, so I'll have him defend while
my single-healer heals him by twice as much as the Cleric tree can. However, for
certain missions where enemies that mass-paralyze are a major problem I too will
use the higher level mass-healers for their curative abilities. The choice is up
to you and what works best for you.

-----------------

Mission 1 The Necromancer's Spirit

Objective: Destroy Erhog the Dark.

Races: Legion

Timed: No

Suggested Party: Mage Hero, Healer, 2 Witch Hunters. I suggest the Witch Hunters
instead of the Knights because there's no real difference between them, just
that the Witch Hunters are immune to mind attacks which the Legion employs. It
probably won't come in use in this mission, but just in case. When your hero
reaches level 3 you should get the Leadership skill so you can add another
Squire to your party. By that time you may not want to wait around until he
upgrades to a Witch Hunter before you finish the mission. It's up to you. If you
don't have a Mage Hero, then I suggest a Marksman in his place.


This mission is pretty straightforward. The very first thing to do is to fight
the enemies around your capital and collect the treasures nearby (don't forget
the one in the top-right past the two thugs). Follow the path to the south-west
and capture the town; it's lightly defended. Past that in the path between the
mountains an Orc with two Goblins will move to block your path in a little trap
of theirs. It's not much of a trap, they just get in the way so kill them and
keep moving.

At day 15 you'll get a message saying that the Emperor has been poisoned and
will die soon if an antidote is not found. Don't worry about this, Erhog has the
antidote and since the mission is not timed, so you can take as long as you want
and the Emperor won't die and make the mission fail.

After the Orc "trap" you'll come across a Ruined Tower. I highly suggest you get
fully healed before trying to take it on since the units are a bit strong for
your low-leveled party. After that there's a Life Mana resource to the left with
a tough thug party guarding a treasure. To the south east is the route to the
rest of the map. There's a Mage Tower and the only source of Runic Mana on the
map. There's also an Ogre nearby guarding a ring that unlocks a statue to the
north east. Don't worry about the statue until you get near it.

You can now either go north or east along the river. They both end up in the
same place really, and you move faster on land, so you should go north to a city
with a Merchant Shop nearby. This is the nearest city to the Legion's capital,
which is due south in the bottom corner, so I suggest after capturing it to
leave behind some units to guard it.

If you go south to the Infernal Mana and then go east you'll end up at the
Temple of Nerhog, your objective. However as a detour for some more experience
and equipment you can go north to a city. Capture it and a Ranger called Wolfgar
will appear to aid you. Unless you are seriously doubting your choice of Hero I
suggest having your main party still do most of the fighting. There are two
paths east, one across water and one across land. The land one is a dead end,
but it takes you to a Keep and the statue the ring unlocks. The statue gives you
a Tome of Fire, which will be helpful later on in the Saga. Going back and
taking the path across the water will lead you to a Gold Mine along the upper
edge of the map and a city with an Infernal Mana nearby. By now you should have
killed all of the neutral parties on the map which the Legion didn't, so you can
then go due south across the water to the Temple of Nerhog. Be warned; she's
incredibly strong, so you may want to use as many spells and scrolls as you can
or even building a new party to soften her up before your main party takes her
on. If your Hero isn't to level three yet, which is the highest level he can
attain on the first map, then you could go track down some of the Legion's
parties before finishing the map.

-----------------

Mission 2 The Alliance

Objective: Find the Mountain Clans diplomat Slookarijj.

Races: Legion, Mountain Clans

Timed: No

Suggested Party: Mage Hero, Healer, 3 Inquisitors. Again, I suggest the
Inquisitors because they have the mind immunity and the Imperial Knight isn't
that much stronger. If your main party leader is not a Mage Hero, then I suggest
you add a mage to your party and build up his levels to a Wizard. You'll need a
strong magic user near the end of the map.


Near the beginning of the mission you will receive a message saying you have to
follow the river north to find Slookarijj. That's not exactly accurate. What you
have to do is follow the river that's immediately to the north of your capital
to the east. Every time there's a fork in the river you take the route to the
north. That will lead you directly to Slookarijj, but without gaining levels it
will be very difficult.

You now can use level 3 magic. I highly suggest you get Wrath of God, Holy
Strength, and Holy Armor, since they are immensely useful.

Directly east of your capital is a town. From here the river goes east and
there's a land path leading southeast. I suggest taking the land route first so
you can capture the town on it. This has two advantages: it gives you more
resources and it eventually chokes the Legions' capital. Since there are only
three cities on this landmass, this close one and Agraak's city (more on this
later)and the Legion's capital, and since there is little chance anybody will
capture Agraak's city anytime soon, it will be just your city's influence
pushing against the Legion's capital's influence. Your city's influence will
slowly overcome the Legion's and your territory will spread and capture the
Legion's resources and choke their supply.

Turning back to the river and following it east will soon bring you to the
approximate center of the map, where the river flows through two close mountain
ranges near a mermaid. You can go over land to the northwest, follow the river
northeast, or cross a land bridge to the southeast. The northwest route
eventually circles back around to the center of the map from the northeast
route. I suggest going this way first, since it brings you to a few cities, a
new hero, experience, and lots of items.

Taking the northwest route will bring you to an item shop, a magic shop, and a
city. But first you will run into an Insane Loremaster who rants about some poor
archangel he's captured. Kill him and you will release an archangel near the top
of the map. She will join you and will be able to plant rods near many of the
resources up there. Circling past the city to an Abandoned Tower and going north
from there will take you to the area she was imprisoned. You will pass by a
cemetery where you get a message that the spirit of a hero of the First Great
Wars will aid you, but I'm pretty sure it's just something superstitious because
you don't get any new heroes, and nothing seems to happen. Follow the river
directly above you to the topmost corner and you will run into Tiorek. He
demands that you rescue his brother Horek in the southeast part of the map from
the thugs who've captured him. Tiorek is very strong, and I wouldn't recommend
attacking him just for some experience. Instead, rescue his brother when you
can. Horek will join you as a party leader and you have to get him to Tiorek
safely to get a Quicksilver potion as a reward. This permanently increases a
unit's initiative and giving it to your main leader would be a good idea.

After exploring much of the map, you should have leveled enough to take on King
Agraak in his city of Hundtoll. After you kill him, the greenskins on the map
will be more hostile towards you, and some will actually move to engage you.

Your final destination is in the northeast end of the map, directly east of the
Dwarven capital. It's the only place on the map with the Undead's terrain type
(black ground with dead trees). In there you'll have to face some tough Undead
units, along with the two parties of wolverines that appear when you near the
city where Slookarijj is being held. Wolverines are only vulnerable to magic so
you'd better have some magicians or at least spend some mana and cast some
spells. After the wolverines you'll face a tough Vampire's party and then a
necromancer's party inside the city. Beat them all and you've rescued
Slookarijj!

-----------------

Mission 3 Antagonists

Objective: Destroy Hubert de Layle.

Races: Legion

Timed: Yes

Suggested Party: Mage Hero, Healer, 3 Inquisitors. Again, I suggest the
Inquisitors because they have the mind immunity and the Imperial Knight isn't
that much stronger. Your hero should reach level 6 in this mission and gain the
second Leadership ability. You should then add on an Archer and level him as
much as you can. If you don't have a Mage Hero, then I'd suggest a Wizard to
replace him.


This is the first timed mission and it's rather difficult. The map is divided
into approximate quarters: The western quarter is you starting location; the
eastern quarter is the Legion's territory; the northern quarter is the important
city Fhindar; the southern quarter is a massive spider forest which is quite
possibly the MOST dangerous location in the game because of your low units' low
level restrictions. The Legion really isn't that much of a threat in this level,
it's what's inside the spider forest that you gotta watch out for (it's also
what's inside the spider forest that kills a lot of Legion units, which is part
of why they're a small threat).

It goes like this. It's a race against the clock to level your units as fast as
possible. You start the level with an extra party: Nobar the Traveler, an
assassin, who has two more assassins with him, and while his party is pretty
strong, they won't be tough enough later on so I suggest you leave all of the
fighting to your main party so they can level. There are a few weak neutral
parties near your capital to start with. I suggest staying on the landmass and
moving north to capture the city there next. Nobar will tell you that it's
dangerous to go in the water and he's right. There are some strong mermen and
kraken out there which can pick their teeth with your initially weak party, and
to make matter worse they will actually try to follow you and will attack on
their own. This is why I suggest avoiding the water at first until you've killed
everything you can on your island. To the west is a Keep, some neutral parties,
and a few items. To the east is the same, but with a city and a life mana. I
suggest going west first, to the edge of the map, because you might not have
time to do it later, and the city to the east is along your way to the rest of
the map.

You must level as much as you can until day 20, because then the spider forest
will catch on fire and all of the spiders inside flee and terrorize the rest of
the map. There are five spider parties in total, each with at least one Giant
Spider or one Giant Black Spider. Mind you that just taking on one of these
giant spiders will be a big challenge for your low-leveled party, let along 5
parties with one or more. So you've got to be careful, because while if you take
too many of them on too quickly you'll get eaten, but if you can work it just
right you can get massive amounts of experience from killing them. It's actually
kinda safe to venture into the spider forest before day 20 because four of the
five parties will not move from their spots until the forest is set on fire. But
then, going in there really doesn't do much but waste valuable leveling-up time.

The spider parties will go on a rampage, attacking anything near them. Each
party's ultimate goal is to capture a city (not capitals). Once they do that,
they'll stay inside the city and won't come out. If there aren't any cities left
not under a spider's control, then they'll just chase after any neutral parties
left on the map. Usually only one of them will ever capture a city, and the
others will die in a fight, but not before they wreak havoc on your cities and
parties. You've just got to be careful and take them one at a time, using
whatever spells and potions you can, and then healing afterwards. They'll move
after the lone city in the Legion's quarter first, so they'll likely be weakened
from fighting whatever Legion units that get in their way, but not by much.

Just when giant spiders invading the map seems like a lot, it gets worse. On day
30 Hubert de Layle will appear, along with three other parties, in the spider
forest and will make his way to Fhindar. He has two parties called Hubert's
Guards, which will stay near him at all times, and the third is Hubert's Scout,
which seems content to attack neutral parties and collect items on the map.

**********************************
New Objective: Destroy Hubert de Layle before he captures the city of Fhindar.
**********************************

Now you have a problem. First, they may be some giant spiders left, second
Hubert will soon arrive at Fhindar and will easily defeat its meager defenses,
and third you have even less time now to fully level your hero and to get a very
special item. There is a den in the spider forest which has inside it a Giant
Spider, an Ogre, and a Goblin Archer. They are guarding an item I believe to be
the most useful in the game: the Soul Crystal. It is an artifact which adds to
your hero's attack a chance to paralyze the enemy. If you followed my advice and
chose the Mage Hero as your party leader, this means that every time your hero
attacks he will have a chance to paralyze every unit in the enemy party. It does
not make the game ridiculously easy from then on, but it does make the last
levels of the saga MUCH more bearable. However, the Soul Crystal is strongly </pre><pre id="faqspan-2">
guarded, so you've got to do some fancy footwork to get it, not lose too much
health so that you can defeat Hubert, and avoiding the remaining spiders the
whole time. However, you do get a small break.

On day 33 (or whenever you try to enter the northern icy quarter of the map)
Uther, long lost heir to the Empire, makes his triumphant return. His arrival
brings him and two Dwarven parties under your control.

**********************************
New Objective: Uther must not die.
**********************************

Uther himself is quite a capable fighter. However, he nor the other Dwarf
parties will be able to defeat Hubert. They are best used for running
interference against the Legion or weakening Hubert's party, but if you're a bit
more cautious than that, taking Uther to some remote corner of the map really
won't handicap your forces much.

There are a few ways to defeat Hubert. One is just to bum rush him and kill him.
Another is to capture Fhindar for yourself, build up a massive defense there,
and wait for Hubert to come to you. However, neither of these strategies leaves
you much time to get the Soul Crystal and to level your hero. Fortunately, there
is a third way that I discovered, almost by accident. Your mission objective is
really to kill Hubert's entire party, so if you kill just Hubert in battle and
then retreat, then because he is the party leader his party's total movement
points go down. For some reason they go down to zero. Thus, if you kill Hubert
and leave at least one other unit in his party alive, then you've effectively
halted Hubert's progress! His two Hubert's Guards parties will not move because
he isn't moving, and now since he can't make his way to Fhindar, you no longer
have any time constraints on the mission. I've never seen the Legion attack
Hubert or his men, so it's unlikely they will attack and kill him, ending the
mission before you want to. Now all you have to do is finish whatever business
you have, and then you can kill the remaining units in Hubert's party and win
the mission.

-----------------

Mission 4 Uther's Crusade

Objectives: - Capture the cities of Avonia Castle, Rock Castle, and North Keep.
           - Uther must not die.

Races: Mountain Clans, Legion

Timed: No

Suggested Party: Mage Hero, Healer, Assassin, 3 Angels. I recommend the Angels
over the Paladin and the Grand Inquisitor because of their high HP and attack.
My second choice would be the Paladin because its armor is much more useful than
the mind immunity and fire ward the Grand Inquisitor has. If you don't have a
Mage Hero I'd suggest a White Wizard as your magic user.


The map is cut approximately in half by a mountain range running from the west
corner to the east corner. The three cities you need to conquer are just south
of that mountain range. You start in the top corner. This map is pretty easy.
Just get all the experience you need and then capture the cities.

Just as in the last mission, Uther is pretty strong, but he also must be kept
alive. Since he can't be carried over to the next mission, you'll want your main
hero to do all the fighting anyway, so keeping Uther in a safe location is
probably the best idea. The units he starts with are already a bit leveled, so
your main party can get a jumpstart if you switch them over. I suppose Uther can
be good to use to defend a city, but it's up to you.

You start the mission allied with the Dwarves, so it would be a good idea to get
the Death Mana due south of your capital and the Infernal Mana at about the
midpoint of the top-right edge of the map before they do. There's also a Runic
Mana along the top-left edge near the top corner that's easy to miss.

Don't fret if you don't get the resources before the Dwarves do, because they'll
break the alliance at day 15 and turn neutral to you and then on day 20 they'll
declare war because their leader Morok Cloudkeeper seems to have gone crazy. If
you did get the resources already then be sure to leave a party in the city
nearby to guard them so the Dwarves don't break your rods.

At day 16 Uther will have some words with some Undead. After that, some Undead
units from the west (just above the dividing mountain range) will start to chase
Uther wherever he goes. He can probably take him, but then you'll lost
experience your main hero can get, so try to intercept them if you can. If you
go to where they start, a peasant there will plead you to save him from a Troll
party. Kill it and he'll reveal a path to an Old Tumulus in the western corner,
south of the dividing mountain range. It houses a Tome of War, which isn't
terribly useful since you'll get the Weapon Master skill soon, so you might not
even want to bother getting it.

There is a spearman party right outside Rock Castle. Do not attack it, because
when you take the city and then approach the spearman party, it will join your
side. While not the strongest of parties, it can at least save you some money by
acting as defense for the city.

Capture all three cities and the mission is over, so make sure you level out
your main hero before you capture the last one.

-----------------

Mission 5 Slander and Barbarism


Objective: Destroy Dark Elf Lyf before he destroys the Elves.

Races: Undead, Legion

Timed: No

Suggested Party: Mage Hero, Healer, Assassin, and 3 Angels. You will find it
difficult to hold cities and resources on this map, so it's very likely you will
gain gold very slowly. Although this is the first map where you can get the
highest level fighter units, you may find the 3000 gold price tag for their
structures to be too expensive. You can easily defeat Lyf with level 4 units, so
I suggest getting Angels. I prefer them over the Paladins because of their
stronger attack, but if you want the Paladins armor then it's not a big deal. If
you do not have a Mage Hero then I would suggest having a White Wizard as your
magic caster. You'll need a magic user for weapon-immune units.


Alright, this mission is a PAIN IN THE ASS. Your only objective is to save the
Elves from certain destruction. You start in the eastern corner and the Elves
are in the west. The Elves' island is completely surrounded by mountains, and
the only entrance is on the far western side.

You may want to seriously consider playing this map unconventionally, as in not
doing the basic capture-cities-and-resources routine. The Dark Elf Lyf is in a
Lost Mostaba in the northern corner and he constantly produces Undead parties
until you kill him. Since he never stops making them, and since the Undead are
making more from their cities as well, you'll soon be overwhelmed by a massive
amount of Undead. This makes holding cities and resources very difficult.
Instead, concentrating mostly on using your main party to save the Elves can
give you a better chance.

Despite the pleas the Elves give you, you don't have to worry about them
immediately. It'll be some time before they're in any real danger. There are two
cities between you and the Legion's capital to the northwest. It may be possible
to hold them for some time without difficulty, but probably you will want to
move to the eastern corner to level up on the weaker parties there. There is a
magic shop on a ledge along the top-right corner that you can only reach by
first going to the Legion's capital to get onto the ledge. This has a few Legion
spells and while there may be an Infernal mana nearby, it's probably the only
one you'll be able to hold onto, so going to the magic shop really isn't worth
it, unless you do it for the experience.

There is a city due south of your capital across the river that is guarded by a
Giant Black Spider party and several neutral parties. If you have the time you
may want to capture this city and gain some serious experience and a few
resources, since the Legion and the Undead will usually be too busy with each
other to bother showing up near there, at least in force.

An elven messenger party arrives as day 7 and comes under your command. It
consists of 2 Elf Rangers and a Forest Elf; not a formidable force but it may be
enough to guard some resources. A better use for them however is to scout the
way to the Elves' island. Send the party west along the river right below your
main capital. Eventually they will find a fork in the river with a mermaid
group. The mermaid group will join your side, but remember water creatures
cannot travel on land. The party consists of a Mermaid and a Kraken. You should
probably now send your Elfish party back to guard some resources and send the
mermaid group along the river north. It will eventually wind around the island
until you reach the entrance of the Elves. This northern route is the way the
Undead that Lyf sends will travel to attack the Elves, so it's a good thing to
clear the fog of war in the area. You may keep the mermaid party there, but they
will not be much of a defense soon enough. A funny fact, if you never meet up
with that mermaid party and they never join you, they will not be bothered by
any enemy parties. The Undead will walk around them and never attack. It's not
really useful, but kinda funny to watch.

Lyf's assault force initially consists of two parties:

1) 1 Ghost, 2 Zombies
2) 2 Zombies.

They will head towards the Elves' island from the start and will arrive at about
day 12. They will most likely kill one of the two guard parties at the entrance
to the Elves city, but they will do no greater damage. There is no need to worry
about them, you should concentrate more on building up levels.

Lyf will constantly be rebuilding his assault force, and I shall describe it
here. Starting on day 10 he will create over a period of two days several of
what I call Weak Parties.

Weak Parties:
3) 1 Specter, 1 Doomdrake
4) 1 Specter, 2 Zombies
5) 1 Warlock, 2 Zombies

They may be a few slight variations. He will generate more Weak Parties every 10
days. I've never seen the Weak Parties actually move toward the Elves, I've only
seen them annoy the Legion or move to the center of the map. Actually, a LOT of
the Undead's parties like to go near center of the map and just take turns going
in and out of Undead cities. This is why waiting for the computer to finish its
turn on this map eventually takes a long while, because of all the Undead moving
aimlessly. If you capture any of these cities however all those parties will
converge to take it back, so if you try it'll be hard as hell to hold on to it.

On day 25 the real threat emerges. Lyf will start pumping out his Strong
Parties.

Strong Parties:
6) 1 Necromancer, 1 Werewolf, 1 Death
7) 1 Skeleton Champion, 1 Warlock, 2 Zombies

Just like the Weak Parties Lyf will raise more groups of Strong Parties, except
that it will be every 25 days. The Necromancer parties are recognizable on the
map as dark, cloaked figures. The Skeleton Champion parties are easily
recognizable as the guys holding purple fire swords. The Necromancer parties
tend to go right, away from the Elves' island, when they exit Lyf's lair and
then annoy the Legion a bit. Then they move to the center of the map and prattle
around there. The Champions however go straight to the entrance of the Elves and
on about day 33 or 34 the first group of them will arrive and attack. See, when
the game tells you that the objective is to save the Elves, what it really means
is that you must save the Elf Lord Hyllia. You'll still win the mission if he
lives and all the other Elves die. When you reach the entrance to the Elves'
island the game updates your objectives.

**********************************
New Objective: Destroy Dark Elf Lyf before he destroys the Elves. Hyllia must
not die.
**********************************

If unhindered the Champion parties will arrive and will kill Lord Hyllia with
little trouble. He only has 2 Rangers and 2 Centaurs with him. So, your main
party must intercept this first group of Champions at the very least before day
33. If you move Hyllia you will notice that the Elves' island itself is not the
Champions' target, instead it is Hyllia. If you attempt to move him they will
follow him wherever he goes. A risky idea is to move him to your capital, where
you'll be able to send reinforcements faster, he will heal faster, and he'll
gain the defensive bonus of your capital. However, getting him past the enormous
mass of Undead throughout the map will be quite difficult and maybe even more
dangerous than letting him stay on the island. Either way, you should keep your
main party near him for protection until you're ready to attack Lyf himself. You
may even want to swap one or two of your more own stronger units into his party
for further protection.

A side note, on day 33 Lollena Greenlief, the leader of one of the Elf parties,
will say he's had enough and will attack the Undead relentlessly. Not even
Hyllia can talk him out of it. Yet, every time I've played this mission, Lollena
never DOES anything. Even after that passionate speech, he just stays in that
same spot. Oh well.

One annoying little thing about the Elves is that they hate outsiders coming
into their realm. As such, they will not allow any of your human parties to come
inside. There are a few Elf parties positioned so that you cannot enter without
passing adjacent to them. If any of your human parties attempts this, the Elf
parties will attack. This is kinda bad because there are two very tempting
treasure bags on the island that are just begging you to force your way in and
find out what they are. Fortunately there's a very easy way to get around this.
Elvish parties that join under your command are still allowed to pass by the
other Elves without fighting (be careful though, because double-clicking on an
Elf party not under your command can still cause your own Elf parties to attack.
It's very easy to do accidentally). Thus, since Hyllia joins you anyway you can
send him to pick up the two treasures and bring them to you main party without
hassle. The northern one is a worthless Tome of Arcanum, but the other is a very
valuable Boots of Travelling. If you hero has the Travel Lore ability this will
give him a 40% boost in his movement points.

On day 45 Lyf will send out his two Strongest Parties.

Strongest Parties:
8) 1 Vampire, 2 Dracolichs
9) 1 Vampire, 2 Werewolves, 1 Warlock, 1 Wraith

These two parties are Lyf's strongest force and he will only make them once.
Party # 9 is especially dangerous because it has three units that are not
susceptible to weapons. You may want to save up some mana and pound these guys
before attacking. They usually travel to the center of map, screw around there
for a few days, and then they will go after Hyllia. There is no way his party
can fend them off, so you've got to take care of them.

In the western corner of the map is an interesting town occupied by Marsh
Creatures. They are rather tough, but give excellent experience. The rest of the
map is rather boring. The Undead's capital is near the southern corner and early
on in the mission they will own the two cities near them and the one city near
the center of the map. They will pretty much clear the area of experience-giving
neutral parties and treasure, but since the treasure is rather worthless anyway
there's no real reason to go down there, especially when you have to protect
Hyllia.

Once you get Hyllia I suggest you then focus on protecting him. There's no real
need to conquer the entire map, and it'll make it a LOT harder on yourself. When
you think your main party is leveled up enough then you just have to send them
on up to Lyf. When you approach the mouth of his "valley of the dead" a
Deathdragon party with a Warlock and a Shade will attack you, but they shouldn't
be much trouble if you're leveled enough. There's a city up there you can
capture and use to heal up before finally assaulting Lyf.

Lyf's party consists of him and one Deathdragon. However, Lyf is very powerful
in that he can summon a unit in EVERY empty square of his party. He can summon
Zombies, Skeleton Warriors, and Wraiths, and whenever he has the room for giant
units he will summon Giant Black Spiders. First, I suggest you get your
frontline units to kill that Deathdragon since it can hurt your rear units. Keep
your mage and Assassin attacking Lyf. Once the Deathdragon is gone have your
frontliners simply defend since Lyf will keep summoning more to replace what
they kill. If you think they can kill the units nearest them before those units
can attack, then try it by all means. If not, keep them defending. Eventually
your mage and Assassin will kill Lyf and all of his summoned units will
disappear. And that's mission 5.

-----------------

Mission 6 The Celebration


Objective: Avenge Demosthene's death by destroying Uther.

Races: Mountain Clans, Legion

Timed: No

Suggested Party: Mage Hero, Healer, Assassin, and 3 Defenders of the Faith. If
you do not have a Mage Hero then I'd suggest a White Wizard.


This mission starts out . . . poorly. Emperor Demosthene is murdered by his son
Uther by a really cool looking spell you get as the Legion. To make matters
worse three demons warp in and are causing chaos in the capital. On the plus
side, you finally get to use level 5 magic if you're a Mage Lord, though it'll
be some time before you amass enough mana to use it.

The three demons aren't much a problem at all. You start out with enough money
to build a full party and by the time you kill the third one your Squires should
have upgraded already. The capital is surrounded by walls and mountains, with
the only exit in the bottom-right. You'll definitely want to check out the
treasures laying around since there're a couple of healing potions there. There
are also two merchant shops your Thieves can bleed dry, so you may want to train
some quickly. There's also a merchant shop right outside the city that has a
bunch of scrolls. Finally, there is a magic shop with really weak Dwarf magic,
but you will DEFINITELY want to pick up the Seafaring spell there.

You start in the center of the map. The Dwarves are to the north and the Legion
is to the west. There are also Elves to the east, but you'll want to wait before
you go anywhere near there. You start with a bunch of small spearmen parties
that are pretty worthless except as scouts and cheap city guards.

Once you exit the city walls there is a small town nearby. I suggest going due
south from here, as some easy experience is nearby. Then move to the southern
corner and capture the city. At day 4 the Elves contact you and say they wish
they could help, but they have a problem. At day 10 they'll tell you what it is.
The Undead are troubling them again and they want you to exterminate all the
Undead units in the southern corner, so if you clear the southern corner they'll
send a Horn of Awareness to your capital. From here there is a town nearby to
the north-west, but it's kinda close to the Legion so if you don't feel you have
the resources to defend it, then leave it alone. Either way you'll want to
eventually go around the map from here counter-clockwise.

You'll soon come to the Elves in the east. Even if you clear the southern corner
for them they still don't want you to enter their lands. If you get close enough
to the two Forest Elf parties guarding their entrance they will warn you to stay
away again, but this time if you stand in that spot for a turn those two parties
will attack you. Even if you leave another Forest Elf party and a Centaur Lancer
party will rush to form up behind the guards. Since there's no actual
consequence of attacking the guards and forcing your way into their lands, you
might as well. Like I said before, attacking another nation will not affect
their attitude towards you in later missions. There are a few good items in
their lands, including some valuables and some warding potions. There's also a
magic shop in the rightmost corner that sells some weak Dwarf magic. The best
thing they have to offer you however is a TON of experience. Most of the elf
parties aren't strong enough to kill you, but they do give good experience. The
real doozy is the Blue Dragon hanging out near the magic shop. Just be warned,
it's incredibly strong and you may have to wait a long while before you'll be
strong enough to attack it. Unless of course, you got the Soul Crystal in
Mission 3, then it's MUCH easier, though still too strong to be underestimated.
It's always possible the Soul Crystal won't paralyze it with every attack, and
it takes just one blast of its breath to devastate your party. You should
definitely prepare before fighting it, like heal, drink potions, cast spells,
but do be careful to not take the city in the Elf lands. If you do the Blue
Dragon will rush forward to take it back, possibly when you're not ready for it
yet. So prepare for the dragon first, then take the city. This way you've cast
your spells and you'll have the added defense the city offers you. The strong
Elf party next to the Dragon will also move if you take the city, but it'll
chase after your party only as long as you own the city.

Just a bit north of the Elves' entrance is the small city of Nimoria. While it
in itself is not very special the outpost to the west of it is. It is heavily
guarded by a Black Dragon and two Goblin Archers. Not only does this give you
great experience, if you can survive the dragon, but you also acquire a
Mjolnir's Crown, which gives your hero +35% damage.

Sweep through the Dwarves' territory in the north. Attack them if you want or
ally with them to only to be betrayed by them later, it's your call. It's
annoying how the computer can't honor its alliances, but what are you gonna do.

Eventually you'll circle around to the west. If you capture the Western Fort
you'll receive a message that Uther will surely retaliate for this. He does, in
a way. When you capture the city some of the lesser Demonic parties in the
Legion's territory will stop standing still and will attack you. By now they
should be no problem, especially after those two dragons.

When you think you're ready to attack Uther then go to the western corner. When
you approach he'll cast a spell on your party that lowers its units' chances to
hit. Then one of his parties will attack you. It consists of a Demonologist, an
Incubus, and an Onyx Gargoyle. After that there's a party blocking your way to
Uther that has a level 7 Duke, two Anti-Paladins, a Hag, and a Demonologist.
Finally Uther is exposed. His party consists of him, a Beast, an Infernal
Knight, a Berzerker, and a Sorcerer. Since Uther is in the rear of the party and
cannot attack you just yet, the Beast is your primary threat. Once you kill the
party the mission is won, but unfortunately Uther is not dead. Instead he
transforms into Demon Uther, who is MUCH more powerful and is the boss of the
next mission.

-----------------

Mission 7 Binding Forces

Objective: Destroy Uther in his demonic form.

Races: Mountain Clans, Legion, Undead

Timed: Yes

Suggested Party: Mage Hero, Prophetess, Assassin, and 3 Defenders of the Faith.
If you do not have a Mage Hero then I'd suggest a White Wizard. While I prefer
and suggest the Hierophant for most missions, for this mission I suggest taking
the Cleric route with your healers and eventually make a Prophetess. This is
because not only does Demon Uther deal massive damage to all of your units in a
single attack, but he also has a very good chance of paralyzing them as well. If
the Prophetess is not paralyzed during his attack then she can cure all of your
other units and un-paralyze them, and maybe save the battle.


You start out in the bottom corner. Your capital's guardian has been weakened by
Uther, so he can't repel an attacking party as easily as before. That's okay
because your capital isn't in immediate danger, in fact you won't need to leave
behind a party to defend it because the enemies on this map aren't programmed to
attack capitals. However, the reason this map is labeled as "timed" is on day 75
Uther will leave his spot in the northern corner and will travel down to attack
your capital. He is the only enemy on the map that will attack your capital, and
he will destroy it too, meaning you lose the mission, if your strongest party
does not intervene. Uther is so strong that ONLY a high-level leader with very
high-leveled units can hope to hurt him. Your people will give you a warning on
day 80 that he is coming, but really he will arrive at the capital on or around
day 86, depending on if he's slowed by having to attack parties to clear a path.
He's also followed by an entrouge of five cultist groups, but they're so slow
and weak you don't have to bother with them. While you don't have to worry about
him for quite a while, you'll still need plenty of time to build up your party.
Usually I'll work my way up to him and attack him with ten days left before he
moves, but if you really want an extra edge you could always build up your
party, then bring them back to your capital and wait for him to come to you, so
that you get the capital's +50 armor bonus.

Some important things happen in the Dwarf country to the west. On day 5 a Clan
Leader will tell you that because of Demosthene's death the Clans have to decide
on whether your alliance with them stands. For the moment you are not allied
with them. On day 11 the Dwarves will tell you that they're still discussing the
matter, but please do not take aggressive action toward them. In actuality you
can attack them all you want: destroy their parties, capture their cities, do
whatever you like to them because on day 23 they will still ally with you and
their attitude will turn completely peaceful towards you. Having one race off
your back helps a lot on this mission. They will actually stay allied with you
for a pretty long time, but if eventually the Legion and the Undead become too
weak they'll break the alliance, but by that time you won't really care because
you'll be worried about Uther mostly.

You'll be told at the beginning that the Undead have concluded an alliance with
the Legion, but if you check the diplomacy menu you'll see that this isn't true.
They'll be fighting the whole mission. What the message really means is that in
some of the neutral cities you'll find Undead units and Legion units side by
side.

You have two general routes you can follow at the start of the mission. You can
go left towards the Mountain Clans territory or you can go right. I suggest you
go left first, because the enemies are weaker and easier to level on, and so you
can capture some Dwarven cities and resources before they ally with you. The
route to the right takes you by some strong neutral Undead and Legion parties.
It eventually winds around to near the center of the map, to the long east-west
river that divides the map. Since the left route brings you here as well, you
can easily go through the right route after taking the left route and then get
the experience from those stronger parties. The only real points of interest in
the right route is a merchant shop, a few resources, a Greenskin mercenary camp,
and the experience.

When you go left, a useless spearman group near a city will join your side.
Further west near the city Khazan however is an important magic shop with two
very useful Mountain Clans spells: Chant of Hasting and Seafaring. It's a big
map with lots of water, so not only will they help you to explore it faster,
they could also be invaluable to catching Uther before he reaches your capital.

Northeast of Khazan is the town of Runia. Directly east of it is a treasure
lying around, and it is a Boots of the Elements. You may find this very useful
for exploring the watery west quadrant. Also directly east of Runia is a Ruined
Outpost. You're going to have to be pretty leveled to take it on as a Black
Dragon and two Wyverns guard it. The treasure inside it is worth the trouble
though: 800 gold and a Banner of Fortitude, which gives your party +20 armor.

There are two more cities in the left quadrant and a few resources. Along the
top-left edge, northwest of Otzwall and near the leftmost corner, is an Elf
party. Approach him and he tells you not worry, that the Elves are on the way to
help. On the next day that's a multiple of five (hence if you meet the Elf on
any day from 21-24 you have to wait until day 25) three elvish parties will
arrive in the bottom corner:

- 2 parties of 2 Centaur Lancers and a Forest Elf
- a party of one Centaur Lancer, 2 Elf Rangers, and an Orcacle Elf

The parties are too weak to be really helpful, but if need be they can get in
the way of Uther and slow him down a little.

Near the center of the map and north of the great east-west river is the city
Nepheris. A dead-end path takes off to the northwest of it. Down it is a
trainer, which if you have the money can prepare your party for Uther faster.
There's also an item shop which has some hero equipment, most notably a useful
Etched Circlet with its +35 armor bonus, and a magic shop which has some Undead
spells. The only useful spell is the Curse of Nygrael, which can help reduce
Uther's minions'attack by 15%. The path has a bunch of Greenskin parties
scattered around it, and the many Ogres can provide much experience.

There are two entrances to the Legion's main area. One is right near Nepheris
and the other is in the Undead's eastern area near the city Bhaagruz. There are
two other cities in the Undead's area and some resources. Capturing these may
take too long so skip them if you want, but there is a magic shop east of the
Undead's capital that you should definitely hit. It has a Highfather's Potion
that gives a unit +15% HP.

There is an Abyssal Devil group at each entrance to the Legion's series of
plateaus. The first part is a curved plateau with a Mercenary Camp that leads to
a dead-end in the east and eventually leads to Uther in the west. The Ruined
Farm in the east has only a Lich Orb in it, but it does offer some experience
with its Beast and two Anti-Paladins. In the west there is a party with a
Tiamath and two Gargoyles. As you approach it a trap is sprung and two Onyx
Gargoyle groups appear behind your party, one with an Onyx and two Marble
Gargoyles and the other with an Onyx, a Marble Gargoyle and a Moloch. The
Tiamath's party then attacks. The Onyx Gargoyle groups may or may not attack you
in the next turn, they seem to act randomly, so you might have some time to heal
before facing them.

West of the trap is Gruu'kheml, the closest city to Uther and the Legion's
capital. Nearby is a merchant shop with lots of useful potions that can increase
your units' attack power, speed, and defense. Southwest of the merchant shop is
a dead-end path to Thruggr'hesh, which has nearby an Infernal Mana and a very
valuable Imperial Crown, which can help you to pay for the potions you want or
for the thieves you'll build to steal them.

Northwest of the merchant shop is an Abyssal Devil group with a Hag, an Incubus,
and two Dopplegangers. Approach it and the Legion casts the Undead spell
Nightfall, which blackens out the entire map for you. Amid this darkness 4
Abyssal Devil groups appear along the southern edges of the map. Each appears
near a city: Aragonia, Western Fort, Indras Keep, and Gilgam City. They all come
with 2 Imps, but the ones in the east also have a Doppleganger. These parties go
about trying to capture cities, attack parties, and generally cause carnage. But
since they're technically Legion units, they obey its AI and will not attack
your capital, even if it's lightly defended, so don't fret like I did if one of
them gets close.

Kill the Abyssal Devil in the north and Uther will give you a warning, but he
does nothing about it. However, another Abyssal Devil party with a Beast, a
Doppleganger, and a Witch near the Legion's capital will stop standing still and
will start moving. Usually it'll attack the Tiamath party with two Witches and
two Infernal Knights that's guarding the way to Uther, and die.

Now you've reached the plateau with the Legion's capital, which is to the
northeast. If you get too close to it the Legion will attack you with spells,
but if you keep a reasonable distance from it they won't. East of the capital is
an Ancient Keep guarded by two Imps, a Demon, and a Succubus. The reward for
clearing it is an Invulnerability Potion. There may be another Invulnerability
Potion nearby on the ground, if the Legion didn't snatch it up already. To the
west is a Perthin. It's heavily guarded by an Overlord, two Witches, and an
Anti-Paladin. It's worth it for the Banner of War that gives your party +20%
damage.

North of that Tiamath group is Uther, in all his glory, surrounded by five
Cultist groups. His party consists of him, a Hag, two Infernal Knights, and a
Modeus. Uther himself can attack your entire party at once and has a good chance
to paralyze them. This is what makes him harder than a Capital's Guardian. Even
if your party is level 30 and can conquer capitals, that paralyzing effect can
still let Uther beat it. This is why I highly suggest bringing along a
Prophetess, even if you prefer the Hierophant, because there's a chance she
won't be paralyzed and will cure the rest of your party.

You'll have to pull out every stop to defeat Uther. As many spells as possible,
every scroll, and as many potions as you have. Even if you want to stay in your
capital and wait for him to come to you, you'll still want to work your way up
to the Legion's capital to gain the massive amounts of experience you'll need to
be strong enough to face Uther. Also note that the Soul Crystal cannot save you
here because Uther is immune to Mind attacks. It can only help to paralyze the
other units in his party. Once you do kill him he stays dead this time and the
Empire Saga is finished.

-----------------


b) Undead's Saga

-----------------
c) Dwarves' Saga

-----------------
d) Legion's Saga


-----------------------------------------------------------------------

4. Magic


Magic is a very integral part of Disciples 2. It can attack enemy units, enhance
your parties abilities, decreases enemy parties' abilities, or even summon
warriors to fight for your cause. It's only drawback is that you cannot case
spells on parties inside cities. Spells that affect a party's abilities, whether
positively or negatively, last for only a single day. Summoned warriors only
live until they are killed or until one day has passed, excluding the Legion's
summoned illusions, which last for three days but cannot fight and cannot be
killed. Summoned warriors cannot capture or stay inside cities. The Empire has
several spells that give a party wards to a certain damage source. This means
that in every battle in that day the first time that damage source hits an
enchanted unit that unit will be unaffected. This also means that the enchanted
units will be unaffected by enemy spells with that damage source for rest of the
day.

-----------------

a) Empire's Magic

The Empire's magic is characterized as protective. It has spells that give
positive status effects, the strongest healing spells, and Wards. All of their
attack spells use air as a weapon source. They only have two summoned warriors.


Level I

Air ward - The enchanted party will be unaffected by the first air-based attack
in any battle for one day.

Celerity - Increases by 10% the initiative of the target party. - This spell can
be quite useful, for if you can move faster than the enemy you may be able to
kill them before they can attack.

Strength - Increases by 10% the damage inflicted by enchanted units in battle. -
This spell is always useful for that special fight where it really counts.
However, you shouldn't need to drain your mana reserves on this spell all the
time.

Lightning - Inflicts 15 points of air damage to target units.

Water Ward - The enchanted party will be unaffected by the first water-based
attack in any battle for one day.


Level II

Haste - Hasted units recover 50% of their move points. - This is one of the most
valuable spells the Empire has; you may find yourself using it quite often.

Healing - Heals 30 HP. - The best part about being mortal is the ability to heal
your units at will. If your healers can't finish the job, this may.

Summon I: Living Armor - Summons the magically animated Living Armor.

True Sight - Disperses a small area of the fog of war (5x5 area). - While it may
seem useful to be able to spy on an enemy's territory with this spell, if you
don't know your way around it's just a shot in the dark and may not be as
helpful as you'd think. It's small area also doesn't always tell you if a
certain path leads to a dead end or not.

Earth Ward - The enchanted party will be unaffected by the first earth-based
attack in any battle for one day.


Level III


Mind Ward - The enchanted party will be unaffected by the first mind-based
attack in any battle for one day.

Holy Armor - Enchanted units will receive 20% less damage from attack. - Extra
armor can always help to keep your people fighting longer.

Holy Strength - Enchanted units have 20% greater chance to hit. - While most
units have an accuracy of 80%, when it really counts this spell is just a
safeguard that your units won't miss when they can't afford to.

Wrath of God - Inflicts 50 points of air damage to target units.

Chain Lightning - Inflicts 40 points of air damage in the spell area (3x3).


Level IV


Summon II: Golem - Summons the earth elemental Golem. - This is the strongest
summon the Empire has and its high HP and ability to attack all enemy units at
once make it formidable.

Fire Ward - The enchanted party will be unaffected by the first fire-based
attack in any battle for one day.

Call to Arms - Increases by 33% the damage inflicted by enchanted units in
battle. - This is one of the most useful spells the Empire has, the ability to
seriously increase your parties attack powers. While not exactly cheap, it can
still help out in tight spots.

Highfather's Blessing - Heals 60 HP at the center of the spell area and 30 HP in
the rest. - For when your parties are pretty beat up, this spell is a lifesaver.
It's one of the reasons why the humans are so durable and can last longer in the
field.

Daylight - Disperses all fog of war. - This is the ultimate spell of the Empire.
While it is extremely costly, you should only have to cast it once. Being able
to see the entire map means you can keep tabs on your enemies and be able to
find dead-end paths without having to waste time searching through them.
Definitely worth it. Just know the Undead have a spell to darken the whole map
for their enemies, so be careful you don't waste all that mana for nothing.


Level V


Death Ward - The enchanted party will be unaffected by the first death-based
attack in any battle for one day.

Armageddon - Inflicts 125 points of air damage to target units. - This is the
most powerful attack spell the Empire has. It'll cripple or destroy all but the
most powerful parties.

Major Healing - Heals 150 HP. - For when you really need it. It's the most
powerful healing spell in the game, and only the Empire has it.

Winds of Restoration - Heals all the spell caster's units by 80 HP. - I've never
had a situation where the majority of my units were all severely damaged, but I
suppose it may come up someday so this spell would have a use. Usually you won't
need it, but the sheer power of it is still staggering. I guess when you're
being seriously overrun by enemy forces this can be a life saver.

-----------------

b) Undead's Magic

The Undead's magic is aimed at harming enemy parties. They have many attack
spells, along with a lot of spells that decreases the abilities of enemies. They
also have four warriors they can summon and their attack spells have several
weapon sources.

Level I

Summon I: Skeleton - Summons a Skeleton. - This summon is so weak that it's best

use is as a scout.

Pestilence - Inflicts 15 points of death damage to target units.

Ice Storm - Inflicts 15 points of water damage to target units.


Weakness - Enchanted units have 10% less chance to hit.

Rust - Reduces by 50 the armor of target units. - Few units have armor, but for
those few that do this spell can be extremely helpful.


Level II

Summon II: Evil Ent - Summons an Evil Ent.

Plague - Inflicts 30 points of death damage to target units.

Shadow - Replenishes a small area of fog of war for all enemy players, which
protects your parties from enemy spells (area: 7x7). - This spell is most useful
for protecting your Rod Planter heroes from enemy spells while they destroy an
enemy rod and wait to plant its own rod.

Curse of Nygrael - Reduces by 15% the damage inflicted by enchanted units in
battle. - In a way, this spell kinda acts like putting armor on one of your
parties, since the damage they take is still lessened.

Stone Rain - Inflicts 30 points of water damage to target units.


Level III

Summons III: Nightmare - Summons a Nightmare.

Call Decay Dragon - Inflicts 50 points of death damage to target units.

Touch of Mortis - Enchanted units have 20% less chance to hit.

Fog of Death - Replenishes a large area of fog of war for all enemy players,
which protects your parties from enemy spells (area: 9x9).

Death Storm - Inflicts 40 points of earth damage in the spell area (area: 3x3).


Level IV

Terror - Reduces by 33% the initiative of target units. - an extremely useful,
but expensive, spell.


Rot - Reduces by 33% the damage inflicted by enchanted units.

Call Red Dragon - Inflicts 75 points of fire damage to target units.

Psalm of Death - Reduces by 50% the move points of units in the area (area:
7x7).

Nightfall - Replenishes the fog of war of all non-allied players. - This spell
can really mess up your enemies. They'll have to start exploring all over again,
and in the meantime they won't be able to see your parties.



Level V

Summons IV: Thanatos - Summons Thanatos.

Damage Ward - The enchanted party will be unaffected by the first weapon-based
attack in any battle for one day.

Hecatomb - Inflicts 125 points of death damage to target units.

Mortis' Venom - Inflicts 80 points of death damage in the spell area (area:
7x7).

-----------------

c) Dwarven Magic

Dwarven Magic, like the Empire's, is based on spells that increase your parties
abilities and many spells are identical to ones the Empire uses. While they
don't have as many healing spells as the Empire, they DO have what I consider to
be the two most useful spells in the game. They also have three summoned
warriors and all their attack magic use water and earth as sources.


Level I

Ice Shield - Enchanted units will receive 10% less damage from attacks. - Since
Dwarves don't have units that can heal, this spell can be very useful for
keeping your parties alive.

Forestwalk - The target party will suffer no movement penalty when venturing in
forests for a day. - A kind of a unique spell, it only helps when every movement
point counts.

Vithar's Might - Increases by 10% the damage inflicted by the enchanted units in
battle. - Since the Dwarves are already generally stronger than other units of
similar levels, this spell simply enhances this natural advantage.

Blizzard - Inflicts 15 points of water damage to target units. - Just another
weak attack spell that helps early in a mission.

Summon I: Roc - Summons the flying Roc.


Level II

Hymn of the Clans - Increases by 15% the initiative of the target units. - Since
the Dwarven units are slower than other races' units, this spell can help level
the playing field.

Seafaring - The target party will suffer no move penalty when sailing on water
for a day. - This is the second most useful spell in the game. A lot of maps
have a lot of water and since water takes the most movement points to cross,
this helps tremendously in moving your parties quickly.

Ice Pillar - Inflicts 30 points of water damage to target units.


Healing - Heals 30 HP.

Sybil's Vision - Disperses a small area of the fog of war (area: 5x5). - This
spell is just like True Sight. It's semi-useful, usually scouting with parties
works a lot better.


Level III

Summon II: Valkrie - Summons a Valkrie.

Chant of Hasting - Hasted units recover 100% of their moving points. - This is
the MOST useful spell in the game, in my opinion. You can effectively move one
of your parties more than once per turn for very little mana.

Tempest - Inflicts 50 points of earth damage to target units.

Chant of Arms - Enchanted units have 25% greater chance to hit.

Ymir's Blessing - Increases by 20% the damage inflicted by the units in the
spell area (area: 5x5).


Level IV

Chant of Fortitude - Enchanted units will receive 33% less damage from attacks.

Wotan's Blessing - Enchanted units have 33% greater chance to hit.

Vengeance of Ymir - Inflicts 75 points of water damage to target units.

Ice Spirits - Inflicts 60 points of water damage in the spell area (area: 5x5).

Winds of Travel - All the caster's units recover 100% of their movement points.
- While this spell can effectively grant you another turn, it's awfully
expensive.



Level V

Summon III: Stone Ancestor - Summons Dwarven Stone Ancestor.

Incorruptible - Enchanted units become unaffected by enemy thieves.

Wotan's Chant - Increases by 50% the damage inflicted by the enchanted units in
battle.

Ancestor's Call - Increases by 33 the armor of all the caster's units.

-----------------

d) Legion's Magic

The Legion's magic is based heavily on destruction and illusion. They have many
attack spells based on several sources and several spells aimed at reducing
enemy parties' abilities. They have three summoned warriors and special
Illusions for those warriors, a feat no other race can manage. While the
Illusions cannot engage battle, they can last for three days, as opposed to the
one day limit for summoned warriors, and cannot be killed, because it's hard to
kill something that's not there. The Illusions are great for either distracting
the enemy or as cheap scouts. The Legion also has the unique ability to cloak
their units so that they can run around without worry. It is by far one of the
most useful aspects of the Legion.


Level I

Incantare Hellhound - Summons a fire-breathing Hellhound.

Incantare Hellhound Illudere - Summons a Hellhound Illusion. - I use this spell
a lot to create cheap scouts.

Ignis Mare - Inflicts 15 points of fire damage to target units.

Menta Minoris - Inflicts 15 points of mind damage to target units.

Tormentio - Reduces by 50 the armor of target units.


Level II

Incantare Beliarh - Summons an infernal Beliarh.

Incantare Beliarh Illudere - Summons a Beliarh Illusion.

Ignis Carn - Inflicts 30 points of fire damage to target units.

Cursa Demoneus - Reduces by 15% the damage inflicted by enchanted units in
battle.

Chronos - Reduces by 15% the initiative of target units.


Level III

Sanctuera - Renders target party invisible until they perform an action. - The
party will remain invisibile until they attack or plant a rod. Just moving the
party will not make them visible again. This is extremely useful for keeping
your Rod Planters safe when in enemy territory.

Divis Nocte - Replenishes a small area of fog of war for all enemy players,
which protects your parties from enemy spells (area: 7x7).

Paraseus - Depletes 100% of target's movement points, paralyzing it for one day.
- A very useful spell, even if the enemy can cast Haste, because it means their
units still move even less than they could've.

Menta Potens - Inflicts 50 points of mind damage to target units.

Maledicere - All the units in the area have 25% less chance of to hit (area:
5x5).


Level IV

Tortio Menta - Enchanted units have 33% less chance to hit.

Sinestra Ignis - Inflicts 75 points of fire damage to target units.

Projicere terra - Inflicts 75 points of earth damage to target units.

Ignis Potens - Inflicts 60 points of fire damage in the spell area (area: 5x5).

Chronos Major - All the units in the area have 33% less initiative. - This
allows you to pick off some of their units before they can even attack, a
decisive spell if used correctly.


Level V

Incantare Avenger - Summons an infernal Avenger.

Incantare Avenger Illudere - Summons an infernal Avenger Illusion.

Deus Talonis - Inflicts 125 points of fire damage to target units.

Illudere Terra - Renders all the caster's parties invisible until they perform
an action. - When you want to move a large invasion force into the enemy's
territory unopposed, this is a great spell, if expensive.


-----------------------------------------------------------------------

5. Items

-----------------

a) Potions

The most common items in the game are potions. They are all used once to improve
a unit.

Life Potion - Revives dead units.

Potion of Healing - Heals 50 HP.

Potion of Restoration - Heals 100 HP.

Healing Ointment - Heals 200 HP.

Potion of Fire Warding - The enchanted party will be unaffected by the first
fire-based attack in any battle for one day.

Potion of Air Warding - The enchanted party will be unaffected by the first air-
based attack in any battle for one day.

Potion of Water Warding - The enchanted party will be unaffected by the first
water-based attack in any battle for one day.

Potion of Earth Warding - The enchanted party will be unaffected by the first
earth-based attack in any battle for one day.

Potion of Protection - Enchanted units will receive 15% less damage from attacks
for one day.

Treebark Potion - Enchanted units will receive 30% less damage from attacks for
one day.
</pre><pre id="faqspan-3">
Potion of Invulnerability - Enchanted units will receive 50% less damage from
attacks for one day.

Potion of Vigor - Increases by 15% the damage inflicted by enchanted units in
battle for one day.

Potion of Strength - Increases by 30% the damage inflicted by enchanted units in
battle for one day.

Potion of Might - Increases by 50% the damage inflicted by enchanted units in
battle for one day.

Potion of Striking - Enchanted units have a 15% greater chance to hit for one
day.

Potion Accuracy - Enchanted units have a 30% greater chance to hit for one day.

Potion of Swiftness - Increases by 15% the initiative of the target unit for one
day.

Potion of Speed - Increases by 30% the initiative of the target unit for one
day.

Potion of Celerity - Increases by 60% the initiative of the target unit for one
day.

Iron Skin Potion - Enchanted unit will permanently receive 10% less damage from
attacks.

Highfather's Potion - Adds 15% HP permanently.

Quicksilver Potion - Increases permanently by 10% the initiative of the target
unit.

Titan's Might Potion - Increases permanently by 10% the damage inflicted by the
enchanted unit in battle.

Potion of Fortune - Enchanted units permanently gain 10% greater chance to hit.

-----------------

b) Talismans


A leader must have the Arcane Power ability to equip and use Talismans in
battle. There are three types of Talismans. Some of them summon a unit to be
used in a single battle, others heal friendly units, and some damage enemy
units. Those that summon units need an empty space in the party before they can
be used.

Goblin Talisman - Summons a Goblin unit in battle.

Squire Talisman - Summons a Squire unit in battle.

Imp Talisman - Summons an Imp unit in battle.

Incubus Talisman - Summons an Incubus unit in battle.

Orc Talisman - Summons an Orc unit in battle.

Angel Talisman - Summons an Angel unit in battle.

Infernal Knight Talisman - Summons an Infernal Knight unit in battle.

Venerable Warrior Talisman - Summons a Venerable Warrior unit in battle.

Zombie Talisman - Summons a Zombie unit in battle.

Elder Vampire Talisman - Summons an Elder Vampire unit in battle.

Elf Lord Talisman - Summons an Elf Lord unit in battle.

Lich Talisman - Summons a Lich unit in battle.

Skeleton Champion Talisman - Summons a Skeleton Champion unit in battle.

Vampire Talisman - Summons a Vampire unit in battle.

Lizard Man Talisman - Summons a Lizard Man in battle.

Talisman of Healing - Heals the target units by 100 HP.

Talisman of Restoration - Heals the entire party 30 HP.

Talisman of Regeneration - Heals the entire party 75 HP.

Talisman of Life - Revives dead units in battle.

Talisman of Vigor - Increases by 25% the damage inflicted by enchanted units in
battle.

Talisman of Strength - Increases by 50% the damage inflicted by enchanted units
in battle.

Talisman of Fire - Inflicts 25 points of fire damage to target units in battle.

Talisman of Inferno - Inflicts 75 points of fire damage to target units in
battle.

Talisman of Nosferat - Drains 25 points of life from target units in battle.

Talisman of Vampire - Drains 75 points of life from target units in battle.

Talisman of Elder Vampires - Drains 75 points of life from target units in
battle. If fully healed, the user of the item will heal other members of its
party.

Talisman of Lightning - Inflicts 50 points of air damage to target units in
battle.

Talisman of Thunder - Inflicts 100 points of air damage to target units in
battle.

Talisman of Earth - Inflicts 25 points of earth damage to target units in
battle.

Talisman of Stone Rain - Inflicts 75 points of earth damage to target units in
battle.

Talisman of Water - Inflicts 25 points of water damage to target units in
battle.

Talisman of Icefall - Inflicts 75 points of water damage to target units in
battle.

Talisman of Poison - Inflicts 20 points of poison damage in battle.

Talisman of Venom - Inflicts 30 points of poison damage battle.

Talisman of Bane - Inflicts 10 points of poison damage to the enemy party in
battle.

Talisman of Thanatos - Inflicts 30 points of poison damage to the enemy party in
battle.

Talisman of Frost - Inflicts 10 points of frostbite damage to the enemy party in
battle.

Talisman of Freezing - Inflicts 30 points of frostbite damage to the enemy party
in battle.

Talisman of Fear - Paralyzes an enemy unit in battle.

Talisman of Witches - Polymorphs the target unit in battle.

-----------------

c) Orbs

A leader must have the Arcane Lore ability to equip and use Orbs in battle.
There are three types of Orbs. Some of them summon a unit to be used in a single
battle, others heal friendly units, and some damage enemy units. Those that
summon units need an empty space in the party before they can be used.

Goblin Orb - Summons a Goblin unit in battle.

Squire Orb - Summons a Squire unit in battle.

Imp Orb - Summons an Imp unit in battle.

Incubus Orb - Summons an Incubus unit in battle.

Orc Orb - Summons an Orc unit in battle.

Angel Orb - Summons an Angel unit in battle.

Infernal Knight Orb - Summons an Infernal Knight unit in battle.

Venerable Warrior Orb - Summons a Venerable Warrior unit in battle.

Zombie Orb - Summons a Zombie unit in battle.

Elder Vampire Orb - Summons an Elder Vampire unit in battle.

Elf Lord Orb - Summons an Elf Lord unit in battle.

Lich Orb - Summons a Lich unit in battle.

Skeleton Champion Orb - Summons a Skeleton Champion unit in battle.

Vampire Orb - Summons a Vampire unit in battle.

Lizard Man Orb - Summons a Lizard Man in battle.

Orb of Healing - Heals the target units by 100 HP.

Orb of Restoration - Heals the entire party 30 HP.

Orb of Regeneration - Heals the entire party 75 HP.

Orb of Life - Revives dead units in battle.

Orb of Vigor - Increases by 25% the damage inflicted by enchanted units in
battle.

Orb of Strength - Increases by 50% the damage inflicted by enchanted units
in battle.

Orb of Fire - Inflicts 25 points of fire damage to target units in battle.

Orb of Inferno - Inflicts 75 points of fire damage to target units in
battle.

Orb of Nosferat - Drains 25 points of life from target units in battle.

Orb of Vampire - Drains 75 points of life from target units in battle.

Orb of Elder Vampires - Drains 75 points of life from target units in
battle. If fully healed, the user of the item will heal other members of its
party.

Orb of Lightning - Inflicts 50 points of air damage to target units in
battle.

Orb of Thunder - Inflicts 100 points of air damage to target units in
battle.

Orb of Earth - Inflicts 25 points of earth damage to target units in
battle.

Orb of Stone Rain - Inflicts 75 points of earth damage to target units in
battle.

Orb of Water - Inflicts 25 points of water damage to target units in
battle.

Orb of Icefall - Inflicts 75 points of water damage to target units in
battle.

Orb of Poison - Inflicts 20 points of poison damage in battle.

Orb of Venom - Inflicts 30 points of poison damage battle.

Orb of Bane - Inflicts 10 points of poison damage to the enemy party in
battle.

Orb of Thanatos - Inflicts 30 points of poison damage to the enemy party in
battle.

Orb of Frost - Inflicts 10 points of frostbite damage to the enemy party in
battle.

Orb of Freezing - Inflicts 30 points of frostbite damage to the enemy party
in battle.

Orb of Fear - Paralyzes an enemy unit in battle.

Orb of Witches - Polymorphs the target unit in battle.

Orb of Lychanthropy - Transforms the target into a werewolf.

-----------------

d) Valuables

Some items don't have any real use, they're just valuable enough to make some
money selling them to a merchant's shop.

Bronze Ring - This jewel is worth 50 gold coins to a merchant.

Silver Ring - This jewel is worth 100 gold coins to a merchant.

Gold Ring - This jewel is worth 200 gold coins to a merchant.

Emerald - This precious stone is worth 150 gold coins to a merchant.

Ruby - This precious stone is worth 250 gold coins to a merchant.

Sapphire - This precious stone is worth 300 gold coins to a merchant.

Diamond - This precious stone is worth 350 gold coins to a merchant.

Ancient Relic - This relic is worth 400 gold coins to a merchant.

Royal Scepter - This royal scepter is worth 500 gold coins to a merchant.

Imperial Crown - This monarch's crown is worth 1000 gold coins to a merchant.

-----------------

e) Artifacts

A leader must have the Artifact Lore ability to equip Artifacts. Artifacts
enhance or add abilities to the leader.

Runestone - The leader equipped with this item will receive 10% less damage from
attacks.

Holy Chalice - The leader equipped with this item will receive 15% less damage
from attacks.

Skull Bracers - The leader equipped with this item will receive 20% less damage
from attacks.

Horns of Awareness - The leader equipped with this item will receive 25% less
damage from attacks.

Etched Circlet - The leader equipped with this item will receive 35% less damage
from attacks.

Tiara of Purity - The leader wearing this helm is unaffected by enemy thieves.

Dwarven Bracer - The leader equipped with this item inflicts 10% more damage in
battle.

Unholy Chalice - The leader equipped with this item inflicts 15% more damage in
battle.

Ring of Strength - The leader equipped with this item inflicts 20% more damage
in battle.

Runic Blade - The leader equipped with this item inflicts 25% more damage in
battle.

Mjolnir's Crown - The leader equipped with this item inflicts 35% more damage in
battle.

Ring of the Ages - The leader equipped with this item inflicts 40% more damage
in battle and his initiative increased by 25%.

Bethrezen's Claw - The leader equipped with this item inflicts 40% more damage
in battle and his initiative increased by 50%.

Soul Crystal - The leader equipped with this item will paralyze his enemies in
battle.

Horns of Incubus - The leader equipped with this item will petrify his enemies
in battle.

Unholy Dagger - The leader equipped with this item will drain the life of his
enemies in battle.

Wight Blade - The leader equipped with this item will drain the level of his
enemies in battle.

Thanatos Blade - The leader equipped with this item will poison his enemies in
battle.

Skull of Thanatos - The leader equipped with this item will poison his enemies
in battle.

Hag's Ring - The leader equipped with this item will transform his enemies in
battle.

-----------------

f) Banners

A leader must have the Banner Bearer ability to equip Banners. Banners affect
all units in the leader's party.

Banner of Protection - All of the units in the party receive 10% less damage
from attacks.

Banner of Resistance - All of the units in the party receive 15% less damage
from attacks.

Banner of Fortitude - All of the units in the party receive 20% less damage from
attacks.

Banner of Strength - Increases by 10% the damage inflicted by all the units in
the party.

Banner of Might - Increases by 15% the damage inflicted by all the units in the
party.

Banner of War - Increases by 20% the damage inflicted by all the units in the
party.

Banner of Striking - Increases by 10% the chances to hit of all the units in the
party.

Banner of Battle - Increases by 15% the chances to hit of all the units in the
party.

Banner of Speed - Increases by 10% the initiative of all the units in the party.

Banner of Celerity - Increases by 15% the initiative of all the units in the
party.


-----------------

g) Boots

A leader must have the Travel Lore ability to wear Boots. Boots affect a
leader's movement.

Elven Boots - The target party will suffer no more penalty when venturing in
forests.

Boots of the Elements - The target party will suffer no more penalty when
sailing on water.

Boots of Speed - Increases by 20% the move points of the leader wearing the
boots.

Boots of Traveling - Increases by 40% the move points of the leader wearing the
boots.

Boots of Seven Leagues - Increases by 60% the move points of the leader wearing
the boots.

-----------------

h) Tomes

A leader must have the Arcane Knowledge ability to wield Tomes. Most Tomes
affect the leader only and some give the leader wards against certain elements.

Tome of Air - The leader equipped with this item is unaffected by the first air
based attack in battle.

Tome of Earth - The leader equipped with this item is unaffected by the first
earth based attack in battle.

Tome of Fire - The leader equipped with this item is unaffected by the first
fire based attack in battle.

Tome of Water - The leader equipped with this item is unaffected by the first
water based attack in battle.

Tome of War - All the units in the leader's party will gain 25% more experience
in battle.

Tome of Arcanum - Allows the leader to equip and use Orbs in battle.

Tome of Sorcery - Allows the leader to equip and use Talismans in battle.

-----------------


i) Miscellaneous

These are the special items with special uses in sagas and quests.

Agshlisga Totem - Totem representing a serpent being

Broken Key - Broken Key.

Wotan's Scroll - Ancient Wotan's Scroll that reveals the secrets of the Runes.

Ymir's Purity Rune - Sacred dwarven rune carved in rock.

Aurva's Potency Run - Sacred dwarven rune carved in rock.

Skadi's Liberty Rune - Sacred dwarven rune carved in rock.

Fregga's Healing Rune - Sacred dwarven rune carved in rock.

Idun's Prosperity Rune - Sacred dwarven rune carved in rock.

Braggi's Battle Rune - Sacred dwarven rune carved in rock.

Fulla's Gold Rune - Sacred dwarven rune carved in rock.

Ocean Charm - Talisman carved with the jewels of the sea.

Corrupted Rune - Corrupted Dwarven Rune.

Runic Key - Runic key that opens a passage through the mountains.

Holy Artifact - Ancient holy relic that was blessed by the Highfather himself.

Uther's Blood - Salve of Uther's Blood.

Soul Dagger - Dagger given by Mortis to the Undead Hordes

Doragon's Eye - Mysterious giant mystic eye.

Stone Ring - A large stone ring with the Ammennir family symbol carved in.

-----------------

j) Staffs

Staffs can cast certain spells for the spell's regular cost. Only the Mage
Heroes can use them. Staffs can be used more than once. Staffs also do not count
towards your spell casting limit per day, they have their own count. For
example, if you you're the Warrior Lord and can only cast a spell once per day,
you can cast Celerity from your spell book only once in a day, and then use the
Staff of Celerity only once in the same day.

Staff of Celerity - Casts the Empire's spell Celerity.

Staff of Necromancy - Casts the Undead's spell Summon I: Skeleton.

Staff of Thunder - Casts the Empire's spell Lightning.

Staff of Holines - Casts the Empire's spell Healing.

Staff of Light - Casts the Empire's spell True Sight.

Staff of Traveling - Casts the Empire's spell Haste.

Staff of Twilight - Casts the Undead's spell Shadow.

Spirit Staff - Casts the Empire's spell Mind Ward.

Staff of Dragon Mastering - Casts the Undead's spell Call Decay Dragon.

Staff of Invisibility - Casts the Legion's spell Sanctuera.

Staff of Paralyzing - Casts the Legion's spell Paraseus.

Staff of Protection - Casts the Empire's spell Holy Armor.

Highfather Staff - Casts the Empire's spell Highfather's Blessing.

Staff of Daylight - Casts the Empire's spell Daylight.

Staff of Demonology - Casts the Legion's spell Call Red Dragon.

Staff of Earth Elemental Control - Casts the Empire's spell Summon II: Golem.

Staff of Nightfall - Casts the Undead's spell Nightfall.

Staff of Ice Spirits - Casts the Dwarves' spell Tempest.

-----------------
k) Scrolls

There is a scroll for every magic spell in the game. They can only be used once,
and cost no mana to use. Refer to the Magic section for specifics on spells.

-----------------------------------------------------------------------

6. Units

a) Empire's Units

The Empire's Units are the most balanced of all the major races. They have the
basic front-line Fighter Units that keep getting stronger and stronger, and som
even get armor. They have capable Ranged Units and although their Mage Unit tree
is a little less complex than those of other races, they are the only major race
to have healers, meaning they last longer in a fight and don't have to rely
solely on regeneration and items to stay alive. All in all, the Empire's units
should feel the most natural to those of you who've played other fantasy games
and RPGs where you have the basic classes of fighter/archer/mage/healer.

-----------------

i) Empire's Fighter Units

There are two main paths in the Empire's Fighter Unit tree, one starting with
the Knight and the other with the Witch-Hunter. I highly suggest that you pick
the Knight route, since the Witch-Hunter route stops at a Level 4 unit. While
the Witch-Hunter units do have an immunity to Mind attacks, this doesn't come in
handy all the time and the higher level Knight units are MUCH stronger. The only
time I'd suggest going the Witch-Hunter route is when you're just starting the
Empire Saga. You can't go above a Level 4 Fighter Unit and you're fighting
mostly the Legion. Thus the immunity will give you a slight edge and the Witch-
Hunter units are only slightly weaker than their Knight counterparts. But after
the first few missions you should definitely choose the Knight route. Whoever
you choose as the highest level unit after that is up to you, but I suggest the
Defender of the Faith.

-----------------
Squire

Level: 1
XP to next level: 80
HP: 100
Armor: 0
Immunities: None
Wards: None

Attack: Sword
Chances to hit: 80%
Damage: 25
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Squire is the basic fighter unit for the Empire. He's pretty much the
standard fighter unit for most races, except that he has less HP than the
others, but it really isn't much of a difference.

-----------------

Knight

Level: 2
XP to next level: 475
HP: 150
Armor: 0
Immunities: None
Wards: None

Attack: Sword
Chances to hit: 80%
Damage: 50
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Knight is a basic Level 2 Fighter unit. Nothing real special about him, just
more HP and a stronger attack and the ability to upgrade to something even
stronger.

-----------------
Witch-Hunter

Level: 2
XP to next level: 475
HP: 140
Armor: 0
Immunities: Mind
Wards: None

Attack: Sword
Chances to hit: 80%
Damage: 50
Source: Weapon
Initiative: 50
Reach: Adjacent units
Targets: 1

The Witch-hunter is almost exactly like the Knight, just with a little less HP
and an immunity to Mind attacks. While this immunity isn't exactly all that
helpful most of the time, he's every bit as good as the Knight.

-----------------
Imperial Knight

Level: 3
XP to next level: 950
HP: 200
Armor: 0
Immunities: None
Wards: None

Attack: Lance
Chances to hit: 80%
Damage: 75
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Imperial Knight is just another improvement of the basic Fighter Unit.

-----------------
Inquisitor

Level: 3
XP to next level: 950
HP: 180
Armor: 0
Immunities: Mind
Wards: None

Attack: Mace
Chances to hit: 80%
Damage: 75
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Inquisitor is just a stronger version of the Witch-Hunter.

-----------------
Paladin

Level: 4
XP to next level: 1600
HP: 175
Armor: 30
Immunities: None
Wards: None

Attack: Long Sword
Chances to hit: 80%
Damage: 100
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Paladin differs from most Fighter units in that he has armor. His advantage
over the Angel is this armor and the ability to upgrade.

-----------------
Grand Inquisitor

Level: 4
XP to next level: 800
HP: 210
Armor: 0
Immunities: Mind
Wards: Fire

Attack: Holy Mace
Chances to hit: 80%
Damage: 100
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Grand Inquisitor's only advantage above other Level 4 Fighters is his
immunity to Mind attacks and a Ward against Fire attacks. His biggest
disadvantage however is that he cannot upgrade to a Level 5 Fighter.

-----------------
Angel

Level: 4
XP to next level: 1600
HP: 225
Armor: 0
Immunities: None
Wards: None

Attack: Holy Lance
Chances to hit: 80%
Damage: 125
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

In my opinion the Angel is the best Level 4 Fighter the Empire. His stronger
attack and higher HP outweighs the immunity of the Grand Inquisitor and the
armor of the Paladin. However, he cannot upgrade to a Level 5 Fighter, so if the
mission allows for a Level 5 Fighter then I'd suggest the Paladin instead.

-----------------
Holy Avenger

Level: 5
XP to next level: 2000
HP: 250
Armor: 0
Immunities: None
Wards: None

Attack: (2x) Long Sword
Chances to hit: 80%
Damage: 75
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Holy Avenger has the ability to attack twice, meaning he can attack two
units if he wants, inflicting 75 points of damage each time, for a total of 150.

-----------------
Defender of the Faith

Level: 5
XP to next level: 2100
HP: 225
Armor: 30
Immunities: None
Wards: None

Attack: Sword
Chances to hit: 80%
Damage: 125
Source: Weapon
Initiative: 70
Reach: Adjacent Units
Targets: 1

While the Defender of the Faith doesn't have the total damage potential the Holy
Avenger does, he does have an incredibly high initiative. His armor also makes
up for the fact that he has a little less HP. In my opinion the deciding factor
between these two very strong units is the Defender of the Faith's higher
initiative, nearly guaranteeing that your front line units will attack first.
He's my first choice.

-----------------

ii) Empire's Ranged Units

The Empire's Ranged Units are pretty basic: low HP but the ability to attack any
unit. They're also the fastest class of units the Empire has. While they only
progress to Level 3, they're invaluable and you should usually have at least one
in your party.

-----------------
Archer

Level: 1
XP to next level: 70
HP: 45
Armor: 0
Immunities: None
Wards: None

Attack: Arrow
Chances to hit: 80%
Damage: 25
Source: Weapon
Initiative: 60
Reach: Any Unit
Targets: 1

The Archer's the typical ranged unit. While he's physically very weak at first,
he can upgrade into very strong units.

-----------------
Marksman

Level: 2
XP to next level: 500
HP: 90
Armor: 0
Immunities: None
Wards: None

Attack: Arrow
Chances to hit: 85%
Damage: 40
Source: Weapon
Initiative: 60
Reach: Any Unit
Targets: 1

The Marksman's just a more powerful version of the Archer.

-----------------
Imperial Assassin

Level: 3
XP to next level: 1100
HP: 135
Armor: 0
Immunities: None
Wards: None

Attack: Dagger/Poison
Chances to hit: 85%/75%
Damage: 60
Source: Weapon/Death
Initiative: 60
Reach: Any Unit
Targets: 1

The ability to deal much damage and to poison back row units makes the Imperial
Assassin very dangerous.

-----------------

iii) Empire's Mage Units

The Empire's Mage Units tree isn't as complex as that of other races. They have
mostly attack mages and one summoner. Personally I prefer the attack mages.
Mage Units are very important because certain units of the Undead are immune to
weapons. Unless your party has a Mage Hero leading it, make sure to have at
least one mage.


-----------------
Apprentice

Level: 1
XP to next level: 75
HP: 35
Armor: 0
Immunities: None
Wards: None

Attack: Lightning
Chances to hit: 80%
Damage: 15
Source: Air
Initiative: 40
Reach: Any Unit
Targets: 6

The Apprentice is the typical starting mage unit. Really low HP, low damage, and
slow. However, they attack every enemy unit with one strike and can upgrade to
even more powerful magic users.

-----------------
Mage

Level: 2
XP to next level: 550
HP: 65
Armor: 0
Immunities: None
Wards: None

Attack: Lightning
Chances to hit: 80%
Damage: 30
Source: Air
Initiative: 40
Reach: Any Unit
Targets: 6

The Mage is just a more powerful version of the Apprentice.

-----------------
Wizard

Level: 3
XP to next level: 1200
HP: 95
Armor: 0
Immunities: None
Wards: None

Attack: Lightning
Chances to hit: 80%
Damage: 45
Source: Air
Initiative: 40
Reach: Any Unit
Targets: 6

I prefer the Wizard over the Elementalist because he can upgrade to a Level 4
Unit and because, well, summoning really isn't really that useful.

-----------------
Elementalist


Level: 3
XP to next level: 1500
HP: 95
Armor: 0
Immunities: None
Wards: Air

Attack: Summon
Chances to hit: 100%
Damage: 0
Source: Air
Initiative: 40
Reach: Any Unit
Targets: 1

The Elementalist doesn't directly attack enemy units. If there's an open space
in your party, either because a unit wasn't placed there or a unit died, then
he'll summon an Air Elemental in that spot to fight. He can summon as many Air
Elementals as you have spaces. While the Air Elementals are pretty capable
fighters, and can attack any unit they wish, the drawback is that if the
Elementalist dies then all of the Air Elementals he created will instantly die
as well. Plus if your Hero has both Leadership abilities and his party is
completely full, then the Elementalist will be useless until someone dies.
Personally I prefer the Wizard, who attacks the enemy directly and can upgrade.

-----------------
White Wizard

Level: 4
XP to next level: 2100
HP: 125
Armor: 0
Immunities: None
Wards: None

Attack: Lightning
Chances to hit: 80%
Damage: 60
Source: Air
Initiative: 40
Reach: Any Unit
Targets: 6

The White Wizard is the most powerful of mage units the Empire has. He deals a
lot of damage to every enemy unit.

-----------------
iv) Empire's Support Units

My absolute favorite part of the Empire is their Support Units, which are all
healers, and only the Empire among the four major races has them. There are two
basic types: single unit healers and mass healers. Mass healers heal everyone in
your party at the same time, but single unit healers heal more per turn.
Generally I prefer single unit healers, because they heal more per turn and
because their highest level unit can revive units as well. However, most of the
mass healers have the ability to cure their comrades of their status ailments.
It's a matter of personal preference, so experiment to see which one suits you
best.

-----------------
Acolyte

Level: 1
XP to next level: 80
HP: 50
Armor: 0
Immunities: None
Wards: None

Attack: Healing
Chances to hit: 100%
Heal: 20
Source: Life
Initiative: 10
Reach: Any Unit
Targets: 1

The Acolyte is the starting healer unit. She can only heal one person at a time.

-----------------
Priest

Level: 2
XP to next level: 275
HP: 75
Armor: 0
Immunities: None
Wards: None

Attack: Healing
Chances to hit: 100%
Heal: 40
Source: Life
Initiative: 10
Reach: Any Unit
Targets: 1

The Priest is simply a more powerful version of the Acolyte. He too can only
heal one unit at a time.

-----------------
Cleric

Level: 2
XP to next level: 425
HP: 75
Armor: 0
Immunities: None
Wards: None

Attack: Healing
Chances to hit: 100%
Heal: 20
Source: Life
Initiative: 10
Reach: Any Unit
Targets: 6

The Cleric is simply an Acolyte that can heal everybody at once.

-----------------
Imperial Priest

Level: 3
XP to next level: 1275
HP: 100
Armor: 0
Immunities: None
Wards: None

Attack: Healing
Chances to hit: 100%
Heal: 80
Source: Life
Initiative: 10
Reach: Any Unit
Targets: 1

The Imperial Priest has twice the healing power of the Priest, making him very
useful.

-----------------
Matriarch

Level: 3
XP to next level: 1125
HP: 100
Armor: 0
Immunities: None
Wards: None

Attack: Healing/Cure
Chances to hit: 100%/100%
Heal: 40
Source: Life/Life
Initiative: 10
Reach: Any Unit
Targets: 6

An upgrade to the Cleric, the Matriarch has more healing power and can cure her
allies of status ailments.

-----------------
Hierophant

Level: 4
XP to next level: 2000
HP: 125
Armor: 0
Immunities: None
Wards: None

Attack: Healing/Revive
Chances to hit: 100%/100%
Heal: 120
Source: Life/Life
Initiative: 10
Reach: Any Unit
Targets: 1

The Hierophant has the strongest healing power of all the Empire's healers. He
also possesses the ability to revive fallen comrades, giving them back about one
half of their total HP. However, he can only revive a unit once per battle.

-----------------
Prophetess

Level: 4
XP to next level: 2050
HP: 125

Armor: 0
Immunities: None
Wards: None
Attack: Healing/Cure
Chances to hit: 100%/100%
Heal: 70
Source: Life/Life
Initiative: 10
Reach: Any Unit
Targets: 6

The Prophetess is the most powerful of the mass healers. She can heal more than
the Matriarch and can still cure her comrades.

-----------------

v) Empire's Heroes

-----------------
Pegasus Knight

Level: 1
XP to next level: 150
HP: 150
Armor: 0
Immunities: None
Wards: None

Attack: Long Sword
Chances to hit: 80%
Damage: 50
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

Leadership: 3
Move Points: 20

The Pegasus Knight gives you a head start on the front line since he's way more
powerful than any other front line Level 1 Unit. He can also fly, making him a
well-rounded Leader.

-----------------
Ranger

Level: 1
XP to next level: 145
HP: 90
Armor: 0
Immunities: None
Wards: None

Attack: Falcon Arrow
Chances to hit: 80%
Damage: 40
Source: Weapon
Initiative: 60
Reach: Any Unit
Targets: 1

Leadership: 3
Move Points: 35

The Ranger is a very capable ranged fighter. You probably won't need another
ranged unit in the back row with him as a leader, since you'll probably want a
mage and a healer too.

-----------------
Archmage

Level: 1
XP to next level: 150
HP: 65
Armor: 0
Immunities: None
Wards: None

Attack: Lightning
Chances to hit: 80%
Damage: 30
Source: Air
Initiative: 40
Reach: Any Unit
Targets: 6

Leadership: 3
Move Points: 20

The Archmage is my favorite Hero for the Empire. You probably won't need another
mage unit in his party, especially if you want a healer and a ranged unit. While
he can't fly and has really low movement points, he can use scrolls and staffs,
making him invaluable.

-----------------
Arch-Angel

Level: 1
XP to next level: 100

HP: 100
Armor: 0
Immunities: None
Wards: None

Attack: Healing
Chances to hit: 100%
Heal: 40
Source: Life
Initiative: 10
Reach: Any Unit
Targets: 1

Leadership: 1
Move Points: 20

The Arch-Angel is the Empire's Rod Planter, making her the only person they have
who can plant rods. She's not very good in fights since she can only heal and
bring one other unit in her party. However, she can fly, allowing her to more
quickly claim resources.

-----------------
Thief

Level: 1
XP to next level: Does not level
HP: 100
Armor: 0
Immunities: None
Wards: None

Attack: Daggers
Chances to hit: 80%
Damage: 30
Source: Weapon
Initiative: 60
Reach: Adjacent Units
Targets: 1

Leadership: 0
Move Points: 25

The Empire's Thief is just like most of the other races' Thieves, quick and
versatile in his abilities. He's by no means a fighter; he doesn't level and his
attack is fairly weak compared to high leveled units. However, he is quick and
is definitely a match for any low leveled heroes you may want him to duel. His
chief purpose though, is still in his abilities of subterfuge and espionage.

-----------------
vi) Empire's Special Unit

Titan

Level: 1
XP to next level: 475
HP: 250
Armor: 0
Immunities: None
Wards: None

Attack: Smash
Chances to hit: 80%
Damage: 60
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Titan is rather, well, disappointing. While she can chew up and spit out
most Level 1 units, her biggest disadvantage is that she cannot upgrade. Her
stats don't improve drastically when she levels, so she's quickly made obsolete
by Fighter Units. She's also a giant, so she takes up two slots in your parties,
making her even more inconvenient. I wouldn't suggest making any Titans, unless
you need a quick fix for defensive units.

-----------------

b) Undead's Units

The Undead's army has a unique flavor to it. While hardly traditional, there are
several ways to balance your parties. You can have the basic format with Fighter
Units in front with Mage and Ranged Units in the rear. You can do something
unorthodox and use its giant Support units to take the brunt of the enemy's
attack. The Undead's Mage Unit tree is also one of the most diversified of the
four major races. You may not even want Fighter Units in your party, you may
want to concentrate on using weapon-immune Mage Units or some combination of
them and Support Units. You should experiment with different ideas and find
which suits you best.

-----------------

i) Undead's Fighter Units

While the Undead's forces may not be centered around their front-line fighters,
they do have a pretty capable Fighter Unit tree. Even if you plan on focusing on
other units to comprise your main parties, you will at least need fighters at
first to protect the weak Level 1 units of other unit trees.

The Undead's Fighters have two basic trees, similar to the Empire's. The Templar
tree only goes up to a Level 3 unit, but its defining characteristic is its
wards against the primary elements. This gives them an edge against the
Zombie tree units of similar levels, and I would suggest pursuing the Templar
tree if Level 3 is the highest the mission will let you upgrade to. The entire
Zombie tree does not have any wards, but they do have an immunity to death
attacks. Since they can upgrade as high as Level 5 I'd suggest on picking the
Zombie tree if you want to focus on Fighter units. But remember, if your
strategy is focused on support and mage type units you may not want to expend
much gold on upgrading your Fighter units to Level 5, so picking the Templar
tree to use only early during the mission may be more to your liking. It's up to
you.

-----------------
Fighter

Level: 1
XP to next level: 95
HP: 120
Armor: 0
Immunities: None
Wards: None

Attack: Sword
Chances to hit: 80%
Damage: 25
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

Fighter's are just your basic fighter unit, typical to most races.

-----------------
Templar

Level: 2
XP to next level: 600
HP: 160
Armor: 0
Immunities: None
Wards: Fire, Water, Air, Earth

Attack: Lance
Chances to hit: 80%
Damage: 50
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

Templar are an upgrade to the Fighter. The only real difference between them and
Zombies is their wards to the main elements.

-----------------
Zombie

Level: 2
XP to next level: 600
HP: 170
Armor: 0
Immunities: Death
Wards: None

Attack: Slash
Chances to hit: 80%
Damage: 50
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

Zombies are just Templars without the wards but are immune to death attacks.

-----------------
Dark Lord

Level: 3
XP to next level: 600
HP: 200
Armor: 0
Immunities: None
Wards: Fire, Water, Air, Earth

Attack: Undead Blade
Chances to hit: 80%
Damage: 75
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

Dark Lord's are an upgrade to Templars. They would be better than their
counterparts the Skeleton Warriors if it wasn't for the fact that they do not
upgrade.

-----------------
Skeleton Warrior

Level: 3
XP to next level: 1150
HP: 220
Armor: 0
Immunities: Death
Wards: None

Attack: Long Sword
Chances to hit: 80%
Damage: 75
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Skeleton Warrior is just another step in the ladder to the top Fighter
Units.

-----------------
Skeleton Champion

Level: 4
XP to next level: 1600
HP: 270
Armor: 0
Immunities: Death
Wards: None

Attack: Long Sword
Chances to hit: 80%
Damage: 100
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

These guys are just deadly.

-----------------
Phantom Warrior

Level: 5
XP to next level: 2100
HP: 320
Armor: 0
Immunities: Death
Wards: None

Attack: Undead Blade/Paralyze
Chances to hit: 80%/50%
Damage: 125
Source: Weapon/Mind
Initiative: 50
Reach: Adjacent Units
Targets: 1

The top Undead Fighter Units, the Phantom Warrior is doubly as dangerous due to
his ability to paralyze his victims. He has also one of the highest HP's of all
the fighter units.

-----------------
ii) Undead's Ranged Units

The Undead's Ranged Units provide them with a unique capability. While they do
not harm their targets, these ranged apparitions paralyze their foes. A useful
advantage.

-----------------
Ghost

Level: 1
XP to next level: 75
HP: 45
Armor: 0
Immunities: Death
Wards: None

Attack: Paralyze
Chances to hit: 65%
Damage: 0
Source: Minde
Initiative: 20
Reach: Any Unit
Targets: 1

While very frail, Ghosts have the annoying ability to paralyze enemy units.

-----------------
Specter

Level: 2
XP to next level: 700
HP: 90
Armor: 0
Immunities: Death
Wards: None

Attack: Paralyze
Chances to hit: 70%
Damage: 0
Source: Mind
Initiative: 20
Reach: Any Unit
Targets: 1

A Specter is just a stronger version of the Ghost that has a higher chance of
paralyzing an enemy unit.

-----------------
Shade

Level: 3
XP to next level: 850
HP: 135
Armor: 0
Immunities: Death
Wards: None

Attack: Paralyze
Chances to hit: 50%
Damage: 0
Source: Mind
Initiative: 20
Reach: Any Unit
Targets: 6

The Shade is the ultimate ranged unit for the Undead, with the power to paralyze
ALL the enemy units in one strike. However, she has only a 1 in 2 chance of
paralyzing any single victim, so she's not unbeatable.

-----------------
iii) Undead's Mage Units

The Undead's Mage Unit tree is extensively developed. It is comprised of two
main trees: The Wraith and the Necromancer tree. The Wraith tree is defined by
its immunity to weapons, meaning that most units cannot hurt them. This
makes them incredibly useful, especially since its units have very powerful
attacks. The Death unit under this tree is my personal favorite Mage Unit, and I
highly suggest it. Even though this tree does not have a Level 5 unit, its Level
4 units are very powerful and their weapon immunity makes them nearly
unstoppable.

The other tree is the Necromancer tree, which is the traditional
mass attack Mage Unit. It has two sub-trees in itself, the Vampire and the Lich.
The Lich tree is a continuation of the traditional Mage, which deals lots of
damage to every enemy unit. The Vampire and its upgrade the Elder Vampire are
also mass attackers, but they are weaker than the Liches. Their advantage
however is their ability to drain life from their enemies, restoring their own
HP. If you want to form a more traditional party with front-line fighters and a
ranged unit and a mage, you may prefer to develop an Elder Vampire, whose Drain
Life Overflow attack can heal your entire party, giving you a quasi-healer to
keep your party fighting longer.

Whatever mage you decide to develop is up to you, but do know that the decision
will affect the shape of your parties. You may even want to build your parties
around your mage units. For example, my absolute favorite party is a Mage Hero
surrounded by five Death units.

-----------------
Initiate

Level: 1
XP to next level: 75
HP: 45
Armor: 0
Immunities: None
Wards: None

Attack: Pestilence
Chances to hit: 80%
Damage: 15
Source: Death
Initiative: 40
Reach: Any unit
Targets: 6

Initiates are the basic starting unit for the Mage Units. Very weak at first;
they will need much protection before they can grow into the devastatingly
powerful higher leveled mage units.

-----------------
Warlock

Level: 2
XP to next level: 500
HP: 75
Armor: 0
Immunities: None
Wards: None

Attack: Pestilence
Chances to hit: 80%
Damage: 30
Source: Death
Initiative: 40
Reach: Any Unit
Targets: 6

Warlocks are just an upgrade to the Initiate. They're still physically weak and
are only a bit stronger.

-----------------
Wraith

Level: 3
XP to next level: 900
HP: 75
Armor: 0
Immunities: Weapon, Death
Wards: None

Attack: Pestilence
Chances to hit: 80%
Damage: 60
Source: Death
Initiative: 60
Reach: Any Unit
Targets: 1

Wraiths start a unique unit tree. In contrast to typical mage units, they are
very fast and can only attack one unit at a time. More importantly they
incorporate a special trait employed only by a few select Undead units: immunity
to weapons. This means that most conventional units cannot harm them, making
them very dangerous and forcing opponents to train mage units.

-----------------
Necromancer

Level: 3
XP to next level: 1150
HP: 105
Armor: 0
Immunities: None
Wards: Death

Attack: Pestilence
Chances to hit: 80%
Damage: 45
Source: Death
Initiative: 40
Reach: Any Unit
Targets: 6

Necromancers continue the traditional Mage Unit trend of dealing damage to the
entire enemy party. They are the start of a distinctive Mage Unit tree for the
Undead.

-----------------
Wight

Level: 4
XP to next level: 900
HP: 105
Armor: 0
Immunities: Weapon, Death
Wards: None

Attack: Death Touch/Drain Level
Chances to hit: 80%/80%
Damage: 75
Source: Death/Death
Initiative: 50
Reach: Any Unit
Targets: 1

Wights are a unique unit. Continuing the trend of weapon immunity of the Wraith
they are still very hard to kill. They also drain the level of a target, meaning
that if the target has gained a level or two then they will reduce it back down
to a lower level, making it take on the stats of the lower level. This makes the
target weaker in attack and in HP. While it can never downgrade a unit, say a
Knight into a Squire, it can still seriously hurt the fighting ability of an
enemy unit. The only downfall is that not many enemies you encounter have gained
many levels and are thus not susceptible to this.

-----------------
Death

Level: 4
XP to next level: 900
HP: 125
Armor: 0
Immunities: Weapon, Death
Wards: None

Attack: Death Touch/Poison
Chances to hit: 80%/50%
Damage: 100
Source: Death/Death
Initiative: 60
Reach: Any Unit
Targets: 1

This is it, my favorite Undead unit. Just its name personifies the race. The
Death is impervious to weapons, making it very hard to kill, and it has a
whopper of an attack, especially since it can attack anyone it wishes. I prefer
the Death over the Wight, because although the ability of Drain Level sounds
better than the Death's ability to poison, it doesn't come in handy that often,
and the Death has a higher initiative, allowing it to attack before most other
units. While the Death cannot upgrade to a Level 5 unit, I prefer it over the
other Level 5 Mage Units that the Undead have. Actually I prefer it over any
Level 5 Mage Unit of ANY race. Just be careful if you want to make a party
entirely of Death Units like I do, as their only damage source is Death, and if
you come up against enemies immune to death attacks, only your hero will be able
to do any damage.

-----------------
Lich

Level: 4
XP to next level: 2425
HP: 140
Armor: 0
Immunities: Death
Wards: None

Attack: Plague
Chances to hit: 80%
Damage: 70
Source: Death
Initiative: 40
Reach: Any Unit
Targets: 6

The Lich is a stronger version of the basic Mage Unit, which deals much damage
to all enemy units.

-----------------
Vampire

Level: 4
XP to next level: 2300
HP: 185
Armor: 0
Immunities: Death
Wards: None

Attack: Drain Life
Chances to hit: 80%
Damage: 50
Source: Death
Initiative: 40
Reach: Any Unit
Targets: 6

Vampires have the unique ability to suck HP from enemies, healing itself from
the damage it deals to others.

-----------------
Archlich

Level: 5
XP to next level: 3500
HP: 170
Armor: 0
Immunities: Death
Wards: None

Attack: Plague
Chances to hit: 80%
Damage: 90
Source: Death
Initiative: 40
Reach: Any Unit
Targets: 6

The Archlich is a very powerful spell caster and is the highest level mass
attack mage the Undead have.

-----------------
Elder Vampire

Level: 5
XP to next level: 3300

HP: 210
Armor: 0
Immunities: Death
Wards: None

Attack: Drain Life Overflow
Chances to hit: 80%
Damage: 60
Source: Death
Initiative: 40
Reach: Any Unit
Targets: 6

The Elder Vampire is a more powerful version of the Vampire. It also has one
special advantage, in that if it has full HP when it attacks, thus it cannot
heal itself by draining life from its enemies, the HP it would otherwise gain
will instead be given to the other members of the party, making the Elder
Vampire the closest thing to a healer the Undead have.

-----------------
iv) Undead's Support Units

The Undead's Support Units are all like giant mages that take up two slots. They
all mass attack and have high HP to make up for their large size. They can add
an interesting element to your party, strong mass attack with the ability to
absorb a good amount of attacks. Their main drawback is that it takes a lot of
experience to level, and thus a long time to upgrade them.

-----------------
Wyvern

Level: 1
XP to next level: 500

HP: 225
Armor: 0
Immunities: None
Wards: None

Attack: Breath
Chances to hit: 80%
Damage: 25
Source: Death
Initiative: 35
Reach: Any Unit
Targets: 6

The Wyvern easily has much more HP than any other starting unit the Undead has,
so you can keep one in the center of your party to take the hits so that your
other units are unharmed. However, a lot of HP doesn't mean unlimited, so be
careful since you can't just hide him in the rear if he gets too weak.

-----------------
Doomdrake

Level: 2
XP to next level: 1100
HP: 300
Armor: 0
Immunities: None
Wards: None

Attack: Breath
Chances to hit: 80%
Damage: 40
Source: Death
Initiative: 35
Reach: Any Unit
Targets: 6

The Doomdrake is just a more powerful version of the Wyvern.

-----------------
Deathdragon

Level: 3
XP to next level: 2550
HP: 375
Armor: 0
Immunities: Death
Wards: None

Attack: Breath
Chances to hit: 80%
Damage: 55
Source: Death
Initiative: 35
Reach: Any Unit
Targets: 6

The Deathdragon is an even more deadly entity. When fighting one you'd better be
able to bring down its HP quickly, before it wreaks massive damage.

-----------------
Dreadwyrm

Level: 4
XP to next level: 3600
HP: 450
Armor: 0
Immunities: Death
Wards: None

Attack: Plague Breath/Poison
Chances to hit: 80%/40%
Damage: 65
Source: Death/Death
Initiative: 35
Reach: Any Unit
Targets: 6

The Dreadwyrm differs from the Dracolich only in that it has less HP, a slightly
weaker attack, but the ability to poison its enemies. Whether or not this
benefit outweighs the downfalls is up to you.

-----------------
Dracolich

Level: 4
XP to next level: 3350
HP: 525
Armor: 0
Immunities: Death
Wards: None

Attack: Pestilential Breath
Chances to hit: 80%
Damage: 75
Source: Death
Initiative: 35
Reach: Any Unit
Targets: 6

While the Dracolich cannot poison its enemies, it has somewhat of a stronger
attack. Its chief advantage over the Dreadwyrm is its superior HP, giving it
longer life (or undeath).

-----------------
v) Undead's Heroes

-----------------
Death Knight

Level: 1
XP to next level: 165
HP: 150
Armor: 0
Immunities: Death
Wards: None

Attack: Undead Blade
Chances to hit: 80%
Damage: 50
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

Leadership: 3
Move Points: 20

The Death Knight is the only Undead hero that can fly. Other than that, he is
just like every other Fighter Hero except for his immunity to Death attacks.

-----------------
Nosferat

Level: 1
XP to next level: 100
HP: 90
Armor: 0
Immunities: Death
Wards: None

Attack: Drain Life
Chances to hit: 80%
Damage: 10
Source: Death
Initiative: 50
Reach: Any Unit
Targets: 6

Leadership: 3
Move Points: 35

In my opinion the Nosferat is the most worthless hero. Not only does he not have
the initiative you'd expect of a Scouting Hero, but his attack is just plain
crappy. The only thing special about him is that he can replenish his HP by
attacking others, but his attack is so bad anyway that he won't gain much. You
lose much more from his attack's weakness than you'd ever gain from his ability
to drain life. He can't even fly.

-----------------
Lich Queen

Level: 1
XP to next level: 165
HP: 65
Armor: 0
Immunities: Death
Wards: None

Attack: Fire Storm
Chances to hit: 80%
Damage: 30
Source: Fire
Initiative: 40
Reach: Any Unit
Targets: 6

Leadership: 3
Move Points: 20

While it looks like the Lich Queen can fly, she really can't. It's not listed as
one of her abilities and she doesn't ignore terrain types. Other than that,
she's your average Mage Hero.

-----------------
Banshee

Level: 1
XP to next level: 115
HP: 100
Armor: 0
Immunities: Death
Wards: None

Attack: Paralyze
Chances to hit: 70%
Damage: 0
Source: Mind
Initiative: 20
Reach: Any Unit
Targets: 1

Leadership: 1
Move Points: 20

The Banshee is the Undead's Rod Planter. Her paralyze attack is mildly useful
since she can only keep one enemy unit paralyzed at a time and she can only
carry one unit with her. As with other Rod Planters try not to get her into
fights.

-----------------
Thief

Level: 1
XP to next level: Does not level
HP: 100
Armor: 0
Immunities: None
Wards: None

Attack: Daggers
Chances to hit: 80%
Damage: 30
Source: Weapon
Initiative: 60
Reach: Adjacent Units
Targets: 1

Leadership: 0
Move Points: 25

The Undead's Thief is just like most of the other races' Thieves, quick and
versatile in his abilities. He's by no means a fighter; he doesn't level and his </pre><pre id="faqspan-4">
attack is fairly weak compared to high leveled units. However, he is quick and
is definitely a match for any low leveled heroes you may want him to duel. His
chief purpose though, is still in his abilities of subterfuge and espionage.

-----------------
vi) Undead's Special Unit

Werewolf

Level: 1
XP to next level: 600
HP: 100
Armor: 0
Immunities: Weapon
Wards: None

Attack: Slash
Chances to hit: 80%
Damage: 40
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

Werewolves are, in my opinion, the best Special Unit out there. While they do
not upgrade they can make excellent defenses for your cities due to their
immunity to weapons. Their only drawback is that they're VERY expensive, 1000
gold per unit. They can make excellent front-line units for your parties, but
their lack of upgrading means that their attack power may lag behind that of
other units.

-----------------
c) Dwarven Units

All Dwarven units, except for most of the Mage Units, are slower than their
counterparts in other races. However they make up for this is with greater
attack power and greater HP than those counterparts. This gives a different spin
on the Dwarven army: while you can't attack first you can survive fiercer
attacks and sometimes kill units with one hit. Most of the Dwarves' power is
focused in their brute physical strength, so most of your attack power will
likely be in your front line units, whether in your Fighter Units or the giant
Support Units. Even the Dwarven Mage Units' sole purpose is to exploit those
units' immense attack power by augmenting it.

-----------------
i) Dwarven Fighter Units

The Dwarves' Fighter Units have two main trees: one, the Veteran's tree, for the
basic Fighter Units and another, the Mountaineer's tree, for Mage-like Dwarves.
The Veteran's tree is everything you'd expect, Dwarf units get stronger, have
more HP and attack strength, usually, than similar Fighter Units but still a bit
slow. The Mountaineer tree is kinda like part of the replacement for the mass
attack mages the Dwarves don't have. While their attacks are similar to those of
mages, their HP is still that of fighters. They can conceivably be put on the
front line and survive. I wouldn't' recommend the Mountaineer tree unless you
want to rely on Support units to deal the powerful close-hitting attacks.

-----------------
Dwarf

Level: 1
XP to next level: 130
HP: 150
Armor: 0
Immunities: None
Wards: None

Attack: Warhammer
Chances to hit: 80%
Damage: 30
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

The Dwarf, while a bit slower, is stronger than other races' starting Fighter
Units, both in damage dealt and in HP.

-----------------
Warrior

Level: 2
XP to next level: 600
HP: 200
Armor: 0
Immunities: None
Wards: None

Attack: Warhammer
Chances to hit: 80%
Damage: 55
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

The Warrior, like the Dwarf, is stronger than other races' Fighter Units of the
same level, thought a tad slower.

-----------------
Veteran

Level: 3
XP to next level: 1275
HP: 250
Armor: 0
Immunities: None
Wards: None

Attack: Warhammer
Chances to hit: 80%
Damage: 80
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

The Veteran is just a stronger Warrior.

-----------------
Mountaineer

Level: 3
XP to next level: 1500
HP: 225
Armor: 0
Immunities: None
Wards: None

Attack: Ice Shards
Chances to hit: 80%
Damage: 30
Source: Water
Initiative: 40
Reach: Any Unit
Targets: 6

The Mountaineer is the first Fighter Unit of the Dwarves to do mass damage. If
you want your Support units to deal the damage on the front line then the
Mountaineer route may be an option for you. If prefer having several Fighter
Units up front with Ranged Units and Mage Units in the rear then this route
would not be recommended.

-----------------
Venerable Warrior

Level: 4
XP to next level: 1750
HP: 275
Armor: 0
Immunities: None
Wards: None

Attack: Great Axe
Chances to hit: 80%
Damage: 100
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

This is just another Fighter upgrade.

-----------------
Hermit

Level: 4
XP to next level: 1000
HP: 250
Armor: 0
Immunities: None
Wards: None

Attack: Ice Shards/Lower Initiative
Chances to hit: 80%/33%
Damage: 55
Source: Water/Water
Initiative: 40
Reach: Any Unit
Targets: 6

The Hermit has the unique ability to not only deal damage to the entire enemy
party, but he also has a chance to lower the initiative of enemy units, bringing
them down to the speed of the Dwarves.

-----------------
Wolf Lord

Level: 4
XP to next level: 2050
HP: 225
Armor: 0
Immunities: None
Wards: None

Attack: Morph Self or Frost Breath
Chances to hit: 80%
Damage: 40
Source: Water
Initiative: 40
Reach: Any Unit
Targets: 6

The Wolf Lord is one of the most unique units in the game. If you click on an
enemy unit with him he'll cast his mass attack, but if you click on him then
he'll morph into a Spirit of Fenrir. He cannot change back into a Wolf Lord
until the end of the battle and his Spirit of Fenrir form never gains exp, so it
never gets stronger. Also, when the Wolf Lord transforms his Spirit of Fenrir
form retains the same percentage of its maximum HP, 275, as the Wolf Lord had.
So if the Wolf Lord had 100% of his total HP, the Spirit form will have 100% of
its total HP, if the Wolf Lord had 50% of its total HP the spirit form will have
50% of its total HP. The Wolf Lord then is the only unit that can change between
being a mass attack spell caster to a strong close range attacker.

The only drawback is that before the Spirit form can attack an entire round has
to pass to allow the Wolf Lord to transform first. As such, if you primarily
want some hard hitting Fighter Units on the front line, you may be better off
with the Venerable Warrior than the Wolf Lord. After all, the Spirit form does
NOT level, so you'll be stuck with its starting attack power. However, Wolf
Lord's do offer the benefit of giving you both a front line unit AND a mass
attacker in a single upgrade tree. Very cost effective.

-----------------
Spirit of Fenrir

Level: 1
XP to next level: 1975
HP: 275
Armor: 0
Immunities: None
Wards: None

Attack: Slash
Chances to hit: 80%
Damage: 90
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

I added the Spirit of Fenrir here because he really doesn't belong in the
Neutral Units section. After all, I don't think you can ever find him alone,
without having a Wolf Lord first transform into him. He's not even available to
add in the Scenario Editor. So, he's not a separate unit you can build, just the
Spirit form of the Wolf Lord.

-----------------
Dwarf King

Level: 5
XP to next level: 2500
HP: 250
Armor: 30
Immunities: None
Wards: Mind, Water

Attack: Great Mace
Chances to hit: 80%
Damage: 100
Source: Weapon
Initiative: 20
Reach: Adjacent Units
Targets: 1

In my opinion the Dwarf King isn't much of an improvement over the Venerable
Warrior. It has less HP, doesn't have a stronger attack, the only real advantage
it has is some armor and two wards. However, the biggest reason I choose the
Rune Master over the Dwarf King, is because of the Dwarf King's extreme
slowness. While all Dwarves are essentially slow, these guys are even slower,
meaning certain enemy mages will be able to attack first, perhaps paralyzing or
petrifying them.

-----------------
Rune Master

Level: 5
XP to next level: 2500
HP: 300
Armor: 0
Immunities: None
Wards: None

Attack: (2x) Axe
Chances to hit: 80%
Damage: 65
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

I choose the Rune Master over the Dwarf King due to his higher HP, attack power,
and speed. Plus, he can attack twice, meaning if one enemy unit in the way has
very little HP, he doesn't have to waste his entire turn on just that one unit.
He can attack it with his first attack, kill it, then attack another unit.

-----------------

ii) Dwarven Ranged Units

The Dwarves have a pretty good Ranged Unit tree, with one of their highest level
units, the Forge Guardian, more powerful than the Empire's strongest Ranged
Unit. The only serious drawback is that they're still as slow as any other
dwarf, so the famed archer speed is missing here.

-----------------
Axe Thrower

Level: 1
XP to next level: 100
HP: 65
Armor: 0
Immunities: None
Wards: None

Attack: Throwing Axe
Chances to hit: 80%
Damage: 25
Source: Weapon
Initiative: 40
Reach: Any Unit
Targets: 1

While a bit slower than other starting Ranged Units, the Axe Thrower is tougher
with his higher HP.

-----------------
Crossbowman

Level: 2
XP to next level: 550
HP: 110
Armor: 0
Immunities: None
Wards: None

Attack: Crossbow
Chances to hit: 80%
Damage: 40
Source: Weapon
Initiative: 40
Reach: Any Unit
Targets: 1

The Crossbowman is just a stronger Axe Thrower.

-----------------

Forge Guardian

Level: 3
XP to next level: 1100
HP: 155
Armor: 0
Immunities: None
Wards: None

Attack: Crossbow
Chances to hit: 80%
Damage: 70
Source: Weapon
Initiative: 40
Reach: Any Unit
Targets: 1

The Forge Guardian is a very powerful unit, he can devastate enemy rear row
units. I personally prefer him over the Flame Caster.

-----------------
Flame Caster

Level: 3
XP to next level: 1100
HP: 130
Armor: 0
Immunities: None
Wards: Fire

Attack: Flame Burst
Chances to hit: 80%
Damage: 35
Source: Fire
Initiative: 40
Reach: Any Unit
Targets: 6

The Flame Caster is another replacement for the mass attack mages the Dwarves
don't have. I personally don't think him very useful, since his attack is very
weak. I much prefer the Forge Guardian.

-----------------
iii) Dwarven Mage Units

The Dwarven Mage Units are a rare breed, their sole purpose is to amplify the
damage caused by other units. Since one of the defining features of the Dwarves
is their incredible strength, these guys can be very helpful allies. They aren't
necessary however; you may find that another attacking unit may be more helpful
than a damage boosting one. Generally if you're using the giant Support Units
you may want to bring a mage along to increase its massive strength.

-----------------
Tenderfoot

Level: 1
XP to next level: 95
HP: 60
Armor: 0
Immunities: None
Wards: None

Attack: Boost Damage
Chances to hit: 100%
Boost: +25% Attack
Source: Life
Initiative: 70
Reach: Any Unit
Targets: 1

The Tenderfoot is very fast and gives a quarter boost to any of your units for
the duration of the battle, before most enemies can attack.

-----------------
Novice

Level: 2
XP to next level: 325
HP: 90
Armor: 0
Immunities: None
Wards: None

Attack: Boost Damage
Chances to hit: 100%
Boost: +50% Attack
Source: Life
Initiative: 70
Reach: Any Unit
Targets: 1

The Novice increases the damage inflicted by your units by twice as much as the
Tenderfoot.

-----------------
Alchemist

Level: 3
XP to next level: 325
HP: 120
Armor: 0
Immunities: None
Wards: None

Attack: Give Attack
Chances to hit: 100%
Damage: 0
Source: Life
Initiative: 10
Reach: Any Unit
Targets: 1

The Alchemist can be very dangerous if a strong ally is around, since he gives
an ally unit a second attack. If paired with especially strong units, such as a
Son of Ymir, he can be devastating to an enemy party.

-----------------
Druidess

Level: 3
XP to next level: 850
HP: 120
Armor: 0
Immunities: None
Wards: None

Attack: Boost Damage/Cure
Chances to hit: 100%/100%
Boost: +75% Attack
Source: Life/Life
Initiative: 70
Reach: Any Unit
Targets: 1

A more powerful version of the Novice, the Druidess can also cure allied units
of status ailments.

-----------------
Archdruidess

Level: 4
XP to next level: 1450
HP: 150
Armor: 0
Immunities: None
Wards: None

Attack: Boost Damage/Cure
Chances to hit: 100%/100%
Boost: +100% Attack
Source: Life/Life
Initiative: 70
Reach: Any Unit
Targets: 1

The Archdruidess essentially does the same thing as the Alchemist, except that
the two attacks are focused into one and that the Archdruidess accomplishes this
before the Alchemist does. If your mission entails defeating a really strong
boss the I would recommend using the Archdruidess, since you'll have a single
target to direct that huge attack towards. If not, then being able to spread
your attack over a few units may make the Alchemist the better choice. Also know
that the Archdruidess can cure allies.

-----------------
iv) Dwarven Support Units

All of the Dwarven Support units are giants and take up two slots in your
parties. There are two main trees: a basic fighter tree, the Ice Giant tree, and
a mass attack spell casting tree, the Tempest Giant tree. The Tempest Giant tree
offers the most powerful mass-attackers the Dwarves have, while the Ice Giant
tree gives some of the most powerful close-range attackers in the game.
Personally I prefer the Son of Ymir, a close-range attacker, to the spell
casting Elder One because of his intense power and speed, but if your strategy
requires a mass attacker then by all means the Elder One is a very good choice.
It all depends on what you want for your party. It can be hard to decide at
first if you even want Support Units, so experimentation may be your answer.

-----------------
Hill Giant

Level: 1
XP to next level: 400
HP: 210
Armor: 0
Immunities: None
Wards: None

Attack: Tree Swipe
Chances to hit: 80%
Damage: 60
Source: Earth
Initiative: 30
Reach: Adjacent Units
Targets: 1

The Hill Giant is easily twice as powerful as a Dwarf, however a bit slower.

-----------------
Rock Giant

Level: 2
XP to next level: 1100
HP: 310
Armor: 0
Immunities: None
Wards: None

Attack: Punch
Chances to hit: 80%
Damage: 90
Source: Earth
Initiative: 30
Reach: Adjacent Units
Targets: 1

The Rock Giant is just a stronger version of the Hill Giant.

-----------------
Tempest Giant

Level: 3
XP to next level: 2450
HP: 350
Armor: 0
Immunities: None
Wards: None

Attack: Call Lightning
Chances to hit: 80%
Damage: 50
Source: Air
Initiative: 20
Reach: Any Units
Targets: 6

The Tempest Giant is basically a humongous spell caster. He has lots of HP to
take the hits and can deal some good damage.

-----------------
Ice Giant

Level: 3
XP to next level: 1950
HP: 400
Armor: 0
Immunities: Water
Wards: None

Attack: Ice Shards
Chances to hit: 80%
Damage: 120
Source: Water
Initiative: 30
Reach: Adjacent Units
Targets: 1

The Ice giant is just massively strong, both in the amount of HP he has and in
the damage he deals.

-----------------
Elder One

Level: 4
XP to next level: 3500
HP: 400
Armor: 0
Immunities: None
Wards: None

Attack: Lightning
Chances to hit: 80%
Damage: 80
Source: Air
Initiative: 20
Reach: Any Unit
Targets: 6

The Elder one is the most powerful mass attack spell caster the Dwarves have,
with a butt-load of HP to boot. Whether you want him or the Son of Ymir depends
on your strategy.

-----------------
Son of Ymir

Level: 4
XP to next level: 3050
HP: 500
Armor: 0
Immunities: Water
Wards: None

Attack: Ice Sword/Frostbite
Chances to hit: 80%/85%
Damage: 150
Source: Water/Water
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Son of Ymir is quite possibly the most powerful unit in the game that you
can make. In their description it says that they can kill with a single blow,
and it's no exaggeration. Plus, he's faster than most of the Dwarven units and
as fast as most other races' Fighter Units, making him quite capable and quite
deadly.

-----------------
v) Dwarven Heroes

-----------------
King's Guard

Level: 1
XP to next level: 225
HP: 225
Armor: 0
Immunities: None
Wards: None

Attack: Battle Axe
Chances to hit: 80%
Damage: 60
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

Leadership: 3
Move Points: 20

The King's Guard is the Dwarves' Fighter Hero. He's stronger than other Fighter
Heroes and has more HP, though he is a bit slower.

-----------------
Engineer

Level: 1
XP to next level: 175
HP: 135
Armor: 0
Immunities: None
Wards: None

Attack: Crossbow
Chances to hit: 80%
Damage: 40
Source: Weapon
Initiative: 50
Reach: Any Unit
Targets: 1

Leadership: 3
Move Points: 30

The Engineer has less move points and is a bit slower than most other Ranged
Heroes, but he's still faster than the other Ranged Units the Dwarves have.

-----------------
Loremaster

Level: 1
XP to next level: 175
HP: 95
Armor:0
Immunities: None
Wards: None

Attack: Earth Fall
Chances to hit: 80%
Damage: 30
Source: Earth
Initiative: 30
Reach: Any Unit
Targets: 6

Leadership: 3
Move Points: 20

If you prefer your Fighter Units and Support Units to take on their traditional
close range roles, yet still yearn for a mass attacker, then the Loremaster may
be the choice for you. He has the added plus of being able to use scrolls and
staffs.

-----------------
Dwarf Champion

Level: 1
XP to next level: 120
HP: 150
Armor: 0
Immunities: None
Wards: None

Attack: Axe
Chances to hit: 80%
Damage: 40
Source: Weapon
Initiative: 30
Reach: Adjacent Units
Targets: 1

Leadership: 1
Move Points: 25

The Dwarf Champion is the only Rod Planter Hero that directly attacks enemy
units, and he does it well. And while he can't fly he does have more move points
than other Rod Planters. He's probably the only Rod Planter that can
aggressively repel enemy parties from your territory, though you should still
use caution as he cannot bring many units with him.

-----------------
Thief

Level: 1
XP to next level: Does not level
HP: 150
Armor: 0
Immunities: None
Wards: None

Attack: Daggers
Chances to hit: 80%
Damage: 40
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

Leadership: 0
Move Points: 20

While employing the same tricks as other thieves, the Dwarven Thief is much
physically stronger than any other thief. He has much more HP and has a stronger
attack. Although he is a bit slower than other thieves, in a one-on-one match it
isn't that much of a difference. Barring extreme bad luck and missing your
target incessantly, this guy can easily defeat any other thief, and is also more
capable against enemy leaders. To make up for this advantage he has less
movement points than other thieves.

-----------------
vi) Dwarven Special Unit

-----------------

Yeti

Level: 1
XP to next level: 700
HP: 230
Armor: 0
Immunities: None
Wards: Water

Attack: Ice Breath
Chances to hit: 80%
Damage: 30
Source: Water
Initiative: 40
Reach: Any Unit
Targets: 6

As with all Special Units the Yeti is only really practical if you need a quick
fix for its capabilities, either to augment a party or to provide defense for a
city. The Dwarves have other mass attacking units in other trees that upgrade
into more powerful units than this.

-----------------
d) Legion's Units

The Legion's have a different spin on almost every type of unit. They have the
least developed Fighter Unit tree, giant heavily armored Ranged Units, and
literally ungodly Support Units. Their Mage Unit trees also allow for several
unique units, all in all allowing you to build some interesting parties.

-----------------
i) Legion's Fighter Units

There is really nothing special about the Legion's Fighter Units. There's only
one tree and four units, and each is just a basic fighter: no special
immunities, wards, and nothing special added to their attacks. If you prefer
them as your front liners then by all means use them, but there's little variety
among them.

-----------------
Possessed

Level: 1
XP to next level: 95
HP: 120
Armor: 0
Immunities: None
Wards: None

Attack: Short Sword
Chances to hit: 80%
Damage: 25
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Possessed is just your average starting Fighter Unit.

-----------------
Berzerker

Level: 2
XP to next level: 550
HP: 170
Armor: 0
Immunities: None
Wards: None

Attack: Battle Axes
Chances to hit: 80%
Damage: 50
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

There's no other choice for the Possessed unit to upgrade to, so there's really
nothing better than the Berzerker.

-----------------
Anti-Paladin

Level: 3
XP to next level: 1050
HP: 220
Armor: 0
Immunities: None
Wards: None

Attack: Battle Axe
Chances to hit: 80%
Damage: 75
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Anti-Paladin is just the last stop before the strongest Fighter Unit in the
Legion's arsenal.

-----------------
Infernal Knight

Level: 4
XP to next level: 1725
HP: 270
Armor: 0
Immunities: None
Wards: None

Attack: Infernal Sword
Chances to hit: 80%
Damage: 100
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Infernal Knight is the most powerful Fight Unit the Legions have.

-----------------
ii) Legion's Ranged Units

The Legion's Ranged Units are quite unique and fiercesome. They all take up two
slots, meaning they're the only ranged units who have to be in range of enemy
front liners. This vulnerability is compensated by the natural armor and high HP
of these units. This makes them better able to take hits than most Fighter Units
of similar level. Not to mention they also deal some serious damage and have
great speed. I always bring a Ranged Unit in my party.

-----------------
Gargoyle


Level: 1
XP to next level: 400
HP: 90
Armor: 40
Immunities: Poison
Wards: Mind

Attack: Rock Shards
Chances to hit: 80%
Damage: 40
Source: Weapon
Initiative: 60
Reach: Any Unit
Targets: 1

Not only does the Gargoyle have a stronger attack than any other starting Ranged
Unit, it also has more armor than most of the units in the game.

-----------------
Marble Gargoyle

Level: 2
XP to next level: 1650
HP: 150
Armor: 60
Immunities: Poison
Wards: Mind

Attack: Rock Shards
Chances to hit: 80%
Damage: 65
Source: Weapon
Initiative: 60
Reach: Any Unit
Targets: 1

The Marble Gargoyle has even more armor and has a stronger attack than any other
level 2 Ranged Units.

-----------------
Onyx Gargoyle

Level: 3
XP to next level: 2500
HP: 170
Armor: 65
Immunities: Poison
Wards: Mind

Attack: Onyx Shards
Chances to hit: 80%
Damage: 85
Source: Weapon
Initiative: 60
Reach: Any Unit
Targets: 1

The Onyx Gargoyle has some serious armor and has a stronger attack than any
other Ranged Unit in the game. It's incredibly difficult to defeat and is highly
recommended.

-----------------
iii) Legion's Mage Units

The Legion's Mage Units are quite diversified. There're two main trees, a mass
attack one and a polymorphing one. The Polymorphing one is very similar to the
Undead's Ranged Unit tree, just that they polymorph instead of paralyze. The
mass attack tree is nothing new, but it does have two distinct side units: the
Doppelganger and the Incubus. There's something for everybody here.

-----------------
Cultist

Level: 1
XP to next level: 75
HP: 45
Armor: 0
Immunities: None
Wards: None

Attack: Fire Rain
Chances to hit: 80%
Damage: 15
Source: Fire
Initiative: 40
Reach: Any Unit
Targets: 6

Cultists are your basic weak, mass attack mages that need constant attention.

-----------------
Sorcerer

Level: 2
XP to next level: 500
HP: 75
Armor: 0
Immunities: None
Wards: None

Attack: Fire Rain
Chances to hit: 80%
Damage: 30
Source: Fire
Initiative: 40
Reach: Any Unit
Targets: 6

The Sorcerer continues the traditional mass attack Mage Unit tree.

-----------------
Witch

Level: 2
XP to next level: 600
HP: 75
Armor: 0
Immunities: None
Wards: None

Attack: Polymorph
Chances to hit: 80%
Damage: 0
Source: Mind
Initiative: 20
Reach: Any Unit

Targets: 1

The Witch is similar to the Undead's Ranged Units, except that instead of
paralyzing it polymorphs its victims into Imps, rendering them almost as useless
as being paralyzed. Her higher chance to hit makes her more useful in my
opinion.

-----------------
Demonologist

Level: 3
XP to next level: 1325
HP: 105
Armor: 0
Immunities: None
Wards: None

Attack: Fire Rain
Chances to hit: 80%

Damage: 45
Source: Fire
Initiative: 40
Reach: Any Unit
Targets: 6

The Demonologist is just a more powerful mage unit, making it a useful addition
to your party.

-----------------
Hag

Level: 3
XP to next level: 1400
HP: 115
Armor: 0
Immunities: None
Wards: None

Attack: Polymorph
Chances to hit: 80%
Damage: 0
Source: Mind
Initiative: 20
Reach: Any Unit
Targets: 1

The Hag is simply a Witch with higher HP.

-----------------
Doppelganger

Level: 3
XP to next level: 500
HP: 120
Armor: 0
Immunities: None
Wards: None

Attack: Morph Self or Slash
Chances to hit: 80%
Damage: 30
Source: Weapon
Initiative: 80
Reach: Adjacent Units
Targets: 1

The Doppelganger is a very versatile unit. I can't figure out a way to make it
use its slash attack, but during its turn you can click on another unit, friend
or enemy but it cannot be a giant and take up two spaces, and the Doppelganger
will become the lowest natural level version of that unit. For instance, if the
target unit is a level 3 Berzerker the Doppelganger will become a level 2
Berzerker, the Berzerker's natural level. If the target unit has a level lower
than its natural level, the Doppelganger's new form will assume that lower
level.

He/She/It will probably move first in a battle, and will get to move again in
its new form in the same round. When the Doppelganger transforms his new form
retains the same percentage of its maximum HP as the Doppelganger had. So if the
Doppelganger had 100% of his total HP, the new form will have 100% of its total
HP, if the Doppelganger had 50% of its total HP then the new form will have 50%
of its total HP. The Doppelganger can be very helpful as it can adapt to every
battle. If you decide you need another of one of your units then you get one, if
you'd like a copy of an enemy unit, like a healer, then you get one. While the
Doppelganger is only as good as the other units in the battle, it does offer
some impressive capabilities.

-----------------
Pandemoneus

Level: 4
XP to next level: 2250
HP: 135
Armor: 0
Immunities: None
Wards: None

Attack: Fire Storm
Chances to hit: 80%
Damage: 60
Source: Fire
Initiative: 40
Reach: Any Unit
Targets: 6

The Pandemoneus is just a more powerful version of the Demonologist.

-----------------
Succubus

Level: 4
XP to next level: 1500
HP: 145
Armor: 0
Immunities: None
Wards: None

Attack: Polymorph
Chances to hit: 40%
Damage: 0
Source: Mind
Initiative: 20
Reach: Any Unit
Targets: 6

The Succubus has a very powerful attack, but its low accuracy makes it a little
unreliable. Personally I prefer the Incubus which has a better chance to hit and
does technically the same thing to the enemy.

-----------------
Incubus

Level: 4
XP to next level: 1125
HP: 135
Armor: 0
Immunities: None
Wards: None

Attack: Petrify
Chances to hit: 65%
Damage: 0
Source: Earth
Initiative: 20
Reach: Any Unit
Targets: 6

Doesn't have the best of accuracies, but the Incubus is without a doubt useful.
Doesn't upgrade, but then it doesn't have to.

-----------------
Modeus

Level: 5
XP to next level: 3100
HP: 170
Armor: 0
Immunities: None
Wards: Fire

Attack: Fire Storm
Chances to hit: 80%
Damage: 75
Source: Fire
Initiative: 40
Reach: Any Unit
Targets: 6

One of the strongest mass attack mages in the game is the Modeus, though it
doesn't offer any unique capabilities like some other Mage Units the Legion has.
But if you want a strong mass-attacker, this is your unit.

-----------------
iv) Legion's Support Units

The Legion's Support Units are built to be deadly. Period. The two trees that
eventually develop are the strong close-range attacker and the strong mass-
attackers. I guess it just depends on which one you'd prefer. Either way they
all take up two slots, but their sheer power and high HP make them worth it.
-----------------
Devil

Level: 1
XP to next level: 275
HP: 170
Armor: 0
Immunities: None
Wards: None

Attack: Slash
Chances to hit: 80%
Damage: 50
Source: Weapon
Initiative: 35
Reach: Adjacent Units
Targets: 1

While twice the size of a Possessed, it has twice as powerful an attack.

-----------------
Demon

Level: 2
XP to next level: 850
HP: 270
Armor: 0
Immunities: None
Wards: None

Attack: Weapon
Chances to hit: 80%
Damage: 80
Source: Weapon
Initiative: 35
Reach: Adjacent Units
Targets: 1

The Demon is just a stronger version of the Devil.

-----------------
Moloch

Level: 3
XP to next level: 2275
HP: 370
Armor: 0
Immunities: None
Wards: None

Attack: Slash
Chances to hit: 80%
Damage: 110
Source: Weapon
Initiative: 35
Reach: Adjacent Units
Targets: 1

The Moloch is just a stronger version of the Demon.

-----------------
Beast

Level: 4
XP to next level: 3100
HP: 420
Armor: 0
Immunities: None
Wards: None

Attack: Slash
Chances to hit: 80%
Damage: 70
Source: Weapon
Initiative: 20
Reach: Any Unit
Targets: 6

The Beast starts the mass attack tree. It's just about as powerful as the Modeus
but has way more HP and uses a weapon source.

-----------------
Demon Lord

Level: 4
XP to next level: 2650
HP: 470
Armor: 0
Immunities: None
Wards: None

Attack: Axe
Chances to hit: 80%
Damage: 140
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

The Demon Lord continues the close range trend of the Support units. It's easily
more powerful than the strongest Fighter Unit the Legion's have.

-----------------
Tiamath

Level: 5
XP to next level: 5000
HP: 495
Armor: 0
Immunities: None
Wards: None

Attack: Slash/Lower Damage
Chances to hit: 80%/80%
Damage: 100
Source: Weapon/Mind
Initiative: 20
Reach: Any Unit
Targets: 6

The Tiamath is one of the most powerful mass attackers in the game, dealing more
damage than most units can at close range and lowering its targets' damage
ratings.
-----------------
Overlord

Level: 5
XP to next level: 3875
HP: 570
Armor: 0
Immunities: None
Wards: None

Attack: Infernal Blade
Chances to hit: 80%
Damage: 170
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

The Overlord simply does an ungodly amount of damage; it can take down units in
one hit. It also has an insane amount of HP, making it damn near impossible to
take it down before it can do some serious carnage. I prefer it over the Abyssal
Devil.
-----------------
Abyssal Devil

Level: 5
XP to next level: 3600
HP: 600
Armor: 0
Immunities: None
Wards: None

Attack: Infernal Blade/Petrify
Chances to hit: 80%/40%
Damage: 140
Source: Weapon/Earth
Initiative: 40
Reach: Adjacent Units
Targets: 1

The only real difference between the Abyssal Devil and the Overlord is the
Overlord's stronger attack and the Abyssal Devil's ability to petrify. However,
given the low chance to hit for his petrify, I prefer the Overlord. After all,
why petrify when you can just kill?

-----------------
v) Legion's Heroes

The only notable feature of the Legion's Heroes is that all but the Thief can
fly. It gives them a serious mobility edge.

-----------------
Duke

Level: 1
XP to next level: 150
HP: 150
Armor: 0
Immunities: None
Wards: None

Attack: Infernal Sword
Chances to hit: 80%
Damage: 50
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

Leadership: 3
Move Points: 20

The Duke is pretty standard among Fighter Heroes. Hard hitting and can take a
beating.

-----------------
Counselor

Level: 1
XP to next level: 145
HP: 90
Armor: 0
Immunities: None
Wards: None

Attack: Crossbow
Chances to hit: 80%
Damage: 40
Source: Weapon
Initiative: 60
Reach: Any Unit
Targets: 1

Leadership: 3
Move Points: 35

A Ranged Hero that can FLY. The Counselor is very mobile and is the only
traditional Ranged Unit the Legion's have, so if you want an archer but don't
want to use two slots for it, then this is your demon.

-----------------
Arch-Devil

Level: 1
XP to next level: 150
HP: 65
Armor: 0
Immunities: None
Wards: None

Attack: Flame Burst
Chances to hit: 80%
Damage: 30
Source: Fire
Initiative: 40
Reach: Any Unit
Targets: 6

Leadership: 3
Move Points: 20

I love Mage Heroes personally, and choosing this guy gives you a mass attacker,
giving you freedom to focus more on Fighter and Support Units in your party, if
that's your style.

-----------------
Baroness

Level: 1
XP to next level: 120
HP: 100
Armor: 0
Immunities: None
Wards: None

Attack: Fear
Chances to hit: 80%
Damage: 0
Source: Mind
Initiative: 20
Reach: Any Unit
Targets: 1

Leadership: 1
Move Points: 20

The Baroness actually has a useful attack for a Rod Planter. While her party
probably can't defeat many enemy parties, she can at least avoid them better by
making them flee.

-----------------
Thief

Level: 1
XP to next level: Does not level
HP: 100
Armor: 0
Immunities: None
Wards: None

Attack: Daggers
Chances to hit: 80%
Damage: 30
Source: Weapon
Initiative: 60
Reach: Adjacent Units
Targets: 1

Leadership: 0
Move Points: 25

The Legion's Thief is just like most of the other races' Thieves, quick and
versatile in his abilities. He's by no means a fighter; he doesn't level and his
attack is fairly weak compared to high leveled units. However, he is quick and
is definitely a match for any low leveled heroes you may want him to duel. His
chief purpose though, is still in his abilities of subterfuge and espionage.

-----------------
vi) Legion's Special Unit

-----------------
Fiend

Level: 1
XP to next level: 475
HP: 250
Armor: 0
Immunities: None
Wards: None

Attack: Slash/Poison
Chances to hit: 80%/40%
Damage: 60
Source: Weapon/Death
Initiative: 50
Reach: Adjacent Units
Targets: 1

Again, the Legion's Special Unit really isn't that useful unless for a quick
defense for your cities, due to its lack of an upgrade.

-----------------
e) Neutral Units

I've decided to not post the bosses from the Sagas, since they include a few
spoilers I'm sure people wouldn't appreciate. They'll all massively powerful as
it is, so even if you find them in some custom saga it's the same old drill: get
as strong a party as you can to face them and use as many spells as you have.

-----------------
i) Neutral Humans

Neutral Humans are just about everywhere. They usually comprise most of the
enemies you'll face early in a mission, and as such they are all generally low
leveled. Don't get too cocky though, because your units will also be low
leveled. Eventually when your units are around levels 2-3 they give you crap for
experience, because you need so much more, but units like Thugs still move first
and drain you of your HP, so it's eventually not worth even fighting them.

-----------------
Peasant

Level: 1
XP to next level: 35
HP: 40
Armor: 0
Immunities: None
Wards: None

Attack: Pitchfork
Chances to hit: 75%
Damage: 15
Source: Weapon
Initiative: 30
Reach: Adjacent Units
Targets: 1

I'm pretty sure Peasants are the worst units in the game; even Goblins are
stronger.

-----------------
Man at Arms

Level: 1
XP to next level: 75
HP: 95
Armor: 0
Immunities: None
Wards: None

Attack: Axe
Chances to hit: 25%
Damage: 25
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

These guys are basically just Squires that don't upgrade.

-----------------
Spearman

Level: 1
XP to next level: 450
HP: 140
Armor: 0
Immunities: None
Wards: None

Attack: Spear
Chances to hit: 80%
Damage: 50
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Spearman is exactly like a typical level 2 Fighter Unit. You'll want to go
after these guys first if you encounter them early in a mission.

-----------------
Thug

Level: 1
XP to next level: 50
HP: 65
Armor: 0
Immunities: None
Wards: None

Attack: Daggers
Chances to hit: 80%
Damage: 25
Source: Weapon
Initiative: 65
Reach: Adjacent Units
Targets: 1

Thugs are more than just Thief wannabes, they are annoying, fast, and deadly.
Early on in a mission these guys will be one of your biggest grievances, as
they'll strike before you do and there's usually just so many of them.

-----------------
Master Thug

Level: 1
XP to next level: 250
HP: 110
Armor: 0
Immunities: None
Wards: None

Attack: Short Swords/Poison
Chances to hit: 80%/80%
Damage: 35
Source: Weapon/Death
Initiative: 75
Reach: Adjacent Unit
Targets: 1

These guys will probably be your biggest problem early in a mission, they're
fast, strong, have lots of HP, and can poison.

-----------------
ii) Elves

Usually if you're the good guys, either Dwarves or Humans, the Elves will be
friendly with you and will give you some good stuff. However sometimes they
don't give you anything and generally get in the way. In that case fighting them
gives good experience; however they are moderately dangerous. They are generally
very fast, and a few of their units are very strong.

-----------------
Elf Ranger

Level: 1
XP to next level: 75
HP: 45
Armor: 0
Immunities: None
Wards: None

Attack: Arrow
Chances to hit: 80%
Damage: 25
Source: Weapon
Initiative: 65
Reach: Any Unit
Targets: 1

The Elf Ranger is just a typical level one Ranged Unit.

-----------------
Forest Elf

Level: 1

XP to next level: 250
HP: 100
Armor: 0
Immunities: None
Wards: None

Attack: Spear
Chances to hit: 80%
Damage: 40
Source: Weapon
Initiative: 65
Reach: Adjacent Units
Targets: 1

The Forest Elf is pretty capable for a low leveled unit. It has a stronger-than-
average attack and is faster than most other Fighter Units.

-----------------
Centaur Lancer

Level: 1
XP to next level: 625
HP: 165
Armor: 0
Immunities: None
Wards: None

Attack: Lance
Chances to hit: 80%
Damage: 65
Source: Weapon
Initiative: 55
Reach: Adjacent Units
Targets: 1

Centaur Lancers are kind of like the Elves' level two Fighter Units. They're
still faster than units of a comparative level.

-----------------
Centaur

Level: 1
XP to next level: 725
HP: 140
Armor: 0
Immunities: None
Wards: None

Attack: Arrow
Chances to hit: 80%
Damage: 40
Source: Weapon
Initiative: 60
Reach: Any Unit
Targets: 1

Centaurs are pretty much the Elves' level two Ranged Unit.

-----------------
Griffin

Level: 1
XP to next level: 1200
HP: 200
Armor: 0
Immunities: None
Wards: None

Attack: Claws
Chances to hit: 80%
Damage: 95
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Griffin is a giant unit, and very dangerous.

-----------------
Oracle Elf

Level: 1
XP to next level: 2200
HP: 125
Armor: 0
Immunities: None
Wards: Air

Attack: Healing
Chances to hit: 100%
Damage: 60
Source: Life
Initiative: 10
Reach: Any Unit
Targets: 6

The Oracle Elf is a mass healer and very dangerous when coupled with strong
elven units. I'd suggest taking them out first.

-----------------
Skylord

Level: 1
XP to next level: 2350
HP: 420
Armor: 0
Immunities: None
Wards: None

Attack: Claws
Chances to hit: 80%
Damage: 140
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Skylord is a stronger version of the Griffin and is difficult to take down.

-----------------
Elf Lord

Level: 1
XP to next level: 2850
HP: 195
Armor: 0
Immunities: None
Wards: Air

Attack: Lightning
Chances to hit: 80%
Damage: 50
Source: Air
Initiative: 50
Reach: Any Unit
Targets: 6

The Elf Lord is a mage with high HP and is as fast as fighters.

-----------------

Elf Queen

Level: 1
XP to next level: 9900
HP: 800
Armor: 0
Immunities: Mind
Wards: None

Attack: Dragon Breath
Chances to hit: 95%
Damage: 125
Source: Life
Initiative: 60
Reach: Any Unit
Targets: 6

The Elf Queen is extremely dangerous, with high initiative, high HP, and an
obscenely strong mass-attack.

-----------------
iii) Greenskins

Greenskins, like the Neutral Humans, are the general units you face early in a
mission. Most of them are very weak and bothersome, however a couple are very
dangerous for low-leveled parties.

-----------------
Goblin

Level: 1
XP to next level: 50
HP: 50
Armor: 0
Immunities: None
Wards: None

Attack: Spear
Chances to hit: 80%
Damage: 15
Source: Weapon
Initiative: 30
Reach: Adjacent Units
Targets: 1

The Goblin is probably the second weakest unit in the game.

-----------------
Goblin Archer

Level: 1
XP to next level: 75
HP: 40
Armor: 0
Immunities: None
Wards: None

Attack: Arrow
Chances to hit: 80%
Damage: 15
Source: Weapon
Initiative: 50
Reach: Any Unit
Targets: 1

These guys, though weak, can be very annoying and dangerous to your weak, back-
row units early in a mission.

-----------------
Orc

Level: 1
XP to next level: 700
HP: 200
Armor: 0
Immunities: None
Wards: None

Attack: Axe
Chances to hit: 80%
Damage: 55
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

Thought not quite as mighty as the Orcs in Warcraft, these guys are still tough
to beat and give excellent experience early in a mission.

-----------------
Orc Champion

Level: 1
XP to next level: 1400
HP: 220
Armor: 20
Immunities: None
Wards: None

Attack: Flail
Chances to hit: 80%
Damage: 80
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

Orc Champions are extremely dangerous early in a mission, and should be avoided
until your parties are stronger. They're also one of the few neutral units with
armor.

-----------------
Ogre

Level: 1
XP to next level: 1550
HP: 300
Armor: 0
Immunities: None
Wards: None

Attack: Giant Club
Chances to hit: 80%
Damage: 130
Source: Weapon
Initiative: 20
Reach: Adjacent Units
Targets: 1

While the Ogre has an incredibly powerful attack, it does have one weakness: it
moves very slowly and if you can take it down before then, you'll be fine. But
then, that's quite a job. You'll want to be fairly strong before taking Ogres
on, because if you're too weak just one hit can kill one of your units.

-----------------
Troll

Level: 1
XP to next level: 1675
HP: 350
Armor: 0
Immunities: None
Wards: None

Attack: Slash
Chances to hit: 80%
Damage: 120
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

Trolls are more dangerous than Ogres, since they have more HP and move almost as
fast as the typical Fighter Unit. You'd better hope that it misses, because it's
highly unlikely that you'll kill it before it gets at least one hit off.

-----------------
Orc King

Level: 1
XP to next level: 3100
HP: 295
Armor: 30
Immunities: None
Wards: None

Attack: Mace
Chances to hit: 80%
Damage: 115
Source: Weapon
Initiative: 55
Reach: Adjacent Units
Targets: 1

Orc Kings are one of the most dangerous Neutral Units out there. They should be
avoided at all costs early in a Saga or mission, because they can tear lower
level parties apart.

-----------------
iv) Dragons

As you would expect Dragons are VERY dangerous and should be avoided unless
you're pretty confident in your party's strength. They are probably the
strongest neutral units in the game. Due to their high HP it's very unlikely
you'll kill them before they get at least one devastating attack off. While
eventually the weaker ones may not prove to be too impossible, two of them at
once may be.

All Dragons are mass-attackers and each has an immunity to an element. They all
also have only a 75% chance to hit and while that's still pretty high, it's not
80% like most units. I guess it's a little bit of pity from the designers.

-----------------
Green Dragon

Level: 1
XP to next level: 4650
HP: 600
Armor: 0
Immunities: Fire
Wards: None

Attack: Fire Breath
Chances to hit: 75%
Damage: 60
Source: Fire
Initiative: 40
Reach: Any Unit
Targets: 6

The Green Dragon is the weakest of the Dragons and should prove no problem to
high-leveled parties. However it can still pick its teeth with most parties so
don't be too overconfident. The other Dragons' immunities you can probably
guess, but this one is harder since when you think of the color green you
usually don't think of fire. It just sucks when you forget what it's immune to
and bring some mages with a fire weapon source.

-----------------
Blue Dragon

Level: 1
XP to next level: 8450
HP: 700
Armor: 0
Immunities: Water
Wards: None

Attack: Steam Breath
Chances to hit: 75%
Damage: 100
Source: Water
Initiative: 40
Reach: Any Unit
Targets: 6

The Blue Dragon is one of the intermediate Dragons, equal to the White Dragon.
It's attack is much more powerful than the Green Dragon's and it has 100 more
HP, however it's not as strong as the Black or Red Dragons.

-----------------
White Dragon

Level: 1
XP to next level: 8700
HP: 700
Armor: 0
Immunities: Air
Wards: None

Attack: Vapor Breath
Chances to hit: 70%
Damage: 100
Source: Air
Initiative: 40
Reach: Any Unit
Targets: 6

The White Dragon is the other intermediate Dragon and is almost exactly the same
as the Blue Dragon, except for its weapon source and immunity of course.

-----------------
Black Dragon

Level: 1
XP to next level: 9900
HP: 800
Armor: 0
Immunities: Death
Wards: None

Attack: Acid Breath
Chances to hit: 75%
Damage: 125
Source: Death
Initiative: 40
Reach: Any Unit
Targets: 6

The Black Dragon is one of the two strongest Dragons. Its attack is devastating
and its HP is just too high to take down easily.

-----------------
Fire Dragon

Level: 1
XP to next level: 9900
HP: 800
Armor: 0
Immunities: Fire
Wards: None

Attack: Fire Breath
Chances to hit: 75%
Damage: 125
Source: Fire
Initiative: 40
Reach: Any Unit
Targets: 6

The Fire Dragon is exactly the same as the Black Dragon, except for its weapon
source and immunity. They are probably the strongest units in the game, next to
bosses.

-----------------
v) Marsh Creatures

Marsh creatures are very deadly but give excellent exp. Lower-leveled parties
should definitely stay away, but middle-leveled parties stand a fair chance.
Just don't take on a dozen of them without bringing healing potions.

-----------------
Medusa

Level: 1
XP to next level: 725
HP: 115
Armor: 0
Immunities: None
Wards: None

Attack: Petrify
Chances to hit: 60%
Damage: 0
Source: Earth
Initiative: 20
Reach: Any Unit
Targets: 6

Medusas are only dangerous when in large groups. There sometimes may be too many
of them in the back row for your archers and mages to kill before they attack,
and then most of your units will be petrified and at the mercy of the Lizard Men
that usually protect Medusas.

-----------------
Lizard Man

Level: 1
XP to next level: 950
HP: 200
Armor: 0
Immunities: None
Wards: None

Attack: Swords
Chances to hit: 80%
Damage: 75
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

Even without the aid of medusas Lizard Men are strong and dangerous. Though they
give excellent exp, their attacks can wear down even the strongest of parties.

-----------------
vi) Water Inhabitants

While as far as I know, any unit can go on water, Water Inhabitants can not go
on land. So if trying to avoid them being far from the coast is always the best
option. While they have some very powerful units, what makes them especially
dangerous is that if you should come face to face with them on the water you may
not be able to get back to shore and safety, due to the water's drain on
movement points.

-----------------
Merman

Level: 1
XP to next level: 350
HP: 140
Armor: 0
Immunities: None
Wards: None

Attack: Trident
Chances to hit: 80%
Damage: 40
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

Mermen are somewhat dangerous to lower-leveled parties, but quickly become less
of a threat as your parties grow.

-----------------
Mermaid

Level: 1
XP to next level: 975
HP: 75
Armor: 0
Immunities: None
Wards: None

Attack: Maelstrom/Paralyze
Chances to hit: 60%/50%
Damage: 20
Source: Water/Mind
Initiative: 20
Reach: Any Unit
Targets: 6

While their attack power sucks, the Mermaid's ability to paralyze your units
makes her dangerous.

-----------------
Kraken

Level: 1
XP to next level: 1675
HP: 350
Armor: 0
Immunities: None
Wards: None

Attack: Tentacle
Chances to hit: 80%
Damage: 120
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

The Kraken is a very deadly opponent. His attack is very strong and can just
tear apart your parties.

-----------------
Sea Serpent

Level: 1
XP to next level: 2000
HP: 400
Armor: 0
Immunities: None
Wards: None

Attack: Bite
Chances to hit: 80%
Damage: 125
Source: Weapon
Initiative: 70
Reach: Adjacent Units
Targets: 1

The Sea Serpent is the most dangerous of the Water Inhabitants, even more so
than the Kraken mostly because of its high speed.

-----------------
vii Barbarians

Barbarians are very strong and tend to really wear down your parties when in the
way.

-----------------
Barbarian Warriors

Level: 1
XP to next level: 1275
HP: 250
Armor: 0
Immunities: None
Wards: None

Attack: Axe
Chances to hit: 80%
Damage: 80
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

Barbarian Warriors are among the strongest of neutral units, more than a match
for low-leveled parties.

-----------------
Barbarian Chieftain

Level: 1
XP to next level: 1750
HP: 275
Armor: 0
Immunities: None
Wards: None

Attack: Great Claws
Chances to hit: 80%
Damage: 100
Source: Weapon
Initiative: 40
Reach: Adjacent Units
Targets: 1

Barbarian Chieftains are just a bit stronger than regular Barbarian Warriors.

-----------------

viii) Miscellaneous Neutrals

-----------------
Imp

Level: 1
XP to next level: 35
HP: 50
Armor: 0
Immunities: None
Wards: None

Attack: Tail Whip
Chances to hit: 80%
Damage: 20
Source: Weapon
Initiative: 30</pre><pre id="faqspan-5">
Reach: Adjacent Units
Targets: 1

The Imp is a joke of a unit. It's extraordinarily weak and should pose no real
threat to your forces. The Imp is what polymorphed units turn into if they take
up one space in a party, making them pretty useless in a fight.

-----------------
Fat Imp

Level: 1
XP to next level: 170
HP: 100
Armor: 0
Immunities: None
Wards: None

Attack: Slash
Chances to hit: 70%
Damage: 30
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Fat Imp is what polymorphed units turn into if they take up two spaces in a
party. While stronger than an Imp, they're still not much of a danger.

-----------------
Air Elemental

Level: 1
XP to next level: 400
HP: 100
Armor: 0
Immunities: Air
Wards: None

Attack: Slash
Chances to hit: 80%
Damage: 30
Source: Air
Initiative: 40
Reach: Any Unit
Targets: 1

Air Elementals are the units summoned by Elementalists. In their own right, they
are actually pretty capable units. Their only real drawback is that when their
Elementalist master dies they instantly die as well.

-----------------
Wolf

Level: 1
XP to next level: 700
HP: 180
Armor: 0
Immunities: None
Wards: None

Attack: Bite
Chances to hit: 80%
Damage: 55
Source: Weapon
Initiative: 50
Reach: Adjacent Units
Targets: 1

Wolves can be the most annoying neutral units when first starting a mission.
They tend to be numerous, they have a good attack rating, and they really wear
down your parties early on, making you waste precious time and resources on
healing. Eventually you'll be leveled enough that the experience they give just
won't be worth the damage you'll take in fighting them, and you should just
avoid them.

-----------------
Brown Bear

Level: 1
XP to next level: 650
HP: 270
Armor: 0
Immunities: None
Wards: None

Attack: Claw
Chances to hit: 80%
Damage: 60
Source: Weapon
Initiative: 65
Reach: Adjacent Units
Targets: 1

The Brown Bear is a fast and hard hitting unit that can seriously hurt most
front-line units.

-----------------
Polar Bear

Level: 1
XP to next level: 975
HP: 300
Armor: 0
Immunities: None
Wards: Water

Attack: Claw
Chances to hit: 80%
Damage: 80
Source: Weapon
Initiative: 70
Reach: Adjacent Units
Targets: 1

The Polar Bear is even stronger and faster than the Brown Bear and is usually
found in snow terrain.

-----------------
Primitive Giant

Level: 1
XP to next level: 1250
HP: 310
Armor: 0
Immunities: None
Wards: None

Attack: Giant Mace
Chances to hit: 80%
Damage: 100
Source: Weapon
Initiative: 30
Reach: Adjacent Units
Targets: 1

Primitive Giants are nothing to trifle with. Although slow they pack quite a
wallop and have high HP. And as with all giants they take up two slots.

-----------------
Giant Black Spider

Level: 1
XP to next level: 1775
HP: 370
Armor: 0
Immunities: None
Wards: None

Attack: Pincer/Poison
Chances to hit: 80%/90%
Damage: 120
Source: Weapon/Death
Initiative: 35
Reach: Adjacent Units
Targets: 1

When you think of pure danger, these guys come to mind. Their high HP and
powerful attack and poison will spell doom for all those unprepared.

-----------------
Giant Spider

Level: 1
XP to next level: 2200
HP: 420
Armor: 0
Immunities: None
Wards: None

Attack: Pincer/Paralyze
Chances to hit: 80%/80%
Damage: 130
Source: Weapon/Mind
Initiative: 35
Reach: Adjacent Units
Targets: 1

The Giant Spider is even stronger than a Giant Black Spider, making it one of
the most deadly neutral units out there.

-----------------
Manticore

Level: 1
XP to next level: 6850
HP: 800
Armor: 30
Immunities: None
Wards: None

Attack: Poisonous Tail/Poison
Chances to hit: 80%/90%
Damage: 150
Source: Weapon/Death
Initiative: 50
Reach: Adjacent Units
Targets: 1

The Manticore is seen rarely in missions due to its immense power. While some
may argue that some of the Dragons are deadlier than the Manticore, it's still
one of the most powerful units in the game.

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7. Special Thanks

Special thanks to Strategy First for making such a great game.

Special thanks to CjayC for having such a wonderful idea as Gamefaqs and
for maintaining it as well as he does.


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