Copyright 2003 John Gayl Westendorf

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                       Sacrifice Unit and Spell Guide
                                Version 2.00
                          Last Updated: 10/11/2003
                      Authored by John Gayl Westendorf
                          [email protected]
                        Four Horsemen Development TM


Version History:
1.00 - Everything not noted in later version.
1.01 - Level Ratings started (see Spellbook Levels)
2.00 - Finished level ratings, small content and grammar changes

Table of Contents
  I. Introduction
 II. Godwide Traits and Trends
III. Creature Categories
 IV. Spellbook Levels
  V. Thanks

I. Introduction
 I am writing this FAQ because Sacrifice (developed by Shiny and published by
Interplay) is one of my favorite games of all time, and other FAQ's I have read
have had a lot of faulty info about soul cost and creature order. Sacrifice has
great gameplay, extremely innovative blending of action, strategy, and RPG
genres, the best voice-acting I have ever witnessed in a game, graphics that
are beautiful even today (Sacrifice was released in 2000), amazing sound,
involving story, and replayability that warrants further discussion. In
Sacrifice, you play as a wizard who can summon creatures and cast spells. Five
different gods each have their own creatures and spells for 9 different levels
of your wizard. In the single-player campaign, you can't use any combination of
gods (as some don't like the others), but you can use most combinations, and in
multiplayer you can customize your spellbook once you beat the game once. This
means that their are 5^9 = 1,953,125 distinct possible spellbooks. The single-
player missions are all interesting and different enough from each other that
playing the single-player at least enough times to see each level for each god
is fun for all. I have played through the campaign probably at least 15 times
and I still do every once in a while. Yet another addition to the replayability
factor is the skirmish/multiplayer. In skirmish mode you can choose your
character model and play against computer-controlled opponents or people.
The multiplayer maps are fun and varied, and the AI is competent.

 What this FAQ contains (for now) is a run-down of every spellbook level and
the creatures/spells within. These will be listed by level and not by god,
because more often than not someone is looking to decide on what to do with a
specific level and it is inefficient to have to look through all the different
gods and find the level you want, when a list sorted by level is available.
Within each level, the spells and creatures will be listed by god in the
following order: Persephone, James, Stratos, Pyro, Charnel.

 Finally, if you find any errors or typos in this FAQ, please e-mail me, and I
will make corrections (citing you for new information). Thank you!

II. Godwide Traits and Trends

 A. Persephone

   All non-Charnel creatures regenerate health when they are standing still
 and not attacking. Persephone's creatures regenerate at a much faster rate
 than the others. Persephone's spells and creature abilities also tend to be
 focused on healing and defensive support rather than offense.

 B. James

   James' creatures tend to have higher defense and more hitpoints, but slower
 than their counterparts for other gods. James' spells are almost all devoted
 to using rocks or the ground itself against the enemy, and James has the most
 terrain-deforming spells of any god.

 C. Stratos

   Stratos' creatures are faster and usually have special abilities or side-
 effects to their attacks (mostly moving the target), but are more fragile
 than other gods' creatures. The spell selection of Stratos uses lightning,
 wind, and ice to attack Stratos' opponents.

 D. Pyro

   Offense is what the creatures of Pyro are all about, as they have high
 amounts of damage, but somewhat lower defense compared to other gods' units.
 Offense is also what Pyro's spells are focused on, throwing flames,
 fireballs, and explosions at enemies.

 E. Charnel

   Unlike every other god's units, Charnel's creatures do not regenerate
 health while idle. Instead, these undead and demonic entities have vampiric
 attacks that replenishes their life based on how much damage they do to their
 target, which makes many of their units much more resilient in battle than
 other gods' units. Charnel's spells are varied in their effects and purposes,
 but all have something to do with death or necromancy.

III. Creature Categories
   All the gods have a basic set of creatures that have mostly the same
 function. Each type of creature may appear at a different level for different
 gods, and may act differently in a lot of ways. In order for me to easily
 identify the basic purpose of every creature, it is easier to explain the
 types here and refer to them later than to explain each creatures purpose
 every time.

 Basic melee/ranged/flyer: Basic units of the three rock-paper-scissors types,
 each god gets one of each of these at level one and they all cost 1 soul (see
 "Spellbook Levels -> Level One" for more information). These units are best
 used in large numbers, as they are individually weak.

 Bug: Ranged units that each god receives at level two and have a side-effect
 on their attack that is usually more important than the damage. Bug units
 cost two souls.

 Brawler (second-tier melee): Brawlers are the improved melee units over the
 basic melee, and cost 2 souls each. Brawlers are slower than the basic melee
 units.

 Sniper (ranged): Ranged units that have fairly long range and a fast-moving
 projectile that moves in a straight line or hits instantly. Sniper soul costs
 vary between gods.

 Bomber (flyer): Bombers are flying units that attack not at range but
 hand-to-hand for a good amount of damage. They make good hit and run units
 (especially against manaliths) since they have high damage output and can fly
 over terrain obstacles. The name 'bomber' comes from the fact that all of
 these units have a creature ability that shoots something at other units
 (usually on the ground since these abilities can be inaccurate). I usually
 don't use bombers in my central fighting groups since they are large and,
 since they attack hand-to-hand, get in the way of my ranged units and
 each other. Soul cost varies between gods.

 Artillery (ranged): The artillery units have a very long range, fire their
 projectiles indirectly, and most have a large splash damage radius, just as
 you would expect from artillery. Artillery are a bit inaccurate, but all have
 an area effect. Soul cost varies between gods.

 Heavy-hitter (non-flyer): The heavy-hitters are the units directly below the
 best and cost 4 souls each. None of these creatures are flying, all have
 special abilities, and all dish out damage.

 Titan: Titans are the ultimate creature of each god and cost 5 souls each.
 They can defeat any other type of creature one-on-one without exception. All
 titans fly except for James' Rhinok, and most stand on the ground if idle for
 a while.

IV. Spellbook Levels
   At most levels, each god receives one creature and one spell which are
 impossible to separate from each other, i.e. you can't have one without the
 other. Each level's spells and creatures are generally more expensive, in
 terms of mana and cooldown time, than the last level's equivalent. After each
 god in a level, I will give a relative rating for that level (*->*****) for
 that god, without respect to what was taken in any other levels. Keep in mind
 that many of these ratings are difficult to make between gods, that no level
 is worthless for any god, and that the usefulness of each spell and creature
 depends on the gods taken for other levels. These ratings are just my
 subjective thoughts, but I like every spell and creature in some situations.

 Level 1:

   At the first level, each god receives one of each of the three basic types
 of units in the game (melee, ranged, and flying), which should usually be
 used in a rock-paper-scissors sort of manner. Generally, melee units are good
 at beating ranged units, ranged units defeat flying units, and flying units
 defeat melee units. Spell-wise, each god receives the Speed-up and Heal
 spells along with a basic attack spell which shoots a missile of some sort
 towards the target (each of which does enough damage to kill any first level
 flyer).

 Speed-up: speeds up the targets movement for an amount of time proportional
 to its maximum hitpoints. Speed-up works great on anything you want to get to
 its destination faster, including yourself. This spell is ready to use again
 almost as soon as you use it.

 Heal: heals the target unit. Great for keeping units alive during a battle or
 for healing between battles.

 A. Persephone: Basic melee/ranged/flyer

   Druid (1 Soul): Basic melee unit with a special ability called "Life
   Shield" which makes a shield around the druid for a decent length of time
   that reduces damage to the druid significantly.

   Ranger (1 Soul): Basic ranged unit with a special ability called "Divine
   Sight" which sends a flying eye out that seeks the closest enemy. Divine
   Sight is not very useful since scouting on your own isn't very difficult.

   Shrike (1 Soul): Basic flyer with the "Life Shield" special ability (see
   Druid). The attacks of the shrike also knock down enemies, and their Life
   Shield can make them last longer in combat than any other basic flyer.

   Wrath: A glowing ball of light shoots out and homes in on your target,
   exploding with a little bit of splash damage.

   Rating = *: While all the gods are viable choices at the first level,
   Persephone is my least favorite. Druids and shrikes have the very useful
   Life Shield, but require a little micro-management to use it, which makes
   them less useful later in the game. Shrikes are pretty inaccurate with
   their short ranged attack. The ranger's ability is not very useful, and
   Wrath is nothing special.

 B. James: Basic melee/ranged/flyer

   Trogg (1 Soul): Basic melee unit with the innate ability that troggs are
   immune to hostile magic. Troggs can be healed, and flung into the air with
   erupt, tornado, etc., but won't be hurt by any direct damage spells. Troggs
   are pretty good because of this ability, but may fall because of their slow
   speed.

   Earthfling (1 Soul): Basic ranged unit with a special ability called
   "Rockform" that turns the earthfling into a boulder that is immune to
   damage, regenerates, and looks just like a regular boulder to enemies.
   Rockform is a good way to save almost dead earthflings, and could be used
   to setup ambushes.

   Gargoyle (1 Soul): Basic flyer unit that spews out a bunch of pebbles at
   enemies. The attack does area damage and stacks with multiple gargoyles.
   Without special abilities, the gargoyle is the toughest basic flyer, but
   still dies from spells and ranged fairly quickly.

   Rock: A boulder flies out of the ground and homes in on your target, but
   will hit anything in the way (especially since the boulder is so large). No
   splash damage.

   Rating = ****: None of James' first level units have a bad special or
   innate ability, and each unit is pretty good.

 C. Stratos: Basic melee/ranged/flyer

   Frostwolf (1 Soul): Basic melee unit with a special ability "Run Away"
   which makes them move much faster, like the speed-up spell had been cast on
   them. Frostwolves are already much faster than other ground units, and Run
   Away makes them faster. Frostwolves are very fragile in terms of defense
   and hitpoints. Great for charging ranged units.

   Sylph (1 Soul): Basic ranged unit with the "Stealth" special ability which
   makes the sylph invisible to all enemies until the sylph attacks. Stealth
   can be used just like Rockform to save near-death sylphs, scout, and
   ambush.

   Brainiac (1 Soul): Basic flyer unit that shoots brain waves at enemies.
   Brainiacs have much, much longer range than other basic flyers and knock
   down enemies that get hit. Good overall unit, brainiacs are very annoying
   when used against you as you get knocked down while casting spells.

   Lightning: A lightning bolt connects the wizard's hand to the target.
   The best thing about lightning is that it recharges much faster than any
   other first level attack spell and doesn't deal less damage. The down-
   falls of lightning are that it will hit anything in it's way and stop, and
   that certain Stratos creatures take almost no damage from lightning effects
   and even become powered up by them (no, you can't target your own units).
   No splash damage. My favorite first level attack spell by far.

   Rating = *****: Stratos is probably the best first level choice because of
   two reasons: brainiacs and Lightning. Brainiacs can be useful throughout
   the game for softening up forces at a range and knocking enemies down with
   good accuracy. Lightning just recharges so fast that it can be used a lot
   to tip the tide of a battle in your favor.

 D. Pyro: Basic melee/ranged/flyer

   Cog (1 Soul): Basic melee unit that excretes steam upon death, damaging
   anything nearby.

   Flame Minion (1 Soul): Basic ranged unit that spits fire, and has the
   "Run Away" special ability. Run Away is good for quick strikes and running
   away (who would have thought?), but in my opinion is not as useful as the
   other stealthy basic ranged abilities.

   Spitfire (1 Soul): Basic flyer unit that shoots a cone of flame which does
   area damage and stacks with other spitfires. Spitfires have the highest
   damage output of basic flyers and are great in large groups, if somewhat
   prone to dying.

   Fireball: A fireball homes in on the target, exploding and dealing good
   splash damage. Fireball is great for taking out groups of enemy flyers,
   because of the splash damage.

   Rating = **: I don't like the cogs' or the flame minions' abilities.
   Spitfires are cool, and fireball is the most damaging first level spell.

 E. Charnel: Basic melee/ranged/flyer

   Scythe (1 Soul): Basic melee unit. There is nothing special about the
   scythe, except that it, like all Charnel units, have vampiric attacks. The
   scythe is the most resilient basic melee unit in combat because of this
   life draining.

   Fallen (1 Soul): Basic ranged unit that fires clouds of insects and has the
   "Play Dead" special ability, which has the fallen lay down and play dead,
   which allows the fallen to regenerate (unlike other Charnel creatures).
   Great basic ranged unit because of the vampiric attack and Play Dead. Play
   Dead should be used like Stealth and Rockform.

   Locust (1 Soul): Basic flyer unit that sucks life and mana from enemies.
   Locusts are accurate and great in swarms as they can suck all the mana out
   of an enemy wizard.

   Insect Swarm: A swarm of insects homes in on the target, doing damage and
   returning a portion of that damage to the casting wizard as life. Just
   about the same as the others, but does decent splash damage.

   Rating = ***: Healing scythes between battle is annoying, fallen are great,
   locusts are good, insect swarm is ok. As I've said before, the first level
   of each god is a fine choice.

 Level 2:

   Each god gets his/her bug unit and a shield spell in the second slot of
 his/her spell book. The shield spells all protect the wizard in some way, and
 prevents slowing spells (see Level Three) from targeting the wizard.

 A. Persephone: Bug

   Scarab (2 Souls): Bug unit that heals hurt friendly units by shooting
   sparkles (which can miss). The scarab is definitely a must-have for any
   beginners, as it takes the micro-management of healing off of the player's
   hands. Usually, if I take scarabs, I try to have one or two in phalanx
   formation behind my wizard. Scarabs are a little slow and weak, though, so
   when retreating make sure to teleport or pick up the scarab's souls if it
   dies. I usually don't take more than one of the three specialty healing
   spells: scarabs, Rainbow, Animate Dead, and Healing Aura.

   Ethereal Form: This shield spell makes the wizard ethereal and unable to be
   harmed at all for a short amount of time. While this shield spell doesn't
   last as long as the others, it does stop damage all together instead of
   reducing it, and is great for grabbing souls.

   Rating = *****: While Ethereal Form is my least favorite shield spell
   because of the micro-management involved with the short length, scarabs
   more than make up for it. Scarabs are the best bug unit by far, freeing
   your wizard to do other things than heal.

 B. James: Bug

   Basilisk (2 Souls): Bug unit that petrifies units. The basilisk shoots a
   ray that petrifies any enemies that it hits for a few seconds as well as
   doing a small amount of damage. While a unit is petrified, they take much
   less damage than they would normally, but it is useful to keep an enemy out
   of a fight or from retreating (especially wizards).

   Stone Skin: A shield spell that turns the wizard's skin into stone for a
   long time. Stone Skin is the longest lasting shield spell, but it also has
   a very long cooldown time. This spell does reduce damage by a lot, and is
   good to cast before a battle.

   Rating = **: Standard shield spell. The basilisk is a little more useful,
   but less fun, than the vortick. Thus, James edges out Stratos.

 C. Stratos: Bug

   Vortick (2 Souls): Bug unit that creates a mini tornado where it's
   projectile hits doing damage and tossing nearby units into the air. The
   tornado created by the vortick is perfect for throwing creatures and
   wizards around, but it affects friendly units as well. The vortick is a fun
   unit, but not terribly useful.

   Air Shield: A sphere of swirling air surrounds the wizard, pushing nearby
   units away and reducing damage done to the wizard. The push away effect
   helps to keep melee units from doing some damage, but not much.

   Rating = *: Vorticks are pretty useless, and the air shield's push away
   effect is the same.

 D. Pyro: Bug

   Tickferno (2 Souls): Bug unit that shoots a laser which does damage and
   drains a good amount of mana from the target.

   Fireform: The only shield spell which does not reduce damage taken by the
   wizard, Fireform surrounds the wizard in a sphere of flame that damages any
   enemies that get too close. If you need extra damage in a battle, this
   spell can come in handy by turning it on and just running into enemy
   manahoars, wizards, etc.

   Rating = ***: Fireform is a little less versatile than Protective Swarm.

 E. Charnel: Bug

   Necryl (2 Souls): Bug unit that shoots slime at opponents that does damage
   over time, keeps the victim from healing and regenerating mana, and makes
   the victim more susceptible to damage. This slime is contagious and any
   other unit that touches a slimed one will become slimed as well, including
   your units. Not a horrible unit, the necryl has a very specific purpose as
   you don't want the slime spreading to you.

   Protective Swarm: A cloud of insects collects around the wizard, reducing
   damage that the wizard takes, minorly damaging any enemies that run into
   the wizard and giving some of that damage back to the wizard as life. A
   good all-around shield spell.

   Rating = ****: Protective swarm is nice (even though the buzzing can get
   annoying), and the necryl does damage.

 Level 3:

   At the third level is when the gods really start to differentiate from
 each other by having different creature types at different levels, as well as
 different types of spells. Most of the gods give you a slowing spell at this
 level. Slowing spells target one unit and slow or stop the movement of the
 target for a period of time, but can not target shielded wizards.

 A. Persephone: Brawler

   Troll (2 Souls): Brawler unit that regenerates even faster than other
   Persephone creatures, which helps keep down healing micro-management.

   Grasping Vines: Slowing spell that can only target ground units. Vines come
   up from the ground and hold the creature in place for a time proportional
   to the target's maximum hitpoints. Excellent for stopping a retreating
   creature, or keeping a wizard from collecting souls, or isolating a
   manahoar.

   Rating = *****: A low maintenance brawler combined with a good slow spell.
   Persephone just doesn't have anything to dislike at level three.

 B. James: Brawler

   Taurock (2 Souls): Brawler unit that is really slow, but powerful once it
   gets into combat. The taurock has an innate ability that causes its defense
   to go up as it's hitpoints go down, which helps them stay alive long enough
   for you to heal them.

   Soul Mole: Cast this spell on a blue soul and a boulder sticking half-way
   out of the ground retrieves it for you. Note that once the boulder reaches
   the soul, the body that the soul came from is destroyed, which means that
   the soul becomes blue for everyone. Note also that if you let the "mole"
   just come back to you, it will take the same round-trip time no matter how
   far you are from the target soul. What this means is that the "mole" will
   travel really slowly if you are close to the target, and really quickly if
   you are far away. Therefore, Soul Mole is only useful from far away. The
   "mole" also knocks over anything in its path (friend or foe), but does no
   damage. In my humble opinion, this spell is not as useful as the slowing
   spells.

   Rating = **: The fact that taurocks are so slow limits their utility, but
   they are hardy.

 C. Stratos: Sniper

   Squall (2 Souls): Sniper unit that shoots a blast of air at opponents,
   knocking them back and doing damage. Not a bad unit, but I don't like
   squalls as much as the other snipers (probably just because they are all
   higher level).

   Freeze: Freeze is a slowing spell that creates a block of ice around the
   target, incapacitating it for a period of time proportional to its maximum
   hitpoints or until the unit is attacked. Freeze also does a little damage
   to the target. The damage is a nice bonus, and freeze keeps the target from
   doing anything.

   Rating = *: Freeze is a far better spell than Soul Mole. However, squalls
   are the weakest sniper in the game and extremely slow.

 D. Pyro: Brawler

   Firefist (2 Souls): Firefists are Pyro's version of Trolls. Instead of the
   trolls' high regeneration, firefists' attack power goes up as their
   hitpoints go down. Can help, but the taurocks' ability is more useful.

   Rings of Fire: Creating shrinking flame rings around the target, Rings of
   Fire is a slowing spell that slows the unit and does damage over time for
   the length of the spell. What did you expect from Pyro, a non-damage spell?

   Rating = ****: Pyro's third level is similar to Persephone's, but I think
   that Grasping Vines is more useful than Rings of Fire.

 E. Charnel: Bomber

   Blight (2 Souls): The blight is a giant, rotting, undead vulture that is a
   bomber unit. Weaker and cheaper than the other bombers, blights have a
   special ability called "Blight Mites" that flings a bunch of insects at a
   target. A unit covered in Blight Mites is slowed and lowers the unit's
   defense.

   Slime: A slowing spell, slime slows down a unit (both movement and attack
   speed), and lowers the target's defense. Slime lasts an amount of time
   proportional to the target's maximum hitpoints.

   Rating = ***: Taking a cheap bomber might make early manalith hit-and-runs
   useful to distract the enemy, plus slime is great and causes wizards to
   cast incredibly slowly.

 Level 4:

   Soul costs for creatures differ between gods on spell levels four through
 six. Generally, though, the creatures are fairly balanced, with the cheaper
 creatures being a little bit weaker (of course you can afford more, though).
 Also, spells of this level or higher (known exceptions noted below) generally
 make your wizard stand still while casting.

 A. Persephone: Sniper

   Gnome (2 Souls): Sniper unit that carries a gun which makes their shots hit
   instantly.

   Rainbow: This is a great healing spell, that heals five of your units. You
   target the first unit and then the rainbow bounces to four others. Rainbow
   is really cheap and has very low cooldown time, and can easily turn the
   tide in a battle. This spell does not require stationary casting. I usually
   don't take more than one of the three specialty healing spells: scarabs,
   Rainbow, Animate Dead, and Healing Aura.

   Rating = ****: Great spell in Rainbow, but nothing special about gnomes.

 B. James: Artillery

   Flummox (3 Souls): This lumbering unit, lobs boulders at enemies from afar.
   when the boulders hit, they create a shockwave that knocks down nearby
   units. Annoying as hell when arrayed against you, but I don't like this
   artillery unit as much as the others.

   Erupt: The targeted ground swells up and pops, like a pimple, tossing
   units around. Erupt has a nice area of effect and is good for softening up
   a charging army or killing off some retreating units (the units take damage
   when they land).

   Rating = *: The flummox is very inaccurate, slow, and doesn't do area
   damage. Erupt, on the other hand, is a versatile spell for damaging or
   slowing an opposing force.

 C. Stratos: Brawler

   Storm Giant (2 Souls): Storm Giants are brawler units with the "Call
   Lightning" special ability. Storm Giants have an innate ability that causes
   them to take less damage from lightning attacks than normal, and for a
   decent amount of time after the lightning hits a storm giant, the storm
   giant becomes stronger and shoots lightning off of himself at units close
   by. Call Lightning causes a lightning bolt from the sky to strike the storm
   giant, which triggers its innate ability.

   Chain Lightning: Shoots lightning at an enemy, the lightning shoots to the
   nearest enemy within range each time, hitting up to five targets. Chain
   Lightning is a great spell for killing flyers or just hurting a bunch of
   units.

   Rating = *****: Storm giants are probably the best brawler because of their
   lightning-related abilities, which give them some real crowd control. Chain
   Lightning is also a great way to soften up (or destroy) enemy armies.

 D. Pyro: Sniper

   Pyromaniac (2 Souls): Pyromaniacs look like evil gnomes, and shoot rockets
   at enemies. The rockets do a large amount of damage over a short period of
   time.

   Dragonfire: A dragon made out of fire flies at the target and then goes
   after two more enemies if there are any in range. The dragon can
   realistically hit more than three enemies, by flying through other units on
   the way to their target. Dragonfire is great for taking out flyers or
   dealing damage. If you find yourself the target of a Dragonfire, remember
   not to run away from it as it will do more damage while flying through you.
   Instead run towards the dragon, so it burns you for less time.

   Rating = ***: Pyromaniacs do tons of damage when they hit, and Dragonfire
   is useful for damage, but not usually as damaging as Chain-Lightning.

 E. Charnel: Brawler

   Netherfiend (2 Souls): Brawler unit with the special ability "Devour" which
   allows Netherfiends to eat blue souls. For each soul devoured, the fiend
   gains maximum hitpoints and a permanent defense bonus. Keep in mind that
   each soul gives diminishing returns (each consecutive soul gives less of a
   bonus) and that these souls never come back. I'm not sure if a resurrected
   creature that has eaten souls keeps the bonuses (anyone know?). Make sure
   to heal these between battles since they don't regenerate.

   Animate Dead: With Animate Dead, you target a blue soul from a dead body
   (it can't be used on gibbed souls) and within a couple seconds the unit is
   revived with full health and mana. This spell costs about the same mana as
   a manahoar, which is to say almost none, and is ready to use again once a
   casting is complete. Great spell, the only annoying part is regrouping the
   animated creatures. Bring back any soul cost creatures instantly for almost
   no mana and no time! This spell does not require stationary casting. I
   usually don't take more than one of the three specialty healing spells:
   scarabs, Rainbow, Animate Dead, and Healing Aura.

   Rating = **: I think the only reason I rated Charnel at two stars for this
   level is because I dislike netherfiends so much. Fortunately, if you use
   Animate Dead wisely, the netherfiends weaknesses can be overlooked.

 Level 5:

   All of the gods except for Charnel get their bomber unit at this stage
 (Charnel got his at level three), so if you want a bomber and didn't take the
 blight, now is the time to pick one. The spells of this level are all
 offensive spells.

 A. Persephone: Bomber

   Gremlin (3 Souls): The gremlin is Persephone's bomber unit. "Web Pull" is
   the gremlin's special ability. When Web Pull is used, the gremlin shoots a
   a spider web around the target with a cord attached to the gremlin. The
   gremlin then pulls in the unit and attacks it. After one attack from the
   gremlin, the unit is free, but usually in the air. Web Pull is good for
   getting wizards, manahoars, and retreating units.

   Rain of Frogs: A cloud appears over the target area and frogs rain down
   from the sky. The frogs hop towards the nearest unit, friend or foe, and
   latch on. For each frog on a unit, the unit is slowed. After a little bit
   of time, latched on frogs explode for minor damage. This spell can really
   screw with an army's strategies, as units are seriously slowed and damaged.
   Persephone enemies will use Rain of Frogs any chance they get.

   Rating = *: In my book, Rain of Frogs just isn't useful enough. If the
   enemy micro-manages healing well, the army will just be slowed.

 B. James: Bomber

   Ikarus (3 Souls): The ikarus is James' bomber, and has "Sticky Bomb" for
   its special ability. Sticky Bomb throws glue at an area, seriously slowing
   whatever enemy units get hit for a while.

   Halo of Earth: This spell causes multiple rocks to rise from the ground and
   hover above the wizard's head. Whenever an enemy gets within range, a rock
   flies after it and does about the same damage as a Rock spell. Once one
   hits, if the unit is still in range, another rock will fly after it. I love
   using this spell to kill things by turning it on and just running into a
   group of enemies. This spell can also be used to deal damage to manaliths
   if you run into the corner of one.

   Rating = ****: Halo of Earth is awesome, much better than Soul Wind,
   Explosion, and Rain of Frogs.

 C. Stratos: Bomber

   Seraph (3 Souls): The seraph has the special ability "Cage Pull", which is
   just like the Web Pull of the Gremlin. Use this bomber just like a gremlin.

   Soul Wind: With Soul Wind, you target a blue soul (like with Soul Mole) and
   a mini-tornado goes and grabs it and brings it back to you. While on the
   way to and from the soul, the whirlwind shoots one lightning bolt at each
   enemy within range, which knocks down the enemy and deals some damage. For
   further discussion of speed, making the soul blue to everyone, etc., see
   the Soul Mole description.

   Rating = ***: I like Soul Wind just for the fact that it knocks enemies
   down.

 D. Pyro: Bomber

   Pyrodactyl (3 Souls): The bomber of Pyro, Pyrodactyls have "Viscous Oil"
   for a special ability. Viscous Oil lobs a glob of oil at the enemy. If the
   oil hits, the enemy is blinded and loses its current orders (which is very
   nice) and if any fire-based attack hits the oiled creature within the oil's
   duration (good length) then the creature is ignited and takes damage over
   time.

   Explosion: Five tiny balls of fire around the target grow to a large size
   and then explode, dealing damage to and flinging nearby units away or into
   the air.

   Rating = **: Explosion is very much like erupt, except more damaging.

 E. Charnel: Sniper

   Deadeye (2 Souls): An undead gnome, the deadeye shoots poison needles at
   enemies at long range. If the needle hits, the target takes damage,
   has decreased ranged accuracy, loses mana, and can't regenerate mana or
   life, all during the poison time. I love these guys, but remember that they
   need extra damage-dealing backup.

   Demonic Rift: When cast, a portal to a demonic realm opens up underneath
   the wizard and pink demons shoot at any enemy units within range for a
   short period of time. Once a demon has locked on, there's no escaping it,
   and a unit can only be targeted once per rift. Say good-bye to massive
   amounts of cheap units, there's one demon for everyone!

   Rating = *****: The deadeye is, I believe, the best two soul sniper, with
   huge range. Demonic Rift is a great damage spell. What else needs to be
   said?

 Level 6:

   Each god except for James gets his/her artillery creature at this level
 (James gets his sniper). Most gods get a wall spell at this level, which cuts
 off an avenue of retreat or keeps the enemy from getting into an area. The
 computer will almost never run units through wall spells.

 A. Persephone: Artillery

   Mutant (3 Souls): This artillery unit chucks exploding hunks of itself at
   the enemy that do area damage, and when a mutant dies, it heals all allies
   near it. I believe that mutants have the longest range in the game, and
   their ability can come in useful. Great damage potential.

   Healing Aura: Target a friendly unit and a glowing aura will surround them
   that continuously heals the unit and all nearby allies for the duration of
   the spell (pretty long). I usually cast this on myself, or melee front-
   runners. Good if you need healing power. I usually don't take more than one
   of the three specialty healing spells: scarabs, Rainbow, Animate Dead, and
   Healing Aura.

   Rating = **: I don't find mutants' innate ability that useful.

 B. James: Sniper

   Boulderdash (4 Souls): James' sniper is expensive, but worth it! The
   boulderdash is probably my favorite unit in the whole game. It shoots a
   a rock that splits into three rocks (two going off at 45 degree angles)
   about two-thirds of the way to the target. Each rock does great damage,
   and if all three hit, then it's almost a guaranteed kill against any
   creature with less than 5 souls. Boulderdash's, like any James unit,
   are slow.

   Wall of Spikes: Spikes shoot up in a line perpendicular to the direction
   wizard is facing. The spike wall is centered on the targeted location. If
   any unit goes into the spikes, friend or foe, a spike will impale the unit.
   Being impaled this way causes damage and knocks the unit down.

   Rating = *****: As mentioned above, the boulderdash is my favorite unit,
   and Wall of Spikes is a good wall spell.

 C. Stratos: Artillery

   Flurry (4 Souls): The flurry is an artillery unit that throws giant
   snowflakes at enemies. When these snowflakes hit something, they create an
   imploding sphere that sucks in units and deals small splash damage (a
   direct hit causes better damage). Most units affected by the implosion will
   be pulled towards the center, in the air, and will be knocked down.
   Multiple flurries can keep an army from making much movement.

   Frozen Ground: When cast, Frozen Ground fires a ball of snow at the target.
   The snowball creates a large circle of ice on the ground upon impact,
   freezing any units in that area (just like the freeze spell). Any units
   walking on the ice after the initial creation will not be frozen. However,
   after a little while the ice explodes damaging any units on it. Although
   this spell doesn't create a wall, I still classify it as a wall spell,
   since the computer tends to avoid the circle of ice created. Useful against
   concentrated groups of enemies.

   Rating = *: Flurries just don't have the damage potential of the other
   artillery units of this level. Frozen Ground is also much harder to use
   effectively than the other wall spells.

 D. Pyro: Artillery

   Bombard (4 Souls): Bombards hurl exploding fireballs, and do the most pure
   damage of any artillery unit. When the fireballs hit, they do damage to
   everything in the area over a small amount of time. Massive damage
   potential.

   Firewall: A wall of fire spreads perpendicular to the direction the wizard
   is facing, centered on the target. Any units going through the wall, friend
   or foe, catch on fire and take damage.

   Rating = ***: Damage, damage, and more damage!

 E. Charnel: Artillery

   Abomination (3 Souls): An undead mutant, these artillery through bloody
   chunks of their rotting selves at enemies. These chunks leave a trail of
   blood when they are flying through the air and anything the blood lands on
   takes minor damage. The projectiles also explode on contact. Great damage
   potential.

   Wailing Wall: A wall of wailing souls spreads perpendicular to the
   direction the wizard is facing, centered on the target. Any units going
   through the wall, friend or foe, get a huge amount (almost always all) of
   their mana drained. This wall lasts much longer than the other wall spells,
   which makes it very useful (unless against a human opponent who doesn't
   care about losing all his/her mana).

   Rating = ****: I prefer Wailing Wall over Firewall because of the longer
   duration.

 Level 7:

   Most gods get a rain spell here (like Persephone's Rain of Frogs from level
 five), which are good for damaging areas or keeping enemies from moving
 through an area. Also note that these rain spells' projectiles will aim for
 any units or buildings in their target zone. The heavy-hitters of James and
 Persephone are similar melee units. Pyro and Charnel have ranged heavy-
 hitters that are similar. Stratos has a melee heavy-hitter.

 A. Persephone: Heavy-Hitter

   Ent (4 Souls): A large quadruped that looks kind-of like a spider, the ent
   is Persephone's heavy-hitter. Perhaps the best thing about the ent is its
   special ability, called "Protector". Protector puts a Life Shield (see
   Druid and Shrike) around the ent and every friendly creature nearby. Lowers
   enemy damage by a large amount.

   Vinewall: A wall of vines sprouts from the ground perpendicular to the
   direction the wizard is facing, centered on the target. Any enemies walking
   into the Vinewall will be grabbed by vines, just like the Grasping Vines
   spell. This is the only wall spell that has friend or foe differentiation.

   Rating = **: Vinewall is not that great a spell for seventh level, since if
   you put up a wall, you usually don't want to go to the other side of it.
   Protector more than makes up for Vinewall, though.

 B. James: Heavy-Hitter

   Jabberocky (4 Souls): These creatures have a similar model to the ent, but
   more elephant-like, with the head and trunk of an elephant. The Jabberocky
   is really slow, so if you're going somewhere you can't teleport to, plan
   accordingly. "Quake" is the Jaberrocky's special ability, which creates a
   shockwave around them, damaging enemies and knocking them down. Quake has a
   fairly long animation, so make sure it is worth it at the time.

   Bombardment: For this rain spell, huge boulders fly out of the ground from
   all around the wizard for a long time, flying very high, then crashing down
   on the area. The boulders knock the ground down a bit if they don't hit a
   unit or building. An original bug with bombardment is one of the many, many
   reasons to get the latest patch. Originally, the boulders could hit your
   flying creatures on the way up.

   Rating = *: Jaberrockies and Bombardment are good, the competition just
   edged James out.

 C. Stratos: Heavy-Hitter

   Yeti (4 Souls): Sharing a similar model to the netherfiend, yetis are
   Stratos' heavy-hitter. Unlike the other heavy-hitters, yetis have no
   special abilities, instead having a couple innate abilities. First, they
   have the same innate ability as the storm giant (see Storm Giant) regarding
   getting hit with lightning. Second, when the yeti attacks, there is around
   a fifty percent chance that the target will be frozen (just like the freeze
   spell), as well as taking the regular massive damage.

   Fence: A late wall spell, this spell causes little bubbles to float above
   the ground in a line perpendicular to the direction the wizard is facing,
   centered on the target. These bubbles shoot lightning between each other
   periodically, and if any unit gets to close, they will get zapped by
   electricity for good damage.

   Rating = *****: Yeti's are amazing melee units which aren't abhorrently
   slow, like the jaberrocky or (to a lesser extent) ent.

 D. Pyro: Heavy-Hitter

   Warmonger (4 Souls): Prancing about on tentacle-like legs, warmongers carry
   shoulder-mounted machine guns with a fuse. At short to medium range, these
   guns mow down enemy units. "Firewalk" is the warmonger's special ability.
   Firewalk allows the warmonger to teleport to the target destination, which
   takes very little time (their progress is shown by a line of fire moving
   along the ground). Firewalk is good for retreating and getting to ranged
   units. Since the warmonger is a ranged unit, do not leave them open to
   large amounts of damage without healing.

   Rain of Fire: Another rain spell, rain of fire creates a cloud above the
   target area that rains down fireballs on the area. Note that these
   fireballs do a small area of damage. There are cinders in the air after
   this spell.

   Rating = ****: Warmonger's can chew up enemies fast, even though they die
   fast if any get through.

 E. Charnel: Heavy-Hitter

   Styx (4 Souls): Like the warmongers, the styx sport a fused gun on their
   shoulders. The gun of the styx shoots an exploding projectile that leaves
   a trail in the air. The range is about the same short to medium range as a
   warmonger, but the explosion does area damage. Styx have a special ability
   called "Rend Soul" that targets a blue souls and shoots it, causing the
   soul to explode. This soul explosion deals massive damage to anything in an
   area around it, and the soul is gone forever. The more souls in the group
   (2-Soul creature, etc.) the bigger the area and the greater the damage. If
   you can explode one in the middle of a battle in the middle of the enemy, I
   applaud you ("golf clap? golf clap" -Men at Work).

   Plague: A rain spell that drops plague-ridden blood, which causes damage
   over time.

   Rating = ***: Rend Soul is only slightly harder to use than Firewalk, which
   is why Charnel falls below Pyro for this level.

 Level 8:
   At the eighth level, each god gives his/her two ultimate spells. The first
 spell is generally not as good as the second, and the second spell always
 costs more mana and has a longer cooldown time. All of these spells are
 awesome (or awe-inspiring if you prefer).

 A. Persephone

   Charm: Target an enemy creature within a short range and hearts will fly
   out and around the creature. Soon the creature will just become yours,
   forever, even its soul(s) when it dies. 5-Soul creature anyone? Charm never
   misses, but if the creature dies before it becomes yours, then Charm
   fizzles.

   MeanStalks: Four gigantic vines grow out of the ground and proceed to bend
   over, impale, and then fling way up into the air any unit within range.
   Each unit can only be impaled once per MeanStalks. These stalks last for a
   while, so you can use them as you would a rain spell, but don't squander
   them! Remember not to get to close to these, or you could be racking up a
   lot of frequent flyer miles (although the views are nice).

   Rating = *****: I couldn't decide between the spells, they are all so cool!

 B. James

   Bovine Intervention: A humongous cow (not a bull) flies out of the ground
   way up into the sky, and then does a swan dive onto the targeted creature.
   This diving cow never misses, and causes a shockwave when it hits the
   ground, knocking down nearby units. The targeted creature is always gibbed
   as well, meaning that the body is destroyed and the souls are blue to
   everyone.

   Bore: A boulder just like the "mole" from Soul Mole spirals outward from
   the targeted ground, leaving a black line in its wake. About a ring inwards
   from the mole the ground starts falling away until it makes it all the way
   out to where the mole stopped. A short while after the ground have finished
   falling, it will reappear from the inside at roughly the same speed. Any
   units on ground that is falling away will die and their souls will be just
   like flying units shot down over empty space. Flying units will not fall
   unless killed. Wizards who fall will appear at their altar, and will not be
   killed even if they are being desecrated. Buildings and ground around and
   under them will not be affected. This is a large area, people, about the
   size of an altar.

   Rating = *****: I couldn't decide between the spells, they are all so cool!

 C. Stratos

   Cloudkill: Close to a rain spell, Cloudkill creates a little cloud that
   shoots lightning at all within range for a lot of damage. Units and
   buildings can be hit multiple times from the same Cloudkill. If you target
   a building or the ground, the cloud will remain stationary. If you target a
   unit, the cloud will slowly follow that unit. Cloudkill seems to recharge
   faster than the other spells of this level. My favorite strategy for this
   spell is to target the enemy wizard (who usually won't die) so the cloud
   follows him and his army.

   Tornado: A huge tornado comes down from the heavens and whirls all units
   that get close to it around its edges in an upward spiral. The tornado
   moves, so units can fall out before the spell is over. Units take a good
   amount of damage when they hit the ground, and can fly over edges. This
   spell makes a great stall tactic to keep an enemy army out of your hair for
   a while when you are attacking their buildings or building an army of your
   own. It always rains during this spell.

   Rating = *****: I couldn't decide between the spells, they are all so cool!

 D. Pyro

   Blind Rage: Target a unit, and a red hand will seek it out and explode in
   concentric red circles when it reaches the target. Anything within the
   outermost circle (except for wizards) becomes berserked and attacks the
   nearest unit (friend or foe) with hand-to-hand attacks. This can seriously
   cripple an army as it tears itself to shreds. Blind Rage is also the only
   way to see many ranged and flying unit's melee attacks. Berserked manahoars
   have no attack, but don't listen to orders.

   Volcano: Easily the most destructive spell in the game, Volcano creates a
   volcano that makes the ground swell until it explodes. The volcano then
   proceeds to spew a huge stream of lava into the air (beautiful graphics if
   you look at the sky) for about a minute. Anything in or near that stream
   takes huge amounts of damage and will be lucky to get out alive. Fireballs
   also fly out of the stream of lava, firing in a very large radius and
   targeting any unit or building. Understandably, there are cinders in the
   air after this spell.

   Rating = *****: I couldn't decide between the spells, they are all so cool!

 E. Charnel

   Intestinal Vaporization: This Charnel spell causes a pulsing mass of
   intestines to fly at the targeted creature. Once the mass reaches its
   target, little intestines orbit the creature as it grows more and more
   bloated until it explodes, leaving behind only blue souls for everyone. The
   creature is gibbed, and unlike Bovine Intervention, it is easy to see which
   creature is the target for both you and the enemy.

   Death: You summon Death, a large cloaked figure with bloody blades for
   hands. Death will go for the nearest creature and kill them with one swipe
   no matter how much health the creature has. Death lasts for a large number
   of killed creatures (not sure how many) or a long amount of time, whichever
   comes first. Make sure Death doesn't turn on you. A good way to take care
   of Death headed your way is to churn out manahoars for it to kill until it
   disappears.
</pre><pre id="faqspan-2">
   Rating = *****: I couldn't decide between the spells, they are all so cool!

 Level 9:
   The final level of the spellbook contains a titan, the powerful five-souled
 creatures.

 A. Persephone: Titan

   Dragon (5 Souls): Persephone's titan is the only one that attacks hand-to-
   hand. The dragon flies and does huge amounts of damage. The dragon has an
   innate ability that casts Grasping Vines on units it hits, which is very
   nice. "Breath of Life" is the dragon's special ability, which is identical
   to the Animate Dead spell, except for the animation. Unfortunately the
   dragons are so large that if you have more than one dragon attacking the
   same unit, they will get in each other’s way, but one is all you need
   anyway.

   Rating = **: The fact that dragons don't do well in groups is all that
   drops them to two stars. Think of dragons as super bombers and wizard
   killers.

 B. James: Titan

   Rhinok (5 Souls): The rhinok is the only titan that doesn't fly. Rhinoks
   have a slightly weaker version of the "Halo of Earth" spell, since its
   attack can not hit flyers. To attack the rhinok jabs his tail or third leg
   into the ground and a bunch of spikes jabbing up through the ground go
   towards the target and then 'explode' into a ring of spikes shooting
   through the ground going outward to a large radius. If you've every played
   Starcraft: Brood Wars, it's a lot like the lurker attack. A great unit that
   will kill off ground units in droves and is very hardy, but needs some help
   against many flyers or buildings.

   Rating = ****: There is no better way to decimate a ground army than
   rhinoks. Rhinoks' proficiency at this one purpose makes me overlook their
   shortcomings in other areas.

 C. Stratos: Titan

   Silverback (5 Souls): Silverbacks are giant silverback gorillas with wings.
   "Run Away" (see Frost Wolf and Flame Minion ) is the special ability of
   these flying apes, and they share the innate ability of the storm giant and
   yeti (see Storm Giant and Yeti). When attacking, silverbacks shoot out a
   stream of frosty air that damages and freezes the target (just like the
   Freeze spell). By attacking the same unit over and over, Silverbacks can
   keep that unit from doing anything until it dies.

   Rating = ***: The freezing ability of the silverbacks can really turn the
   tide against other titans, and it doesn't hurt that they eat lightning.

 D. Pyro: Titan

   Phoenix (5 Souls): A gigantic, hovering, insect-like unit that never
   lands is Pyro's titan unit. The phoenix fires a beam similar to that of the
   tickferno that does a lot of damage and drains mana very quickly at medium
   range. The phoenix also has an innate fire shield ability (just like the
   Fireform spell) that activates when something tries to attack it in melee.

   Rating = *****: The ability to hit from medium range, take out mana, and
   work well in groups puts the phoenix at the top of my titans list.

 E. Charnel: Titan

   Hellmouth (5 Souls): Hellmouths are huge winged demons that fire what look
   like lost souls at their victims. These souls orbit their victim for a
   while, if the hellmouth doesn't miss (most of the time they hit) dealing
   damage and draining mana. Hellmouths also have the "Devour" special ability
   (see Netherfiend), but gain a proportionately bigger bonus than the
   netherfiend. Hellmouths do not make good manalith and guardian destroyers,
   as their damage over time doesn't work as well as immediate damage because
   of manaliths' fast regeneration rate.

   Rating = *: Hellmouths are great creatures, but their weak special ability
   and inability to take out buildings puts them at the bottom of my titan
   list.

V. Thanks

 Michelle - for everything
 Adrian - for proofreading and tips
 www.gamefaqs.com - for providing a great place for gaming info