Age of Wonders: Battle Tactics FAQ 1.7
Started: 05/06/01
Copyright 2001 by AverMan
Email: AverMan62@Hotmail.com

| Warning |
Anyone may reproduce this FAQ electronically, but don't sell it for money. If
you want to use this FAQ for your website you must ask my permission, email me
at AverMan62@Hotmail.com, and you must not modify it in any way and do it with
this the Warning in it. Also specify that you want to use the Age of Wonders:
Battle Tactics FAQ in your email. I can't stress this enough, PLEASE keep my
FAQ updated.  If you do use it and I find out, trust me I WILL, you'll be in
some serious legal trouble!!! Thanks to all who cooperate. ^^

Age of Wonders is a trademark of Triumph Studios

| Intro |
This FAQ shows a list of the good and bad features of the races in Age of
Wonders. I did this by giving an overall description of the race then the pros
and cons. Then I listed their units and gave a list their pros and cons. I went
in depth on the units level three and up because that's where the races shine.
I mentioned some strategies you can use in and out of Combat Mode. The special
units are also listed here like the dragons and the elementals. On top of all
that I have the special traits of all of the units in the game.

But why make a FAQ on Age of Wonders: Battle Tactics? I feel that this game
deserves it. After all it is the best turn-based strategy game that was ever
released. Well it's the best turn-based I've ever played. ^^ Plus, I would like
to share my knowledge of Age of Wonders units and battling strategies. I hope
some people might become inspired by my walkthrough and, hopefully, make other
FAQS about Age of Wonders.

Well now that we got that cleared up, lets begin.

||| Updates |||

| 6/19/01 |
- Added the "Special Units Guide"
- Minor changes to the whole FAQ
Comments: Now that the Race Guide is finished, I will now be working on the
"Spell Guide". I would have had it done and posted earlier but I had a little
problem over the weekend.

| 6/24/01 |
- Added the "Spell Guide" section

| 6/26/01 |
- Added the "Battling Tips" section
- Added "Unit Stats"
- Fixed many, many errors
- Other changes to the FAQ
Comments: Many errors make Averman look bad. Anyway, I added the "Unit Stats"
section and the Battling Tips section. The Unit Stats section tells everything
about statistics. Battling Tips section has tips on battles. If anyone wants to
submit any battling tips, please email me at Averman62@Hotmail.com. The overall
game play FAQ is coming along just fine. It should be done soon.

| 7/06/01 |
- Added in-depth stats for Highmen & Orcs
- Added more battle tips
- Updated Unit Stats section
- Updated Special Units section
Comments: A big thanks to SnaPnTaP for providing me with the in-depth stats.
There are more to come so keep checking.

| 8/03/01 |
- Updated Warning
- Updated Dark Elves & Goblin Stats
Comments: Sorry for the delay but here are the Dark Elf and Goblin stats. I
started work on the special trait FAQ and I will be posting it soon. I will
also be adding a list of places that you can find my FAQ at. The next few
updated will be big ones.

| 8/10/01 |
- Updated Intro
- Updated Special Traits
- The List
Comments: As I was doing "The List" section, I noticed my of the sites aren't
keeping my FAQ updated. Yes that is bad and yes I am very upset!! If you want
to find up-to-date versions of this FAQ got to Gamefaqs.com or Neoseeker.com.
Anyway, I'm going get it straightened out but I would like to announce that
someone finnaly submited a tip!! Thanks Shorty3788 for submiting your tip and I
hope more people decide to do the same. Please submit more tips!!

| 9/08/01 |
- Updated Lizardmen, Special Units & Azracs stats
Comments: Sorry for the delay but here are three more stats.

||| Table of Contents |||

|| Race Guide ||
1. Race - Elves
2. Race - Halfings
3. Race - Dwarves
4. Race - Highmen
5. Race - Humans
6. Race - Azracs - Recently Updated
7. Race - Lizardmen - Recently Updated
8. Race - Frostlings
9. Race - Dark Elves
10. Race - Goblins
11. Race - Orcs
12. Race - Undead
13. Special Units - Recently Updated

|| Spell Guide ||
1. Sphere - Life
2. Sphere - Death
3. Sphere - Earth
4. Sphere - Air
5. Sphere - Fire
6. Sphere - Water
7. Cosmos Magic
8. Secret Magic

|| Unit Stats ||
|| Special Traits ||
|| Battling Tips || - Recently Updated
|| Thanks, The List & The Warning ||

Note: When you see a "..." by any unit is means it is a standard unit and is
basically the same throughout all of the other races. Or it means that I can't
find anything wrong with this unit. This mostly applies to level one units but
there are few exceptions.
Priestly abilities apply for priests. This is a broad description of the common
abilities a priest may have. Examples: Dispel Magic 1, Turn Undead 1, Healing

||| 1. Race - Elves |||

Overall: Elves are best in hand-to-hand combat and archery. Their archers can
do more damage than many of the other races and their level one swordsmen have
higher attack. Unfortunately they are a little weaker in defense than most of
the other races. When leading the race of elves into battle, you must plan your
moves carefully because it could mean the difference between winning and
losing. It is also advised that you ally with another race, which makes up for
the Elves low defense like the Dwarves.
Pros: Their level one units have a higher attack then most other races,
movement bonuses when walking through forests, archers are stronger than most
other races, and many of their units have magic abilities.
Cons: Very weak on defense.

| Level One Units |

Swordsman
Pros: High attack
Cons: Frail
Nymph
Pros: Seduce ability
Cons: Frail
Archer
Pros: Marksmanship 1 ability
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail

| Level Two Units |

Scout
Pros: Lots of movement points, high attack, Vision 1 ability
Cons: Low defense
Cleric
Pros: Priestly abilities
Cons: ...
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail

| Level Three Units |

Fairy
Pros: Magic strike, flyer, concealment, lots of movement points
Cons: Takes a while to produce
Unicorn
Pros: Healing, high attack
Cons: Takes a while to produce
Ranger
Pros: Lots of different abilities
Cons: Takes a while to produce, weak

| Level Four Unit |

Nature Elemental
Pros: Lots of abilities and immunities
Cons: Costly, really long time to produce

||| 2. Race - Halflings |||

Overall: Halflings are an aren't the best race but they do have their ups.
Halfling's level 1 swordsmen have the parry ability, which let's them dodge the
first attack done to them. Due to their low cost you can have an army of
Halflings in no time. Where the Halflings lack in strength, they make up in
ranged or magical attacks.
Pros: Many of the units have ranged attacks, cheap units, and the leprechaun is
one of the most powerful units in the game.
Cons: None really, they are the most well rounded among all of the other races.


| Level One Units |

Slinger
Pros: Can throw rocks
Cons: You can only throw so far
Pony Rider
Pros: High hit points, attack, and movement
Cons: Low defense
Swordsman
Pros: ...
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail

| Level Two Units |

Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
Cleric
Pros: Priestly abilities
Cons: ...
Satyr
Pros: Charm, bard skills, and high resistance
Cons: ...

| Level Three Units |

Rogue
Pros: Throw stones, climbs walls, concealment
Cons: Takes a while to produce, not very strong
Centaur
Pros: Archery and lots of movement points
Cons: Takes a while to produce, frail
Eagle Rider
Pros: Great scout and a flyer
Cons: Takes a while to produce, very weak

| Level Four Unit |

Leprechaun
Pros: High defense and tons of abilities
Cons: Costly, really long time to produce

||| 3. Race - Dwarves |||

Overall: The Dwarves use machines and such to win their battles. Most of their
humanoid units are good for close-quarter combat, travel through mountains, and
have poison protection. As for their machines, the Bombardier is very useful
during castle sieges and the Balloon can get slower units from place to place
faster. With careful planning, Dwarves can dominate the underground and the
surface.
Pros: Units are perfect fighters, units can get around quickly if planned
correctly, and have high Hits
Cons: Units a little more expensive because of their protections

| Level One Units |

Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
Berserker
Pros: Round Attack ability
Cons: Frail
Axeman
Pros: ...
Cons: ...
Archer
Pros: Ranged attacker
Cons: ...

| Level Two Units |

Boar Rider
Pros: High attack
Cons: Kinda Frail
Bombardier
Pros: Can damage walls from far away
Cons: Frail
Cleric
Pros: Priestly abilities
Cons: ...
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail

| Level Three Units |

Balloon
Pros: Flyer, gets units around
Cons: Takes a while to produce, can't attack
Mole
Pros: Good for underground and can damage walls
Cons: Takes a while to produce
Giant
Pros: High damage and ranged attack
Cons: Takes a while to produce

| Level Four Unit |

Dwarf Firstborn
Pros: Many immunities and lots of hit points
Cons: Costly, really long time to produce

||| 4. Race - HighMen |||

Overall: In combat, the Highmen rely mostly on their super natural abilities
and their effectiveness against the evil races. Highmen are most effective
against their archrivals, the Undead. With their healing abilities, holy
protection, true seeing, and flying units Highmen are extremely powerful
especially if you have your leader use the magic spheres of life. With all
these advantages could the Highmen be the perfect race?
Pros: Holy protection, lots of different abilities and protections, and very
effective against undead
Cons: Some of the units are kind of expensive

| Level One Units |

Spirit Puppet
Attack:     4   Walking         Cold Immunity
Defense:    2   Lightning Imu.   Poison Immun.
Damage:     2   Death Immun.    Holy Immunity
Resistance: 4   Magic Strike    Strike
Hits:       4   Magic Protection
Moves:     30
Pros: Many immunities
Cons: Low hit points

Archer
Attack:     3     Walking     Archery
Defense:    2     True Seeing Holy Protection
Damage:     1
Resistance: 4
Hits:       5
Moves:     30
Pros: Low cost
Cons: Low damage

Swordsman
Attack:     4   Walking     Strike
Defense:    2   True Seeing
Damage:     3
Resistance: 4
Hits:       5
Moves:      30
Pros: Low cost
Cons: ...

Battering Ram
Attack:     1   Walking     Poison Immun.
Defense:    2   Fearless    Cold Protection
Damage:     1   Wall Crushing
Resistance: 3
Hits:       10
Moves:      20
Pros: Can knock down walls
Cons: Can't attack, frail

| Level Two Units |

Saint
Attack:     3   Walking      Holy Strike
Defense:    2   Magic Strike Strike
Damage:     2   Turn Undead II  True Seeing
Resistance: 5   Healing      Dispel Magic II
Hits:       5   Holy Protection Holy Bolts
Moves:      30  Charm
Pros: Many useful abilities
Cons: Can only heal once, kind of expensive

Paladin
Attack:     5   Walking Strike
Defense:    3   Turn Undead I   True Seeing
Damage:     3   Healing Holy Protection
Resistance: 5   Charge
Hits:       8
Moves:      40
Pros: Healing ability
Cons: Kinda frail

Ballista
Attack:     1   Walking Poison Immunity
Defense:    2   Shoot Javelin   Fearless
Damage:     1   Cold Protection
Resistance: 3
Hits:       7
Moves:      20
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail

Catapult
Attack:     1   Walking         Poison Immunity
Defense:    2   Hurl Boulder    Fearless
Damage:     1   Cold Protection
Resistance: 3
Hits:       8
Moves:      20
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail

| Level Three Units |

Avenger
Attack:     5   Walking         Swimming
Defense:    4   Forestry        Cave Crawling
Damage:     4   Mountaineering  Death Immunity
Resistance: 7   Holy Immunity   Holy Strike
Hits:       7   Magic Strike    Strike
Moves:      32
Pros: Lot and lots of abilities and very, VERY useful
Cons: Takes a while to produce

Valkyrie
Attack:     7        Flying         Holy Immunity
Defense:    4        Holy Strike    Strike
Damage:     3        Vision II      Fearless
Resistance: 5        Charge
Hits:       8
Moves:      36
Pros: High attack and a flyer
Cons: Low damage and takes a while to produce

Titan
Attack:     6        Walking       Fire Immunity
Defense:    5        Strike        Holy Protection
Damage:     6        Round Attack  First Strike
Resistance: 5
Hits:       15
Moves:      36
Pros: High hit points and damage
Cons: Takes a while to produce

| Level Four Unit |

Astra
Attack:     7      Flying         Holy Immunity
Defense:    4      Fire Strike    Strike
Damage:     6      True Seeing    Healing
Resistance: 8      Dispel Magic I Vision II
Hits:       20     Fearless       Fire Protection
Moves:      36
Pros: Flyer, ranged attacker and has high hit points
Cons: Costly, really long time to produce, low defense

||| 5. Race - Human |||

Overall: Humans are the "vanilla ice cream" of all of the races. None of their
humanoid units have any immunities or protections and they don't have as many
abilities. But don't count out the humans, though. Humans may have average
swordsman, clerics, and cavalry but as you move up to level 3, you start to see
where the humans shine. The Charlatan and the Musketeer are good for ranged
attacks, the Cavalier is a fast and good all around, and the Air Galley is a
flyer that can carry units. The Cavalier is the best unit that the Humans have
to offer so, when possible, have as many of these as possible in your army.
Pros: Units provide new tactics to use
Cons: Not as many abilities and protections

| Level One Units |

Pikeman
Pros: Good level one unit, first strike
Cons: ...
Swordsman
Pros: ...
Cons: ...
Archer
Pros: Ranged attacker
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail

| Level Two Units |

Priest
Pros: Priestly abilities
Cons: Can only heal once
Medium Calvary
Pros: Average unit
Cons: Can't move far
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail

| Level Three Units |

Musketeer
Pros: Excellent ranged attacker
Cons: Frail, takes a while to produce
Charlton
Pros: Has a few useful abilities, ranged attacker
Cons: Takes a while to produce
Calvary
Pros: Strong, fast, the best human unit
Cons: Takes a while to produce

| Level Four Unit |

Air Galley
Pros: Very powerful, flyer, ranged attacker
Cons: Really expensive, really long time to produce


||| 6. Race - Azracs |||

Overall: Azracs are a neutral race of desert people who look much like humans.
Since they live in deserts, Azracs get protection from heat and fire. Azracs
can easily dominate early into the game by using the Elephant unit. It can
crush walls and attack which makes it better than any battering ram. Azracs
don't believe much in armor, which makes them extremely venerable. So
defensively they are weak but on offense the are stronger than most races. Most
of their units beyond level two have long ranged attacks, so use this to your
advantage. Plus the Yaka Avatar, their most powerful unit, can take control of
other units making them part of your own army. Get a few Yaka Avatars out,
supported by the ranged abilities of the Djinn and the Beholder, you should be
able to dominate most of the battles you engage.
Pros: Fire Protection, can dominate early into the game, high attack points
Cons: Most units have low defense

| Level One Units |

Scorpion
Attack:      3 Walking Poison Immunity
Defense:     3 Poison Strike Strike
Damage:      3 Fire Protection
Resistance:  2
Hits:        5
Moves:       24
Pros: Poisonous
Cons: Good all around

Azrac Swordsman
Attack:     5 Walking Strike
Defense:    1 Fire Protection
Damage:     3
Resistance: 3
Hits:       5
Moves:      26
Pros: High attack
Cons: Very frail

Azrac Archer
Attack:     3 Walking Archery
Defense:    1 Fire Protection
Damage:     1
Resistance: 3
Hits:       5
Moves:      26
Pros: Ranged attacker
Cons: Very frail

Elephant
Attack:     3 Walking Strike
Defense:    3 Wall Crushing
Damage:     3
Resistance: 3
Hits:       9
Moves:      30
Pros: Can knock down walls
Cons: Costly

| Level Two Units |

Azrac Priest
Attack:     3 Walking Fire Immunity
Defense:    1 Magic Strike Strike
Damage:     2 Turn Undead I Healing
Resistance: 4 Dispel Magic I Magic Bolts
Hits:       5
Moves:      26
Pros: Priestly abilities
Cons: Frail

Azrac Rider
Attack:     5 Walking Strike
Defense:    3 Fire Protection Charge
Damage:     3
Resistance: 3
Hits:       8
Moves:      40
Pros: High movement points
Cons: ...

Ballista
Attack:     1   Walking Poison Immunity
Defense:    2   Shoot Javelin   Fearless
Damage:     1   Cold Protection
Resistance: 3
Hits:       7
Moves:      20
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail

Catapult
Attack:     1   Walking         Poison Immunity
Defense:    2   Hurl Boulder    Fearless
Damage:     1   Cold Protection
Resistance: 3
Hits:       8
Moves:      20
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail

| Level Three Units |

Sand Worm
Attack:     4  Walking Cave Crawling
Defense:    3  Fire Strike Strike
Damage:     5  Tunneling Fire Protection
Resistance: 4  Desert Concealment
Hits:       12
Moves:      26
Pros: Tunneling, Desert Concealment
Cons: Takes a while to produce

Djinn
Attack:     5 Magic Strike Strike
Defense:    4 Floating Magic Bolts
Damage:     4
Resistance: 6
Hits:       10
Moves:      32
Pros: Flyer, ranged attacker
Cons: Takes a while to produce

Beholder
Attack:     5  Strike Night Vision
Defense:    3  True Seeing Cause Fear
Damage:     3  Doom Gaze Floating
Resistance: 6  Vision I
Hits:       15
Moves:      24
Pros: Ranged attacker
Cons: Slow, takes a while to produce

| Level Four Unit |

Yaka Avatar
Attack:     8  Walking Fire Immunity
Defense:    5  Magic Strike Strike
Damage:     6  Dominate Vision II
Resistance: 8  Fearless Magic Bolts
Hits:       20
Moves:      32
Pros: Dominate ability, ranged attacker
Cons: Costly, really long time to produce

||| 7. Race - Lizardmen |||

Overall: Lizardmen are the neutral reptilian race of Age of Wonders. They are
the only race that can swim giving them a key advantage on the World Map. With
this in mind, you should use all out attacks on opponents using the water as an
escape route or to bring in more units to overwhelm your opponent. Another
advantage the Lizards have stronger ballista and catapults that can also travel
on the water. Their level three units are very standard. The Lurker is a good
surprise attacker, Salamander is an good fighter unit, and the Green Wyvern is
an excellent scout. The most expensive unit in the game, the Basilisk, has
allot of attack and defense but falls a little short on the special abilities.
Pros: Can travel on the water, stronger siege weapons
Cons: Costly level 4 unit, Low magic resistance, not allot of ranged attacker


| Level One Units |

Giant Slug
Attack:     3 Walking Cave Crawling
Defense:    1 Poison Strike Strike
Damage:     3 Venomous Spit Poison Protection
Resistance: 2
Hits:       5
Moves:      20
Pros: Ranged attacker
Cons: Low defense

Lizardmen Swordsman
Attack:     4 Walking Swimming
Defense:    2 Strike
Damage:     3
Resistance: 2
Hits:       5
Moves:      26
Pros: Can walk on water
Cons: ...

Lizard Archer
Attack:     3 Walking Swimming
Defense:    2 Archery
Damage:     2
Resistance: 2
Hits:       5
Moves:      26
Pros: Ranged attacker
Cons: ...

Battering Ram
Attack:     1   Walking     Poison Immun.
Defense:    2   Fearless    Cold Protection
Damage:     1   Wall Crushing
Resistance: 3
Hits:       10
Moves:      20
Pros: Can knock down walls
Cons: Can't attack, frail

| Level Two Units |

Shaman
Lizard Shaman
Attack:     3  Walking Swimming
Defense:    2  Magic Strike Strike
Damage:     2  Turn Undead I Healing
Resistance: 3  Dispel Magic I Poison Protection
Hits:       5  Magic Bolts
Moves:      26
Pros: Healing ability, Turn Undead 1, Dispel Magic 1
Cons: Can only heal once

Lizardmen Frog Rider
Attack:     5  Walking Swimming
Defense:    3  Strike Charge
Damage:     3
Resistance: 2
Hits:       7
Moves:      32
Pros: Lots of movement points
Cons: ...

Turtle Ballista
Attack:     6  Walking Swimming
Defense:    3  Shoot Javelin
Damage:     5
Resistance: 3
Hits:       7
Moves:      20
Pros: Good defense/offense
Cons: Slow

Turtle Catapult
Attack:     5 Walking Swimming
Defense:    3 Hurl Boulder
Damage:     8
Resistance: 3
Hits:       8
Moves:      20
Pros: Can break walls, good defense/offense
Cons: Slow

| Level Three Units |

Lurker
Attack:     5  Walking Swimming
Defense:    3  Poison Strike Strike
Damage:     6  Poison Protection Water Concealment
Resistance: 3
Hits:       10
Moves:      24
Pros: Water concealment
Cons: Takes a while to produce, kind of slow

Salamander
Attack:     7  Walking Fire Immunity
Defense:    4  Fire Strike Strike
Damage:     4  Parry
Resistance: 5
Hits:       10
Moves:      26
Pros: High attack, parry
Cons: Takes a while to produce, can't walk on water

Green Wyvern
Attack:     4  Flying Poison Immunity
Defense:    4  Poison Strike Strike
Damage:     5  Vision II Fearless
Resistance: 6
Hits:       12
Moves:      36
Pros: Flyer, Vision 2
Cons: Takes a while to produce

| Level Four Unit |

Basilisk
Attack:     7  Walking Swimming
Defense:    6  Poison Immunity Strike
Damage:     5  Night Vision True Seeing
Resistance: 5  Doom Gaze Fearless
Hits:       22
Moves:      36
Pros: High attack, defense, and movement
Cons: Really costly, takes long time to produce

||| 8. Race - Frostling |||

Overall: This race of neutral nomads has a wide variety of units, which allow
for a different type of play. Since they live in the northern parts of the Age
of Wonders realm, all of their units have cold protection. With their diverse
units traveling through different areas is no problem. The Wolf Rider can
travel easily through forests, the Yeti unit can travel through mountains plus
it's a good fighter unit with the ability to crush walls. The Frost Queen can
travel anywhere as well as the flying Nordic Glow and, the ever powerful, Ice
Drake.
Pros: Frostlings provide lots of diverse units for allot of different tactics
Cons: ???

| Level One Units |

Archer
Pros: Ranged attacker
Cons: ...
Dire Penguin
Pros: High attack, swimmer
Cons: Low defense
Swordsman
Pros: Standard unit
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail

| Level Two Units |

Wolf Rider
Pros: Forestry
Cons: ...
Shaman
Pros: Turn Undead 1, Dispel Magic 1, and Healing
Cons: Healing can only be used once
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail

| Level Three Units |

Yeti
Pros: Wall crushing, can travel on mountains
Cons: Takes a while to produce
Frost Queen
Pros: Snow Concealment, can travel on water
Cons: Takes a while to produce, frail
Nordic Glow
Pros: Flyer, many immunities
Cons: Takes a while to produce

| Level Four Unit |

Ice Drake
Pros: It's a dragon
Cons: Costly, really long time to produce

||| 9. Race - Dark Elves |||

Overall: The evil race of Dark Elves is one of the most interesting races to
play as. Due to their preference of living in the dark, they all have the
ability to see in the dark plus most of their units have higher resistance
points. Their level one and two units are almost similar to the elves. Some
exceptions are that the priests now shoot lighting and the Nymph is replaced
with the Lady of Pain. The level 3 units are a lot more powerful though. The
Spider Queen is a stronger version of a Lady of Pain, the Executioner is a very
fast and deadly, and the Shadow is a stealthy fighter. The most powerful unit,
the Incarnate, can posses any unit accept Leaders.
Pros: Archers are stronger than most other races, high resistance, and stealthy
units
Cons: ???

| Level One Units |

Lady of Pain
Attack:     4 Walking Strike
Defense:    1 Seduce
Damage:     2
Resistance: 2
Hits:       5
Moves:      26
Pros: Seduce ability
Cons: Frail

Swordsman
Attack:     4  Walking Strike
Defense:    2  Night Vision
Damage:     2
Resistance: 5
Hits:       5
Moves:      26
Pros: Night Vision
Cons: ...

Archer
Attack:     3 Walking Archery
Defense:    2 Marksmanship I Night Vision
Damage:     1
Resistance: 5
Hits:       5
Moves:      26
Pros: Ranged attacker, Night Vision
Cons: ...

Battering Ram
Attack:     1   Walking     Poison Immun.
Defense:    2   Fearless    Cold Protection
Damage:     1   Wall Crushing
Resistance: 3
Hits:       10
Moves:      20
Pros: Can knock down walls
Cons: Can't attack, frail

| Level Two Units |

Storm Priest
Attack:     3  Walking Magic Strike
Defense:    2  Strike Turn Undead I
Damage:     2  Night Vision Healing
Resistance: 6  Dispel Magic I Lightning Protection
Hits:       5  Lightning Bolts
Moves:      26
Pros: Many priestly abilities, Lightning Protection
Cons: Cost a little more

Rider
Attack:     5 Walking Strike
Defense:    3 Night Vision Charge
Damage:     2
Resistance: 5
Hits:       7
Moves:      36
Pros: Night Vision
Cons: Low damage

Ballista
Attack:     1   Walking Poison Immunity
Defense:    2   Shoot Javelin   Fearless
Damage:     1   Cold Protection
Resistance: 3
Hits:       7
Moves:      20
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail

Catapult
Attack:     1   Walking         Poison Immunity
Defense:    2   Hurl Boulder    Fearless
Damage:     1   Cold Protection
Resistance: 3
Hits:       8
Moves:      20
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail

| Level Three Units |

Spider Queen
Attack:     4  Walking Cave Crawling
Defense:    3  Poison Immunity Poison Strike
Damage:     4  Strike Web
Resistance: 6  Seduce Wall Climbing
Hits:       8  Night Vision Magic Bolts
Moves:      36
Pros: Many abilities
Cons: Takes a while to produce, kind of frail

Executioner
Attack:     7  Walking Strike
Defense:    5  Night Vision Trail of Darkness
Damage:     4  Fearless Charge
Resistance: 6  Life Stealing
Hits:       10
Moves:      36
Pros: Lot's of abilities, lots of movement points
Cons: Takes a while to produce, cost a little more

Shadow
Attack:     5  Walking Cold Immunity
Defense:    4  Poison Immunity Death Immunity
Damage:     4  Strike Night Vision
Resistance: 5  Cause Fear Pass Wall
Hits:       7  Fearless Concealment
Moves:      26
Pros: Pass through walls, many immunities
Cons: Takes a while to produce

| Level Four Unit |

Incarnate
Attack:     2  Fire Immunity Cold Immunity
Defense:    5  Lightning Immunity Poison Immunity
Damage:     1  Death Immunity Physical Immunity
Resistance: 5  Magic Strike Strike
Hits:       10 Floating Possess
Moves:      36
Pros: Can posses units, many immunities
Cons: Costly, really long time to produce, weak attack

||| 10. Race - Goblins |||

Overall: The evil goblins aren't known for strength but for their ability to
attack in large numbers. This can be possible by their incredible low cost. Due
to their underground living they all have night vision, cave crawling, and
poison protection. It is best to attack by luring your opponents to you instead
of head on attacks. This is because the Goblins are not real good fighters but
they are excellent in exploring underground areas. It is best to ally the
Goblins with the Orcs or Dark Elves to make up for this flaw.
Pros: Good underground traits, low cost
Cons: Some frail units

| Level One Units |

Spearman
Attack:     4  Walking  Cave Crawling
Defense:    2  Strike  Night Vision
Damage:     2  First Strike Poison Protection
Resistance: 2
Hits:       4
Moves:      24
Pros: ...
Cons: ...

Darter
Attack:     4   Walking Cave Crawling
Defense:    2   Night Vision Poison Darts
Damage:     1   Poison Protection
Resistance: 2
Hits:       4
Moves:      24
Pros: Ranged attacker
Cons: ...

Bomber
Attack:     3  Walking Cave Crawling
Defense:    1  Night Vision Self Destruct
Damage:     2  Poison Protection
Resistance: 2
Hits:       4
Moves:      24
Pros: Can damage walls
Cons: Extremely frail

Battering Ram
Attack:     1   Walking     Poison Immun.
Defense:    2   Fearless    Cold Protection
Damage:     1   Wall Crushing
Resistance: 3
Hits:       10
Moves:      20
Pros: Can knock down walls
Cons: Can't attack, frail

| Level Two Units |

Wolf Rider
Attack:     5  Walking Forestry
Defense:    3  Strike Night Vision
Damage:     3  Charge Poison Protection
Resistance: 2
Hits:       7
Moves:      32
Pros: Forestry
Cons: ...

Shaman
Attack:     3   Walking Cave Crawling
Defense:    2   Poison Immunity Magic Strike
Damage:     2   Strike Turn Undead I
Resistance: 3   Night Vision Healing
Hits:       4   Dispel Magic I Magic Bolts
Moves:      24
Pros: Priestly abilities
Cons: ...

Ballista
Attack:     1   Walking Poison Immunity
Defense:    2   Shoot Javelin   Fearless
Damage:     1   Cold Protection
Resistance: 3
Hits:       7
Moves:      20
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail

Catapult
Attack:     1   Walking         Poison Immunity
Defense:    2   Hurl Boulder    Fearless
Damage:     1   Cold Protection
Resistance: 3
Hits:       8
Moves:      20
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail

| Level Three Units |

Wyvern Rider
Attack:     5  Flying Poison Strike
Defense:    2  Strike Night Vision
Damage:     4  Vision II Poison Protection
Resistance: 2  Charge
Hits:       8
Moves:      32
Pros: Vision 2, flyer
Cons: Takes a while to produce, frail

Big Beetle
Attack:     5 Walking Cave Crawling
Defense:    3 Poison Strike Strike
Damage:     4 Night Vision Tunneling
Resistance: 4 Poison Immunity Wall Crushing
Hits:       13
Moves:      40
Pros: Can damage walls
Cons: Takes a while to produce

Troll
Attack:     6 Walking Strike
Defense:    3 Night Vision Regeneration
Damage:     7
Resistance: 4
Hits:       12
Moves:      28
Pros: Regeneration
Cons: Takes a while to produce

| Level Four Unit |

Karagh
Attack:     7  Walking Cave Crawling
Defense:    4  Strike Night Vision
Damage:     8  Cause Fear Charge
Resistance: 7  Poison Prot. Fearless
Hits        21
Moves       44
Pros: Extremely powerful, fast
Cons: Costly, really long time to produce

||| 11. Race - Orcs |||

Overall: Orcs are the strongest of all of the races. Their fighting units have
higher damage points than other races. These natural born fighters don't use
many ranged attacks and prefer melee combat. The Swordsman, Heavy Calvary, and
the Warlord are examples of this. Their enhance version of a ballista, the
Shredder Bolt, is very powerful ranged attack. Not to mention the powerful Red
Dragon. Once you get a few of these out, you are sure to dominate.
Pros: The Red Dragon, high attack and damage
Cons: Slow units

| Level One Units |

Kolob
Attack:      4        Walking             Cave Crawling
Defense:     2        Poison Immunity     Poison Strike
Damage:      2        Strike              Night Vision
Resistance:  3
Hits:        4
Moves:       24
Pros: Poison Strike
Cons: A little slow

Archer
Attack:      3         Walking   Archery
Defense:     2
Damage:      1
Resistance:  3
Hits:        5
Moves:       26
Pros: Ranged attacker
Cons: ...

Swordsman
Attack:       4        Walking    Strike
Defense:      2
Damage:       4
Resistance:   3
Hits:         5
Moves:        26
Pros: High damage points
Cons: ...

Battering Ram
Attack:      1         Walking            Poison Immunity
Defense:     2         Fearless           Cold Protection
Damage:      1         Wall Crushing
Resistance:  3
Hits:        10
Moves:       20
Pros: Can knock down walls
Cons: Can't attack, frail

| Level Two Units |

Shaman
Attack:      3        Walking          Magic Strike
Defense:     2        Strike           Turn Undead I
Damage:      2        Night Vision     Healing
Resistance:  4        Dispel Magic I   Magic Bolts
Hits:        5
Moves:       26
Pros: Priestly powers
Cons: ...

Heavy Cavalry
Attack:      5        Walking          Strike
Defense:     3        Charge
Damage:      4
Resistance:  3
Hits:        8
Moves:       32
Pros: High damage points
Cons: ...

Shredder Bolt
Attack:      1      Walking          Poison Immunity
Defense:     2      Shoot Black Javelin     Fearless
Damage:      1      Cold Protection
Resistance:  3
Hits:        7
Moves:       20
Pros: Black Javelins are devastating, Poison Immunity and Cold Protection
Cons: Slow and frail

Catapult
Attack:      1        Walking            Poison Immunity
Defense:     2        Hurl Boulder       Fearless
Damage:      1        Cold Protection
Resistance:  3
Hits:        8
Moves:       20
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail

| Level Three Units |

Doom Bat
Attack:      4        Flying             Poison Strike
Defense:     3        Strike             Night Vision
Damage:      4        Cause Fear         Poison Protection
Resistance:  3        Underground Concealment
Hits:        7
Moves:       28
Pros: Flyer, underground concealment
Cons: Takes a while to produce

Assassin
Attack:      5        Walking             Poison Strike
Defense:     3        Marksmanship I      Strike
Damage:      3        Wall Climbing       Poison Darts
Resistance:  3        Concealment
Hits:        7
Moves:       28
Pros: Wall climbing, ranged attacker
Cons: Takes a while to produce

Warlord
Attack:      7        Walking            Strike
Defense:     6        Round Attack
Damage:      6
Resistance:  5
Hits:        14
Moves:       26
Pros: Very powerful
Cons: Takes a while to produce, slow

| Level Four Unit |

Red Dragon
Attack:      6        Strike               Flying
Defense:     7        Fire Immunity        Dragon
Damage:      5        Vision II            Fearless
Resistance:  8        Fire Breath
Hits:        18
Moves:       32
Pros: It's a dragon
Cons: Costly, really long time to produce

||| 12. Race - Undead |||

Overall: The pure evil units of the Undead, despite their low defense, are very
powerful.  Undead are known for their many resistances and their ability to
regenerate a little portion of their health. The Hell Hound is an extremely
useful unit plus it doesn't cost much. At level two, you notice the powerful
Doom Priest, which can control other units. At level 3 and 4 is where the
undead most powerful units are. The Bone Horror is excellent for castle sieges,
the Wraith is almost invincible, and the Demon can do lots of damage. The most
feared unit in the whole game is the Undead Reaper. This unit can kill units
with its ability named Invoke Death.
Pros: Undead Reaper, many immunities, regeneration
Cons: Low defense

| Level One Units |

Hell Hound
Pros: High movement, excellent level one unit
Cons: ...
Swordsman
Pros: Many immunities
Cons: Low defense
Archer
Pros: Ranged attacker, many immunities
Cons: Low defense
Bone Ram
Pros: Can knock down walls
Cons: Can't attack, frail

| Level Two Units |

Knight
Pros: Many immunities
Cons: ...
Doom Priest
Pros: Priestly abilities, Dominate, black bolts
Cons: Kinda costly
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Skull Thrower
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail

| Level Three Units |

Bone Horror
Pros: Many immunities, can break walls
Cons: Takes a while to produce
Wraith
Pros: Nearly invincible
Cons: Takes a while to produce, low defense
Demon
Pros: Flyer
Cons: Takes a while to produce

| Level Four Unit |

Undead Reaper
Pros: Very deadly
Cons: Costly, really long time to produce

||| 13 - Special Units |||
This is the special units guide. The special units are creatures that don't fit
in any race but can be found somewhere on the map.

| Humanoids |

These creatures can be found wandering the map or guarding something

Druid
Attack:     4   Entangle     Strike
Defense:    2   Lightning Bolts Dispel Magic I
Damage:     2   Healing      Lightning Protection
Resistance: 5   Magic Strike Poision Protection
Hits:       6   Forestry     Walking
Moves:      26
Pros: Priestly abilities, ranged attacker
Cons: Frail

Undead Mummy
Attack:     4   Cold Protection  Death Immunity
Defense:    1   Death Strike     Lightning Protection
Damage:     4   Poision Immunity Regeneration
Resistance: 5   Strike           Walking
Hits:       12
Moves:      24
Pros: Regeneration
Cons: Low defense

| Creatures |

These creatures can be found wandering the map or guarding something

Syron
Attack:     8   Strike Every Immunity
Defense:    6
Damage:     5
Resistance: 10
Hits:       28
Moves:      20
Pros: All of the immunities, very powerful
Cons: Unruly
How to Get: You can only summon this by using the Syron spell. This can be
taught to you in a wizard tower

Black Spider
Attack:     4   Strike  Web
Defense:    3   Poision Immunity
Damage:     3   Poision Strike Wall Climbing
Resistance: 4   Cave Crawling  Walking
Hits:       6
Moves:      28
Pros: Web ability
Cons: ...

Great Eagle
Attack:     4   Flying  Strike
Defense:    2   Vision II
Damage:     3
Resistance: 3
Hits:       7
Moves:      40
Pros: Excellent Scout
Cons: Frail

Wild Boar
Attack:     3   Charge  Strike
Defense:    3   Walking
Damage:     3
Resistance: 3
Hits:       5
Moves:      36
Pros: Very well rounded unit
Cons: ...

Giant Frog
Attack:     4  Strike  Swimming
Defense:    1  Walking
Damage:     3
Resistance: 2
Hits:       5
Moves:      28
Pros: Good water unit
Cons: Frail

Sea Serpent
Attack:     6  Strike Swimming
Defense:    3
Damage:     8
Resistance: 3
Hits:       40
Moves:      15
Pros: High attack, damage, movement
Cons: Kinda Frail

Mermaid
Attack:     3  Strike Swimming
Defense:    1
Damage:     2
Resistance: 6
Hits:       5
Moves:      26
Pros: High magic resistance
Cons: Low defense and attack

| Machines |

Drill
Attack:     2  Cold Protection  Fearless
Defense:    2  Poision Immunity Tunneling
Damage:     6  Walking Crushing Walking
Resistance: 3
Hits:       10
Moves:      20
Pros: Tunneling, can damage walls
Cons: Frail, slow

Builder
Attack:     1  Cold Protection  Fearless
Defense:    2  Construct        Poision Immunity
Damage:     1  Walking
Resistance: 3
Hits:       5
Moves:      20
Pros: Can rebuild or build structures
Cons: Frail

Flame Thrower
Attack:     1  Cold Protection  Fearless
Defense:    2  Poision Immunity Walking
Damage:     1  Flame Throwing
Resistance: 3
Hits:       20
Moves:      8
Pros: Does fire damage
Cons: Frail, slow

| Elementals |
These can be found at their element node or can be summoned

Air Elemental
Attack:     5  Cold/Fire/Physical/Poision Immunity
Defense:    2  Flying     Strike
Damage:     3  Vision II
Resistance: 3
Hits:       12
Moves:      32
Pros: Flyer
Cons: Frail

Earth Elementals
Attack:     6  Strike   Wall Crushing
Defense:    4  Fire/Lightning Protection
Damage:     8  Poison Immunity  Cave Crwaling
Resistance: 4  Mountainering     Tunneling
Hits:       20 Walking
Moves:      20
Pros: Can break walls, very good fighter unit
Cons: Slow

Fire Elemental
Attack:     6  Call Flames  Strike
Defense:    4  Fire Strike  Physical Protection
Damage:     5  Ignition  Lightning/Poison/Fire Immunitiy
Resistance: 8  Walking
Hits:       17
Moves:      28
Pros: High magic resistance, very dangerous
Cons: ...

Water Elemental
Attack:     6  Physical Protection  Strike
Defense:    3  Swimming   Walking
Damage:     4  Water Concealment
Resistance: 3
Hits:       14
Moves:      30
Pros: Water Concealment
Cons: Frail

| Dragons |
These dragons can only be summoned

Gold Dragon
Attack:     5   Divine Breath  Dragon
Defense:    7   Fearless       Fire Protection
Damage:     5   Flying         Holy Immunity
Resistance: 8   Strike         Vision II
Hits:       20
Moves:      32
Pros: Very powerful
Cons: Magic upkeep a little costly

Black Dragon
Attack:     6   Black Breath  Death Immunity
Defense:    5   Dragon        Fearless
Damage:     6   Flying        Poison Protection
Resistance: 8   Strike        Vision II
Hits:       20
Moves:      32
Pros: Very powerful
Cons: Magic upkeep a little costly

||| Spell Guide |||
This portion of the FAQ is dedicated to the spells.  It describes the pros and
cons of each spell of every sphere. Spells you choose are just as important as
the units you use in your party. It is also important to pick the spheres that
fit your leader. You can't have an Undead leader with four magic spheres of
life. Here are the spells. If you do choose four spheres of any magic, in order
to get level four spells, you need to research the level 1, 2, and 3 level
spells first. This also applies for the magic sphere cosmos. This is the
format:

Spell - Type of spell
Pros:
Cons:

||| 1. Sphere - Life |||
Overall: The sphere of life gives you the powers of creation. It allows you to
restore land and to restore fallen heroes. It mostly focuses on vanquishing
forces of evil with spells like Holy Champion, Turn Undead, and Crusade. In
combat Holy Bolt and Sacred Wrath are good offensive spells and High Prayer is
probably the best defensive spell in the game. The spell Tranquility can make
all races get along which is a good stalling tactic. Good aligned races are
best with this sphere but it really shines with the Highmen. This is a very
good sphere to use especially against anyone using the death sphere or if you
want to make peace and alliances on a map.

| Level 1 |
Bless - Unit Spell
Pros: Great defensive spell, defends against death magic
Cons: Costly
Remedy - Unit Spell
Pros: Heals units
Cons: Only heals so much
Rejuvenate - Global Spell
Pros: Turns land to grassland
Cons: Useless
Solar Flare - Combat
Pros: Good ranged attack
Cons: Only shoots so far

| Level 2 |
Holy Champion - Unit
Pros: Good against evil creatures
Cons: Only good against evil creatures
Holy Woods - Global
Pros: Good against evil creatures
Cons: Only lasts so long, only good against evil creatures
Turn Undead - Combat
Pros: Good against undead
Cons: Only good against undead
Recall Spirit - Combat
Pros: Summons units
Cons: Weak units, costly

| Level 3 |
High Prayer - Combat
Pros: Excellent spell
Cons: Costly but worth it
Sacred Wrath - Combat
Pros: Does lots of damage to every unit
Cons: Does lots of damage to every unit including your own
Resurrect Hero - Global
Pros: Brings back dead heroes
Cons: Sometimes heroes don't follow you
Tranquility - World
Pros: Improves race relations, makes everyone happy ^_^
Cons: ...

| Level 4 |
Crusade - World
Pros: Summons units to attack evil aligned-units
Cons: Long time to cast, only lasts three turns, units only attack at random, a
waste of magic
Divine Storm - Global
Pros: Powerful global attack, changes land to grassland
Cons: Long time to cast
Life Mastery - World
Pros: Incredibly powerful spell
Cons: Long time to cast, costly
Gold Dragon
Pros: Summons a Gold Dragon
Cons: Long time to cast, upkeep a little expensive

||| 2. Sphere - Death |||
Overall: This sphere of pure evil allows you to command undead and spread
disease and pestilence throughout the land. It is fun to watch the effects of
casting  Hatred and Death Mastery because you can watch relations' crumble and
watch good aligned races struggle. This sphere is mainly for Evil aligned races
especially the Undead. This is a very good sphere to use especially against
anyone using the life sphere or if you really want to wreak havoc on a map.

| Level 1 |
Dark Gift - City
Pros: Good Enchantment
Cons: ...
Summon Black Spider - Summon
Pros: Summons a Black Spider
Cons: Upkeep
Death Ray - Combat
Pros: Good ranged attack
Cons: Can only shoot so far
Disease Cloud - Combat
Pros: Can hit multiple units
Cons: Can also hit your units

| Level 2 |
Evil Champion - Unit
Pros: Good against good aligned creatures
Cons: Only good against good aligned creatures
Evil Woods - Global
Pros: Damages good creatures
Cons: Only lasts so long, an only damages good creature
Animate Dead - Combat
Pros: Brings dead skeleton warriors to the battle field
Cons: Skeletons are weak, costly
Terror - Combat
Pros: Weakens opponents units
Cons: Can also weaken your units

| Level 3 |
Animate Ruins - City
Pros: Rebuilds razed/looted cities, fills them with undead
Cons: Other units can do this
Pestilence - Global
Pros: Does damage to units on a global scale
Cons: Moves around at random
Mind Decay - Combat
Pros: Doesn't effect undead, kills target unit if successful
Cons: Can effect your units if they're to close
Animate Hero
Pros: Brings back dead heroes
Cons: Sometimes heroes don't follow you

| Level 4 |
Death Mastery - World
Pros: Very powerful, curses good units, other beneficial affects
Cons: Long time to cast, upkeep, costly
Death Storm - Global
Pros: Changes land to wasteland, powerful global attack
Cons: Long time to cast
Hatred - World
Pros: Destroys race relations, makes everyone angry >:(
Cons: Long time to cast
Summon Black Dragon
Pros: Summons a Black Dragon
Cons: Long time to cast

||| 3. Sphere - Earth |||
Overall: This sphere isn't known for its ability to do damage. Instead it
focuses on giving you the ability to enhance your abilities. Gold Rush, Free
Movement, and Enchant Roads are excellent examples. Although this sphere isn't
good on offense, it does better on defense. Entangle is one of the most useful
defensive spell in the game. This sphere is recommended if you want to play
defensively but with a little offensive option.

| Level 1 |
Stone Skin - Unit
Pros: Good defensive spell
Cons: Only increases defense
Great Boar - Summon
Pros: Summons a Great Boar
Cons: Upkeep
Entangle - Combat
Pros: Very useful spell
Cons: ...
Slow - Combat
Pros: Low cost, slows a unit
Cons: ...

| Level 2 |
Free Movement - Unit
Pros: Allows units to move on any terrain
Cons: ...
Gold Rush - City
Pros: Doubles city income
Cons: Upkeep
Poison Woods - Global
Pros: Damages good creatures
Cons: Only lasts so long
Stoning - Combat
Pros: Good ranged attack
Cons: Only goes so far

| Level 3 |
Concealment - Unit
Pros: Hides target unit
Cons: Cost, I don't see the real use
Enchant Roads - World
Pros: Movement costs are reduced by 1/3 on roads
Cons: Cost, upkeep
Level Terrain - Global
Pros: Destroys mountains
Cons: ...
Tremors - Combat
Pros: Does damage to all units
Cons: Does damage to all units

| Level 4 |
Earth Mastery - World
Pros: Gives all your units Stone Skin
Cons: Long time to cast, upkeep, cost
Earth Elemental - Summon
Pros: Summons a Earth Elemental
Cons: Long time to cast, the Earth Elemental is slow
Raise Terrain - Global
Pros: Creates mountains
Cons: Long time to cast, only lasts so long
Town Quake - City
Pros: Damages units/walls/buildings inside a town
Cons: Long time to cast

||| 4. Sphere - Air |||
Overall: This sphere gives you the ability to control wind. It allows you to
increase the speed of your units, blow units away, and to strike lightning at
your enemies. This sphere is mostly on the offensive. Most of the spells aren't
very powerful or useful but their are a few that shine. I don't really
recommend Air magic but having one sphere is all you'll really need.

| Level 1 |

Haste - Unit
Pros: Increases unit's movement
Cons: ...
Birds View - Global
Pros: Good for scouting
Cons: Doesn't work underground
Vaporize - Combat
Pros: Low cost
Cons: ...
Chain Lightning - Combat
Pros: Good ranged attack, hits multiple units
Cons: Only goes so far

| Level 2 |
Winds of Fury - Combat
Pros: Blows target unit around, lot of damage
Cons: Blows target unit around randomly
Great Eagle - Summon
Pros: Summons a Great Eagle, excellent scouts
Cons: Frail, costly, upkeep
Freeze Water - Global
Pros: Makes water travel easier
Cons: Only lasts so long
Cold Breath - Combat
Pros: Can do at wide range of damage
Cons: ...

| Level 3 |
Call Hero - Global
Pros: Summons a hero at random
Cons: Hero doesn't always follow you
Tornado - Global
Pros: Blows units around, damages units
Cons: Works on low-level units, only works on plains, costly
Shockwave - Combat
Pros: Does damage to area around the caster
Cons: Not very effective, not allot of range
Wind Walking - Unit
Pros: Gives a unit the ability to fly
Cons: Costly

| Level 4 |
Air Mastery - World
Pros: Favors your boats/flying creatures
Cons: Long time to cast, costly, kinda useless
Air Elemental - Summon
Pros: Summons an Air Elemental
Cons: Long time to cast, frail
Watcher - Global
Pros: Watches for invisible/concealed units in a given area
Cons: Long time to cast, kind of useless
Lightning Storm - Global
Pros: Damages units on a global scale
Cons: Long time to cast, doesn't have allot of range

||| 5. Sphere - Fire |||
Overall: This powerful sphere represents pure chaos. It is best used in combat
due to the fact that most of the spells increase offensive capabilities. The
spell Anarchy invokes chaos on cities causing them to rebel if the armies in
that city aren't strong enough. Cool huh! Other cool spells are Warmonger and
Sacrificial Flame. Pick this sphere if you like to go on a straight offensive
blowing your enemies to ashes.

| Level 1 |
Fury - Unit
Pros: Raises attack
Cons: Lowers defense
Fire Sprite - Summon
Pros: Summons a Fire Sprite
Cons: Upkeep, costly, kinda weak
Flame Arrow - Combat
Pros: Good ranged attack
Cons: Only goes so far
Call Flames - Combat
Pros: Does lots of damage
Cons: Only goes so far

| Level 2 |
Fire Halo - Unit
Pros: Gives you Fire Strike and Fire Immunity
Cons: No other enhancements
Cloud of Ashes - Global
Pros: Conceals units
Cons: Moves around at random, useless
Fire Breath - Combat
Pros: Can do at wide range of damage
Cons: ...
Swarm - Combat
Pros: Can do damage to many units
Cons: Can do damage to your units

| Level 3 |
Anarchy - City
Pros: Makes towns rebel ( YEAH! )
Cons: Not always effective
Fire Barrier - Global
Pros: Does damage to all who pass through it
Cons: Only lasts so long
Fire Ball - Combat
Pros: Can damage walls, good ranged attack
Cons: Only goes so far
Sacrificial Flame - Combat
Pros: Does lots of damage, lots of range
Cons: Sometimes does damage tot he caster

| Level 4 |

Fire Mastery - World
Pros: Causes chaos throughout the land
Cons: Long time to cast, upkeep, costly
Fire Elemental - Summon
Pros: Summons a Fire Elemental
Cons: Long time to cast, costly, upkeep
Warmonger - City
Pros: All units who get trained at the enchanted city get veteran experience
Cons: Long time to cast
Fire Storm - Global
Pros: Does lots of fire damage to an area
Cons: Long time to cast

||| 6. Sphere - Water |||
Overall: Last but not least, the sphere of water, deals with...uhh...water.
(Duh!) Most of the spells are closely tied with the life sphere. Healing Water
is a good example of this. Water also give you control over all the bodies of
water throughout the game. This could leave you with complete domination over
the maps with mostly water. This sphere is a must of anyone who decides to play
as the Lizards.

| Level 1 |
Summon Frog - Summon
Pros: Summons a Frog
Cons: Upkeep, kinda weak
Healing Water - Unit
Pros: Heals a unit completely
Cons: Costly
Ice Shards - Combat
Pros: Good ranged attack
Cons: Only goes so far
Ooze - Combat
Pros: Creates an area of mud which slows units
Cons: Not very useful cause some units can walk around it.

| Level 2 |
Water Walking - Unit
Pros: Allows unit to walk on water
Cons: No other benefits
Vortex - Global
Pros: Does damage to water units
Cons: ...
Geyser - Combat
Pros: A powerful attack
Cons: Only goes so far
Frost Beam - Combat
Pros: Does multiple damage to units, can freeze units
Cons: ...

| Level 3 |
Liquid Form - Unit
Pros: Reduces damage taken, allow you to swim
Cons: ...
Great Hail - Combat
Pros: Can damage walls, damage multiple units
Cons: ...
Healing Showers - Global
Pros: Heals units
Cons: ...
Fountain of Life - City
Pros: Heals units that enter the enchanted town
Cons: ...

| Level 4 |
Water Mastery - World
Pros: Halves the vision of opponents
Cons: Long time to cast, upkeep, not many other benefits
Flood - World
Pros: Can have monstrous effects on the world map
Cons: Can drown your units
Water Elemental - Summon
Pros: Summons a Water Elemental
Cons: Kinda frail, costly
Ice Storm
Pros: Changes land to ice, does lots of ice damage
Cons: Long time to cast

||| 7. Cosmos |||
This type of magic is available to all races in the game. As for the other
spheres, to gain more powerful Cosmos magic, you must research to get stronger
magic.

| Level 1 |
Enchant Weapon - Unit
Pros: Increases attack and damage
Cons: ...
Dispels Magic - Global
Pros: Removes an enchantment from any unit
Cons: Doesn't always work

| Level 2 |
Disjunction - Global
Pros: Removes opponents' global enchantment
Cons: Doesn't always work
Warp Party - Global
Pros: Teleports party anywhere on the map
Cons: Does this at random

| Level 3 |
Anti-Magic Shell - City
Pros: Protects from spells cast in/on the city
Cons: Costly
Town Gate - Global
Pros: Teleport you to any of you cities, very useful
Cons: ...

| Level 4 |
Power Leak - World
Pros: Cut magic power of all players in half
Cons: I think it effect you too
Spell Ward - World
Pros: Limits use of World Enchantments
Cons: You can't cast any either

||| 8. Secret |||
These few spells can only be found and taught at Wizard Towers throughout the
game.

| Level 1 |
Conceal Area - Global
Pros: Conceals an area from opponents
Cons: Only covers so much

| Level 2 |
Summon Mermaid - Summon
Pros: Summons a mermaid
Cons: ...
Cosmagic Surgery - Unit
Pros: Changes the face of any hero
Cons: Who needs it?

||| Unit Stats |||
This section describes the core stats that any unit has.

Level - Level tells you how skilled you are. With leaders and heroes, you get
10 points every level to distribute however you want. This maxes out at 30.
With regular units it's allot different. As units gain experience they get
promoted to veterans. You'll see this when you units have a gray or gold badge
on their picture.
Attack - Chance that the unit will damage a unit. Maxes out at 10.
Damage - Determine how much damage a unit will do after a successful attack.
This maxes out at 10.
Defense - Effects the chance of you being hit by a unit and the amount of
damage done to you if the attack is successful. Maxes out at 10.
Health - The amount of damage you can take before you die. This maxes out at
30.
Movement - Effects how far a unit can move on the Global/Combat. This maxes out
at 50.
Resistance - Measures how much a unit can resist poison, magic, and other
non-physical attacks. This maxes out at 10.

|| Special Traits ||
This section contains the special traits that any unit may have. These traits
effect how a unit acts on the global map and in combat. All of these are put in
alphabetical order for you viewing pleasure.

| Overall Traits |
These are the traits that didn't really fit in one of my categories.

Bard Skills - Gives a morale boost to every unit in your party.
Blessed - Gives the unit increased defense +1 and magic resistance +1.
Blood Lust - Increases the units attack +1 and damage +2, but minuses defense
by 1.
Cause Fear - Gives the unit the target unit the Panicked Handicap.
Charge - When attacking, increasing the Damage +2 of the units first melee
strike.
Cold Immunity - Renders the unit immune to cold-based attacks.
Cold Protection - Reduces the damage inflicted upon the unit by cold-based
attacks by 50%.
Concealment - Allows the unit to travel unseen.
Construct - Allows the unit to repair razed places, and build shipyards, roads
or towers.
Dark Gift - This enchantment gives a single unit death strike and +1 to damage.
Death Immunity - Renders the unit immune to death-based attacks.
Death Protection - Reduces the damage inflicted upon the unit by death-based
attacks by 50%.
Desert Concealment - Allows the unit to travel unseen in desert terrain.
Dispel Magic 1-4 - Dispels magical enchantments. Dispel Magic 1 is the weakest
and Dispel Magic 4 is the strongest.
Dragon - The unit is a creature of the race of Dragons.
Dragon Slaying - Enhanced attack ability against dragonkind.
Enchanted Weapon - Gives the target units melee strike with magical energy,
and adds additional attack +1 and damage +1 power.
Unholy Champion - Increases Attack +2 and Damage +2 against forces of good
alignment.
Extra Strike - Gives the unit an additional strike during melee combat.
Fearless - Renders the unit immune to fear-based attacks.
Fire Halo - Enchantment gives Fire Immunity and the ability to cross lava.
Fire Immunity - Renders the unit immune to fire-based attacks.
Fire Protection - Reduces the damage inflicted upon the unit by fire-based
attacks by 50%.
First Strike - When defending during melee, the unit will strike first.
Fury - Increases attack +2 power but reduces defense by 1.
Grass Concealment - Allows the unit to travel unseen in grassland terrain.
Healing - Restores 5 Hitpoints to the target unit but can only be used once a
day.
Holy Champion - Increases Attack +2 and Damage +2 against forces of evil
alignment.
Holy Immunity - Renders the unit immune to holy-based attacks.
Holy Protection - Reduces the damage inflicted upon the unit by holy-based
attacks by 50%.
Ignition - When angered by battle lets the unit set fire to the ground
underneath it as it moves.
Invisibility - Renders the unit impossible to see through normal means.
Leadership - Give all units in the party additional attack +1.
Life Stealing - Allows the unit to absorb 1 Hit point of damage inflicted
through each melee strike.
Lightning Immunity - Renders the unit immune to lightning-based attacks.
Lightning Protection - Reduces the damage inflicted upon the unit by
lightning-based attacks by 50%.
Liquid Form - Bestows upon the unit Swimming and Physical Protection.
Magic Immunity - Renders the unit immune to magic-based attacks.
Magic Protection - Reduces the damage inflicted upon the unit by magic-based
attacks by 50%.
Marksmanship 1-4 - Give the unit increased ability with ranged attacks.
Level 1 - Attack +1 /Damage +0
Level 2 - Attack +1 /Damage +1
Level 3 - Attack +2 /Damage +1
Level 4 - Attack +2 /Damage +2
Night Vision - Allows unit enhanced vision in dark place.
Parry - Reduces the Attack -2 power of an enemy's first strike against the
unit.
Pass Wall - This ability lets you pass through solid walls.
Path of Decay - Leave a trail of wasteland in the wake of the unit's passing.
Path of Frost - Leave a trail of frozen terrain in the wake of the unit's
passing.
Path of Life - Leave a trail of lush grassland in the wake of the units
passing.
Physical Immunity - Renders the unit immune to physical-based attacks.
Physical Protection - Reduces the damage inflicted upon the unit by
physical-based attacks by 50%.
Poison Immunity - Renders the unit immune to poison-based attacks.
Poison Protection - Reduces the damage inflicted upon the unit by poison-based
attacks by 50%.
Regeneration - Gives the unit an increased rate of healing.
Snow Concealment - Allows the unit to travel unseen in snow-covered terrain.
Spell Casting 1-5 - Allow the unit to cast spells at a certain level.
Level 1 - Adds 10 to Mana pool and cast level one spells
Level 2 - Adds 20 to Mana pool and cast up to level two spells
Level 3 - Adds 30 to Mana pool and cast up to level three spells
Level 4 - Adds 40 to Mana pool and cast up to level four spells
Level 5 - Adds 50 to Mana pool and cast up to level five spells
Steppe Concealment - Allows the unit to travel unseen in steppe terrain.
Stone Skin - Renders units skin tougher plus giving it stronger defense +2.
Summoned - Describes a unit that has been summoned and requires mana to
maintain.
Trail of Darkness - Leaves a trail of unexplored terrain among enemies in the
wake of the units passing. (I haven't seen this happen)
Transport - Allows the unit to carry several units across unfriendly terrain,
such as mountains or over water. The number of units it is capable of
transporting depends per unit.
True Seeing - The normal visual range of the unit is enhanced, allowing it to
see invisible and concealed units.
Underground Concealment - Allows the unit to travel unseen in underground
terrain.
Vision 1-4 - Gives the units an increased visual range.
Level 1 - +2 hexes
Level 2 - +4 hexes
Level 3 - +6 hexes
Level 4 - +8 hexes
Wall Climbing - Allows the unit to scale defensive walls.
Wasteland Concealment - Allows the unit to travel unseen in wasteland terrain.
Water Concealment - Allows the unit to travel unseen in water.

| Attack Powers |
These are the attack abilites that any unit may have.

Archery - Enables the unit to use bow and arrows for attacking medium-ranged
targets.
Range: Medium Damage Type: Physical
Attack: 4 Damage: 2 Repeat: 2

Black Bolts - Projects death magic at medium-ranged targets.
Range: Medium Damage Type: Physical
Attack: 6 Damage: 3 Repeat: 1

Black Breath - Delivers a blast of death over a short range.
Range: Short Damage Type: Death
Attack: 7 Damage: 5 Repeat: 1

Call Flames - Strikes a unit with flames.
Range: Medium Damage Type: Fire
Attack: 5 Damage: 4 Repeat: 1

Charm - Allows the unit to attempt to control another unit.
Range: Touch Damage Type: Special
Attack: 5 Damage: 0 Repeat: 1

Cold Breath - Blasts a short-ranged area with extreme cold.
Range: Short Damage Type: Cold
Attack: 7 Damage: 5 Repeat: 1

Cold Strike - Infuses melee strikes with cold energy.
Range: Melee Damage Type: Physical, Cold
Attack: Units Attack Damage: Units Damage Repeat: 2

Death Strike - Infuses melee strikes with death energy.
Range: Melee Damage Type: Physical, Death
Attack: Units Attack Damage: Units Damage Repeat: 2

Divine Breath - Releases a short-ranged blast of holy energy.
Range: Short Damage Type: Holy
Attack: 7 Damage: 5 Repeat: 1

Dominate - Allows the unit to force their will upon others.
Range: Touch Damage Type: Special
Attack: 6 Damage: 0 Repeat: 1

Doom Gaze - A long-range projection of death-based energy through the units
gaze.
Range: Long Damage Type: Death
Attack: 6 Damage: 5 Repeat: 1

Entangle - Tries to entangle opponent with vines.
Range: Tocuh Damage Type: Special
Attack: 7 Damage: 0 Repeat: 1

Enatangle Strike - Infuses melee strikes with the possibilty to entangle the
opponent.
Range: Melee Damage Type: Physical, Entangle
Attack: Units Attack Damage: Units Damage Repeat: 2

Fire Breath - Releases a short-ranged blast of fire.
Range: Short Damage Type: Fire
Attack: 7 Damage: 5 Repeat: 1

Fire Cannon - Blasts walls or units across long ranges with powerful munitions.
Range: Long Damage Type: Physical, Wall
Attack: 5 Damage: 8 Repeat: 1

Fire Musket - Fires a small highly forceful projectile at a unit across long
distances.
Range: Long Damage Type: Physical
Attack: 7 Damage: 5 Repeat: 1

Fire Strike - Infuses melee strikes with fire energy.
Range: Melee Damage Type: Physical, Fire
Attack: Units Attack Damage: Units Damage Repeat: 2

Flame Throwing - Sprays a shower of flames over a short range, delivering
intense fire damage.
Range: Short Damage Type: Fire
Attack: 4 Damage: 3 Repeat: 1

Frost Bolts - Launches a bolt of ice at a medium-ranged target.
Range: Medium Damage Type: Cold
Attack: 6 Damage: 3 Repeat: 1

Holy Bolts - Projects a bolt of Holy energy over medium range.
Range: Medium Damage Type: Holy
Attack: 6 Damage: 3 Repeat: 1

Holy Strike - Infuses melee strikes with holy energy.
Range: Melee Damage Type: Physical, Holy
Attack: Units Attack Damage: Units Damage Repeat: 2

Hurl Boulder - Launches a massive rock at a long-ranged wall or unit.
Range: Long Damage Type: Physical, Wall
Attack: 3 Damage: 7 Repeat: 1

Hurl Stone - Throws small stones at a medium-ranged target.
Range: Medium Damage Type: Physical
Attack: 3 Damage: 1 Repeat: 4

Invoke Death - Allows the unit to kill a target instantly with a successful
attack.
Range: Touch Damage Type: Death
Attack: 6 Damage: 0 Repeat: 1

Lightning Bolts - Strikes a tarket at medium-range with a bolt of lightning.
Range: Medium Damage Type: Lightning
Attack: 6 Damage: 3 Repeat: 1

Lightning Strike - Infuses melee strikes with lightning energy.
Range: Melee Damage Type: Physical, Lightning
Attack: Units Attack Damage: Units Damage Repeat: 2

Magic Bolts - Allows the unit to attack mid-ranged targets with a bolt of
magic.
Range: Medium Damage Type: Magic
Attack: 7 Damage: 3 Repeat: 1

Magic Strike - Infuses melee strikes with magic energy.
Range: Melee Damage Type: Physical, Magic
Attack: Units Attack Damage: Units Damage Repeat: 2

Poision Darts - Fires poisoned darts at mid-ranged targets.
Range: Medium Damage Type: Posion
Attack: 4 Damage: 1 Repeat: 3

Poision Strike - Infuses melee strikes with poison.
Range: Melee Damage Type: Physical, Poison
Attack: Units Attack Damage: Units Damage Repeat: 2

Posses - Allows the unit to enter a target, and take over thier body.
Range: Touch Damage Type: Special
Attack: 5 Damage: 0 Repeat: 1

Round Attack - Allows the unit to strike out at all around them.
Range: Melee Damage Type: Physical
Attack: Units Attack Damage: Units Damage Repeat: 2

Seduce - Lets the unit attempt to warmly entice a target to follow them.
Range: Touch Damage Type: Special
Attack: 4 Damage: 0 Repeat: 1

Self Destruct - Self-induced destuction of the unit, resulting in massive
damage to all nearby.
Range: Touch Damage Type: Fire, Wall
Attack: 7 Damage: 6 Repeat: 1

Shoot Black Javelin - Fires a long-ranged javelin tainted with death magic.
Range: Long Damage Type: Physical, Death
Attack: 5 Damage: 5 Repeat: 2

Shoot Javelin - Fires a javelin at long-ranged targets.
Range: Long Damage Type: Physical
Attack: 5 Damage: 5 Repeat: 2

Strike - Allows the unit to physically strike an enemy.
Range: Melee Damage Type: Physical
Attack: Units Attack Damage: Units Damage Repeat: 2

Turn Undead 1-4 - Inflicts powerful damage upon Undead targets.
Range: Touch Damage Type: Special
Attack: 3 + per level Damage: 3 + Turn Level Repeat: 1

Venomous Spit - Allows the unit to attack short-ranged targets with poisonous
projectiles.
Range: Short Damage Type: Posion
Attack: 5 Damage: 4 Repeat: 1

Wall Crushing - Enables a unit to crush walls.
Range: Tocuh Damage Type: Wall
Attack: 6 Damage: 6 Repeat: 1

Web - Allows the unit to trap their target in a thick, gooey wab that restricts
all movement.
Range: Touch Damage Type: Special
Attack: 4 Damage: 0 Repeat: 1

| Handicaps |
These are the handicaps that any unit may have. These effect a unit in a
negative way.

Animated - The unit has been animated.
Burning - At the begining of every turn of combat the burning unit may be
strike Attack 4 and Damage 1 by flames.
Charmed - The unit now happily follows the orders of another.
Cursed - Prevents the unit from healing normally.
Decay - Eats away at the unit from within, clouding their mind, and inflicting
1 point of Damage each turn until they die.
Dominated - The unit mindlessly obeys the orders of another.
Entangled - The unit is trapped in vines and cannot perform any actions.
Fear - The unit is paralyzed with fear.
Frozen - Unit is frozen and cannot perform actions.
Paniked - The unit is paralyzed with fear.
Poisioned - Poisoned units experience a decrease in all fundamental skills,
until cured. -1 to Attack, Defense, Resistance and Damage.
Posses - The unit is controlled from inside by a possessing unit.
Resurrected - The unit has been brought back from the dead.
Seduced - The unit is blinded by love, hearing only the orders of their
seducer.
Stunned - The unit is dazed, and cannot perform actions.
Turned - The undead unit has been " Turned ", and cannot perform actions.
Vetigo - Renders the unit less able to Attack by -2 and Defend by -2 for an
entire day.
Webbed - The unit is trapped in a Web, and cannot perform actions.


| Moving Abilities |
These are the abilites that a unit uses to move around the map.

Cave Crawling - Allows the unit less restricted movement through caverns.
Floating - Allows the unit to move across terrain on a cushion of air.
Flying - Allows the unit to fly over and across terrain.
Forestry - Allows the unit less restricted movement through forests.
Free Movement - Allows the unit to travel across mountains, caverns and
forests.
Haste - Allows the unit to travel at twice the normal speed.
Mountaineering - Enables the unit to travel over mountains.
Sailing - Allows movement upon the seas.
Swimming - Allows the unit to travel across water.
Tunneling - Allows the unit to burrow a passageway through subterranean earth.
Walking - Allows the unit to walk upon normal terrain.
Water Walking - Enables the unit to walk upon the surface of the water.
Wind Walking - Allows the unit to walk upon the wind, including walking over
obstacles.

||| Battling Tips |||
This section gives you tips on the do's and don'ts in overall battles, castle
sieges, and exploring caves or dungeons. If anyone has any tips that they want
to submit, please E-mail me at Averman62@Hotmail.com. Don't worry, I'm forever
updating this so don't be scared to submit a tip and you will get credit for
it. I will mention in my FAQ when I will stop updating my FAQ.

|| Overall Battles ||
- Most importantly of all, be sure to pick battles you can win.
- Put your leader in battles that he or she can win because if he or she falls,
the game is over.
- You stand to lose can lose allot units in Automatic Mode than in Tactical
Mode.
- You should bring at least two units with ranged attacks.

|| Dungeon Battles ||
- Bring plenty of archers and other units with high movement with you to hit
those dungeon creatures from a far range.
- Be sure to you really wanted to raid a dungeon with people trapped inside.
Sometimes they could be of a race you don't get along with.
- After you finish the battle, if you don't want to join the captives, click
the "x" in the corner instead of accept or reject. That way you don't have to
join them or fight them. But, if you change your mind, you have to explore the
dungeon all over again. Hope this was helpful.

|| Castle Sieges ||
This section is describes how to break down those walls and take over enemy
towns.
When attacking.....
- Try to break as much of the castle wall as possible to let more of your units
in.
- Make sure your battering ram doesn't get destroyed or you fight will be for
nothing. A catapult is a whole lot better because you can damage a wall from
far away.
- Fireball & Great Hail are excellent spells when you want to destroy a wall or
take out a group of enemy units.
When defending.....
- Always have your archers set up close to the walls. By doing this you can
take out many of the attacking units.
- Have a few units, swordsman, attack some of the attacking units to slow them
down and try to take out their battering ram. If it is a catapult your dealing
with, prepare for some real trouble.


||| Thanks, The List & The Warning |||
I would like to thank everyone who uses or reads this FAQ.
Thanks to SnaPnTaP911 for helping me with this FAQ.
Thanks to Shorty3788 for submiting a tip.

| The List |
This section contains the links to sites that you can find my FAQ at. Keep in
mind the updated versions of this FAQ can always be found at Gamefaqs.com or
Neoseeker.com.

Age of Wonder Heaven - http://aow.heavengames.com
Cheat Code Central - http://www.cheatcc.com
www.a2zweblinks.com


| Warning |
Anyone may reproduce this FAQ electronically, but don't sell it for money. If
you want to use this FAQ for your website you must ask my permission, email me
at AverMan62@Hotmail.com, and you must not modify it in any way and do it with
this the Warning in it. Also specify that you want to use the Age of Wonders:
Battle Tactics FAQ in your email. I can't stress this enough, PLEASE keep my
FAQ updated.  If you do use it and I find out, trust me I WILL, you'll be in
some serious legal trouble!!! Thanks to all who cooperate. ^^

Age of Wonders is a trademark of Triumph Studios
