Disciples 2: Канун Рагнарека чит-файл №1

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¦The aim of this file is to provide you with general information on Disciples 2,
in a clear ¦
¦and readable format. I hope it serves you well !! - Mister
Sinister ¦
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(Dedicated to Jo, mon coeur and
Simon, mon bras)


Table of Contents

1. Introduction and Overview of the Game
2. Basic Controls
3. The Four Races
4. Tact & Diplomacy
5. Types of Items
6. Stats for Units
7. Rulers and Leaders
8. Comments on Units and Suggested Upgrade Routes
9. Tips and Tricks
10. Credits

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OVERVIEW

Disciples 2 is a turn-based strategy game where the player picks one of four
major races and
battles across either a pre-defined sequence of levels (the Sagas), one of a
number of set
individual missions (the Quests), plays in a Custom Saga, or with other human in
multi-player
mode.

It is a swords and sorcery type game, with a reasonably simple interface and
gentle learning
curve, but which boasts hours and hours of gameplay, and is quite honestly ?
HELLISHLY
addictive ... I heartily recommend it.

I have written a review for this game which you can read at
http://www.gamefaqs.com. I have
also written individual in-depth walkthroughs for the Sagas for the four main
races in the
game, all of which are available for free viewing at http://www.gamefaqs.com.

Comments, etc., are always welcome, and I can be reached at
shadowpath@hotmail.com

- Mister
Sinister, 2003

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BASIC CONTROLS

As with any strategy game, troop management skills are FUNDAMENTAL to your
success. In order
to become a good Disciples 2 player, you will need to learn which units function
well
together, which units complement each other, and which units should definitely
NEVER be
placed together.

For example, sending nothing but Undead Troops to battle Undead Troops doesn't
SOUND
unreasonable until you consider that MOST undead troops are immune to death
magic, so if
YOUR set of troops comprises nothing but Undead Spellcasters they will do
practically NO
good whatsoever.

I have sub-divided this section of my FAQ into three parts :-

A) The World Map
B) Combat
C) City Management

======================================= THE WORLD MAP
=======================================

The World Map is where (not surprisingly) you move all your troops about. Each
unit is led
by one of the creatures in it, and this creature represents the entire unit's
icon on the
map. For example, a unit led by a werewolf will be depicted as a werewolf on
the map.

Each unit has a different number of movement points, and these are reduced at
different speeds
depending on which type of terrain you are crossing ... for example, you will
travel MUCH
slower by water than you will through forests ...

... some units can fly, and this helps get about the map a fair bit quicker ...
but if you
put flying units with non-flying units, you are once again (by and large - there
ARE a couple
of exceptions) slowing down your troop movement again, as the unit must move
altogether.

Combat is initiated by moving to a square adjacent to a rival or enemy unit on
the map, and
combat is dealt with in a separate screen.

The world map begins by being totally covered in a fog of war, which disperses
as you move
your units about ... certain terrain cannot be traversed, and you will have to
find ways
around it ... examples include waterfalls, whirlpools and mountain ranges.

Obviously not all of the creatures you encounter on the world map will be
hostile - some will
give you sub-quests which you can complete to gain prizes should you wish ...
others will
be terratorial, and will either attack you on sight or pursue you until you
leave their area
of the map.

You will encounter cities belonging to other players, as well as neutral cities,
and various
other structures dotted about the map, ALL of which can be explored and/or
conquered.

BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore,
whilst you
have the luxury of time to think your moves through, as you would in a chess
game, poor
troop movement can lead to units becoming isolated at the end of a turn, and
easy pickings
for roaming creatures ...

... always watch your back ...

Each unit on the map can comprise up to SIX individual characters. So, taking
our earlier
example of the unit being led by the Werewolf, this unit can comprise the
Werewolf that leads
them, and up to FIVE other characters ... if the leader dies, the unit will
still be able to
move, but will do so at a MUCH slower rate, and the unit's icon on the map will
change. It
will still be the Werewolf, but you will see that the leader has died because a
little skull
shield will be displayed at the foot of the icon. This allows you at a glance
to see units
which have had their leaders slain.

Provided at least ONE character in the unit is still alive, it is possible to
heal and/or
resurrect those characters in the unit which have died. You can either do this
via magic,
CHEATING (tut tut), or at any of your Cities (provided you have constructed a
Temple in your
Capital City).

Your Capital City (each major race has one) is your seat of Power on the level
BUT, unlike
many OTHER turn-based strategy games where there is a REAL risk of losing your
Capital, and
thus losing the level, in Disciples 2 each player's Capital City is occupied by
(not only
a maximum of 11 "normal" troops but also) an INCREDIBLY powerful Guardian, who
CANNOT leave
and who's SOLE purpose is to protect the Capital.

Sounds like you might still be vulnerable ? In all practical reality you won't
be - the
Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you will ever
lose your
Capital ;)

You will ALSO find shops on the world map ... there are several merchants in the
game who
have set up shop on the various levels, and with whom you can trade ... even if
you can see
no use for something you have picked up on a level, you can always sell it at a
shop to
gain extra gold ;)

The currencies of the game are five-fold. You have gold (obviously), which you
use to buy
upgrades for your cities, to recruit new troops, to bribe the other players, and
so on.

Then there are the four types of mana. There is Death Mana, Runestone Mana,
Life Mana and
Infernal Mana.

Both gold AND mana are generated at resources on the map, and these resources
can be bled off
to give (effectively) unlimited resources to your race - I say *effectively*
unlimited as,
whilst there is only a certain amount of each type of energy that will be
generated by each
resource per turn, the supply from which this is drawn is infinite - i.e. you
will never
deplete a gold or mana resource on the map (which is KEWL !!)

One last thing.

When you look at the map you will be able to see the terrain that belongs to
your race by
looking at the ground. Each turn, your race's terrain expands from every city
in every
direction, and whenever it touches an unclaimed resource, it seizes it for your
race.

Since it would take an eternity to gain control over the ENTIRE map this way,
the game
designers have very kindly provided each race with one type of unit that can be
recruited
who's sole purposes is to "plant rods". Planting a rod is a very simple process
which allows
you to stake a claim to a very small parcel of land which is not already yours.

... I hope that makes sense ... I'll try to explain ...

Say this is the world, and you own the left-hand side of it. :-

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LAND ¦
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GOLD ¦ ¦
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If you want to take control over the GOLD resource I have labelled in MY land,
you would
either have to expand your terrain on a turn by turn basis until the Gold
Resource was yours,
OR you could send your "rod-planter" (the name for the character varies with
each race) TO
the Gold Resource, and then stake it.

If you plant a rod at the Gold Resource, and thereby stake it as being yours,
the terrain
around the resource changes to become yours.

Rods CAN, however, be destroyed by other rod-planters, and this dispute over
resources forms
a VERY important part of the game, naturally ...

... right ! I've bored you with that - now we can go onwards to the combat
aspect of the
game !!


========================================== COMBAT
===========================================

As I stated in the previous section, combat occurs when one of your units enters
a square
on the map that is adjacent to a non-friendly unit (or, conversely, when a non-
friendly unit
enters a square that is adjacent to one of YOUR troops).

When this happens, the action switches to a 3-dimensional view of the square in
question, and
combat takes place.

Combat in Disciples 2 is a VERY very simple affair. The unit that is attacking
is highlighted
at its feet in yellow, and the units you are presently opting to attack is
highlighted at
its feet in red ... just point the mouse at the unit you want to attack (or
help, depending on
your race), and click !

HOW EASY IS THAT BY THE WAY !?!?!

Combat is, however, not as DULL as that sounds.

You recall I mentioned earlier that a unit can comprise a maximum of SIX
characters ?? Well,
each unit is broken up into two RANKS as well.

THIS IS VITALLY IMPORTANT.

Combat basically looks like this :-

YOUR UNITS THEIR UNITS

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¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦
BACK ROW ¦
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¦ 1 ¦ 1 ¦ 1 ¦
1 ¦
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¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦
BACK ROW ¦
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¦ 2 ¦ 2 ¦ 2 ¦
2 ¦
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¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦
BACK ROW ¦
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¦ 3 ¦ 3 ¦ 3 ¦
3 ¦
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... geez ... I hope I haven't made that look more complicated than it needed to
be.

BASICALLY your six units are on the left, and THEIR six units are on the right.
Melee units
should be placed in the FRONT row, as they can only attack adjacent units ...
spellcasters,
who are generally weaker, should be placed in the BACK row, as they can attack
at range ...

... hope that makes sense :">

You will see from the Stats section that each character has its own method of
attacking.

With VERY rare exceptions, each character only has ONE way of attacking, so it
really is just
a very simple point-and-click routine ... but the variety comes in the sheer
NUMBER of
different creatures you can command and control, and the fun-factor and beauty
of their attack
animations :">

The order in which characters attack in the combat screen is determined by their
initiative
roll - each character has an initiative modifier, which swings initiative in
their favour,
but there are occasional upsets - as in, where a character with a higher
initiative is
pipped to the post by a character with a lower initiative ...

There are a number of different combat OPTIONS ... these include allowing the
Computer to
take over combat for you (although certainly on the easier difficulties it
doesn't always
attack the units you probably would).

There is also the option to end combat immediately (i.e. automatically resolve
who wins and
who loses) - good for those "AAAAAAAAAAARGH I can't be @rsed to fight you -
let's just see
who WINS" moments (which you WILL have).

Further options include retreat, where you really wanna get out with your life
(but all
attacking units get a free hit on units that are running away, so if you DO run
you'd better
do it en masse), and Defend - an instruction to a particular character to brace
itself for
an incoming attack.

The variety of options on the combat screen, coupled with the variety of units
and attacks
they have IN TOTAL, makes for a lot of strategy in the combat screen AS YOU WILL
SEE ;)

Combat ends when either all six characters in your opponents unit are dead or
have fled.

... there ... we've pretty much exhausted that section ... ONWARD !! =D

====================================== CITY MANAGEMENT
======================================

This is VITAL to your success in Disciples 2.

Basically, when a creature levels up, it GENERALLY (although not always) changes
its
appearance to become tougher ... harder ... MORE kick@ss ...

What your creature becomes when it levels up will depend on the buildings you
have erected in
your Capital City.

For example, if you are playing the Undead Hordes, your bog-standard melee
fighter is the
"Fighter" character. In your Capital you can build one of two different
buildings that will
alter the Fighter's Upgrade Route. If you construct Unholy Ground, your Fighter
will become
a Zombie when he levels up ... if you choose instead to construct an Evil
Monastery, your
Fighter will become a Templar.

Both routes are mutually exclusive - this means that you cannot allow some of
your Fighters
to become Zombies, and some to become Templars - it's all or nothing ...

Fortunately, however, once you have completed a level, all the buildings in your
Capital City
are wiped out, so on the start of the NEXT level you can change the upgrade
paths and,
consequently, your units, should you wish.

Certain buildings do not affect the upgrade path of units ... these are the Mage
Tower (which
is necessary in order for you to reserch spells), the Thieves' Guild (which is
required before
you can recruit thieves, who can spy on enemy players to reveal the characters
garrisoned in
Cities, etc.), and the Temple (which you need before you can heal and/or
resurrect creatures).

You can also conduct spell research in your capital, provided you have enough
mana to learn
the spell in question, and it is picked from your list of available spells.

PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER
TURN.

You will also take over other cities, naturally ... these cities are NOT your
capital,
however, and whilst the majority of the rules apply, there are certain changes.
FOR EXAMPLE,
you cannot build buildings in your other cities - this is because you only NEED
one set, and
for ease of administration those are all located in the Capital. For example,
once a Temple
has been built in your Capital, you can heal and resurrect characters in ALL
your cities.

Each NON-CAPITAL city can "grow" as well ... there are five levels of growth,
and these
affect the number of characters that can be housed in a city, the rate at which
your terrain
sprouts forth from the city, the speed with which characters that are in the
city recover
their Hit Points, and so on.

Each city can only grow ONCE per turn.

Finally, each city can house troops and hold items. On the party screen, you
will see two
units of troops. On the left is a list of troops that are just healing, etc.,
in the city.

To the right is a list of the troops which are garrisoned in the city ...

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THE FOUR RACES

The four races you can pick from are as follows :-

1) The Empire
2) The Mountain Clans
3) The Legions of the Damned
4) The Undead Hordes

THE EMPIRE, led by Emperor Demosthene, are portrayed at least at the OUTSET as
your bog-
standard hero types, their units including Knights, Priests, Paladins, Holy
Avengers, and so
on. As they mature, you realise that there is trouble in Paradise, however ...
and evildoers
in the Empire plot its downfall from the shadows. In spite of this, the Empire
remain one of
the most basic and steadfast races in the game ... their main bonus is that they
boast more
healing units than any other race, and this helps prolong their lives during
combat and
otherwise ....

THE MOUNTAIN CLANS, ruled by the High King Morok Cloudkeeper, and later Queen
Yataa'Halli, are
basically made up of Dwarves and Giants. Their units include Warriors,
Veterans, Hill Giants,
Sons of Ymir, Flame Casters, and other wee ones ... they are strong and sturdy,
but suffer
from VERY poor initiative ratings, which means that they generally take damage
in combat
before they are able to dish it out. To make up for this, the Mountain Clans
are about the
only race in the game who's upgrade paths cross-over ... what I mean by this is
that melee
fighters can become multi-hitting spellcasters and vice-versa, depending on the
upgrade path
chosen.

THE LEGIONS OF THE DAMNED, under the control of their God Bethrezen, comprise
NOT surprisingly
Devils, Demons, Succubus', Incubus', basically anything winged and horny (pardon
the pun).
They are OBSESSED with fire, and boast the most heavy-hitters in the game ...
they have
several Giant-type units (moreso than the Mountain Clans I believe), and are
quick and strong.

- and finally -

THE UNDEAD HORDES, guided by their Dark Goddess Mortis, comprise Zombies,
Skeleton Warriors,
Liches, Wyverns, Vampires, Wraiths and loads of other nasty beasties ... the
main thing that
the Undead Hordes have going for them is their ability to paralyse their
foes ... they have
three units whose only attacks are to paralyse, and this can REALLY knock the
stuffing out of
an otherwise healthy unit of opponents ... we lurve the Undead Hordes :">

There are, of course, other "mini" races in the game, but you cannot play as
these ... they
include the Marshdwellers, the Greenskins, the Barbarian Tribes and the Shadow
Wolves. They
help add variety and spice to the game, and to generally keep it interesting =)

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TACT & DIPLOMACY

Although not of PARAMOUNT importance - at least not on the easier difficulty
settings, is
the notion of tact and diplomacy. You play against other races ... those races
have
rulers ... those rulers can be spoken to, and negotiated with ...

The Disciples 2 Diplomacy interface is kinda limited ... but it's very much a
secondary
aspect of the game anyway, so it doesn't really DETRACT from it or anything ...
basically you
have options for Diplomacy ... you can offer gold to another player, you can
offer to sell
them a magic spell, you can propose an alliance with them, or you can even break
an existing
alliance with them and go to war with them ...

You will find that, as you attack another player's enemies, your popularity with
that player
will naturally increase and, over time, the other players may well offer to ally
with you.

Alliances are NOT set in stone, however, so always make sure to watch your back
at all times ;)

When you are allied with another race you cannot attack their troops or cities,
or steal their
resources unless the treaty is broken ... the treaty can be broken at any time,
but whilst it
is in place, you too can feel reasonably safe from attacks by that race ...

Similarly, you will find that your allies will, from time to time, attempt to
sell YOU spells
and other niceities, and they will frown upon you if you do not take them ...
even though
99.9% of the time they inflate the price ;)


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TYPES OF ITEMS

There are LOADS of different types of items that you can pick up ... these
include :-

POTIONS Only good once, and can only affect one character for
one turn.
SCROLLS Can only be used once, and only by a Magic User, but
any spell can
wind up being picked up as a scroll, so they are QUITE
useful ;)
ORBS Only useable in combat, and only by a magic user - can
only be
used once and then they disappear.
TALISMANS Can be used several times before they wear out, but
only once per
combat session, and only in combat.
STAFFS Can be used like spells, and do not wear out ... no use
in combat,
however.
ARTIFACTS Can be equipped by leaders (if they have the
corresponding skill),
and can bolster their power or give them new powers -
VERY USEFUL !!
BANNERS Only one can be carried by your leader at a time (and
even then only
if your leader has the corresponding skill), but with
effects like
"Increase the damage of all characters in your unit by
20%" they are
NOT to be sneezed at.
TOMES With VERY rare exception, tomes are exclusively used as
wards. You
can only use one at a time but, whilst holding it, you
are warded
against that type of attack - e.g. Tome of Air = Air
Ward
TRAVEL ITEMS Boots, basically ... they augment your movement points
and/or
skills - e.g. Boots of the Elements mean that you
suffer no
movement penalty whilst travelling over water - WHICH
IS GREAT !! =D

(I am sure there are more, but you can take these as a
smattering)

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¦The aim of this section is to provide you with the stats for as many units
(hopefully all ¦
¦of them) as I could
fine. ¦
¦Obviously in order to make it readable, space is very important, and I have
therefore had ¦
¦to abbreviate in certain areas. For your ease of reference, I have reproduced
a key ¦
¦below, which I hope will make sense - it's pretty obvious ;) - Mister
Sinister ¦
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KEY :-

In the event that I haven't had enough space to put a FULL text explanation of
what something
means, I have abbreviated. Here is a list of the abbreviations I have used
throughout this
section :-

% HIT = Percentage Chance to Hit
A = Air
ADJ = Adjacent only
Ai = Air
AR = Armour Rating
ATT = Attacks (methods of attacking)
Br = Breath (usually of Dragon's)
CHIEFTN = Chieftain [used once - Barbarian Chieftn = Barbarian
Chieftain]
D = Death
DAM = Damage inflicted
De = Death
De. = Death (usually "Death Touch")
E = Earth
Ea = Earth
F = Fire
Fi = Fire
HP = Hit Points
IMM = Immunities
INIT = Initiative
Li = Life
Low = Lower [used once - Low Init = Lower Initiative (for the
Hermit)]
M = Mind
Mi = Mind
Po = Poison
REA = Reach
SRC = Source of the Attack(s)
TAR = Targets
Un. = Undead [usually "Undead Blade" (Un.Blade)]
W = Water
Wa = Water
WARD = Warded Against
We = Weapon


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THE UNITS OF THE EMPIRE

LEADER UNITS (Party Leaders, etc.)

HP AR IMM WARD ATT % HIT DAM
SRC INIT REA TAR

MYZRAEL 900 50+40 - - Holy Wrath 95 250 Life
90 Any 6
PEGASUS KNIGHT 150 0 - - Long Sword 80 50 Weapon
50 Adj 1
RANGER 90 0 - - Falcon Arrow 80 40 Weapon
60 Any 1
ARCHMAGE 65 0 - - Lightning 80 30 Air
40 Any 6
ARCHANGEL 100 0 - - Healing 100 40 Life
10 Any 1
THIEF 100 0 - - Daggers 80 30 Weapon
60 Adj 1

SUBORDINATE UNITS (Group Members, etc.)

HP AR IMM WARD ATT % HIT DAM
SRC INIT REA TAR

ACOLYTE 50 0 - - Heal 100 20 Life
10 Any 1
ANGEL 225 0 - - Holy Lance 80 125 Weapon
50 Adj 1
APPRENTICE 35 0 - - Lightning 80 15 Air
40 Any 6
ARCHER 45 0 - - Arrow 80 25 Weapon
60 Any 1
CLERIC 75 0 - - Healing 100 20 Life
10 Any 6
DEFENDER OF FAITH 225 30 - - Sword 80 125 Weapon
70 Adj 1
ELEMENTALIST 95 0 - Air Summon 100 0 Air
40 Any 1
GRAND INQUISITOR 210 0 Mind Fire Holy Mace 80 100 Weapon
50 Adj 1
HIEROPHANT 125 0 - - Heal/Revive 100/100 120 Li/Li
10 Any 1
HOLY AVENGER 250 0 - - 2 x Long Sword 80 75 Weapon
50 Adj 1
IMPERIAL ASSASSIN 135 0 - - Dagger/Poison 85/75 60 We/De
60 Any 1
IMPERIAL KNIGHT 200 0 - - Lance 80 75 Weapon
50 Adj 1
IMPERIAL PRIEST 100 0 - - Healing 100 80 Life
10 Any 1
INQUISITOR 180 0 Mind - Mace 80 75 Weapon
50 Adj 1
KNIGHT 150 0 - - Sword 80 50 Weapon
50 Adj 1
MAGE 65 0 - - Lightning 80 30 Air
40 Any 6
MARKSMAN 90 0 - - Arrow 85 40 Weapon
60 Any 1
MATRIARCH 100 0 - - Heal/Cure 100/100 40 Li/Li
10 Any 6
PALADIN 175 30 - - Long Sword 80 100 Weapon
50 Adj 1
PRIEST 75 0 - - Healing 100 40 Life
10 Any 1
PROPHETESS 125 0 - - Heal/Cure 100/100 70 Li/Li
10 Any 6
SQUIRE 100 0 - - Sword 80 25 Weapon
50 Adj 1
TITAN 250 0 - - Smash 80 60 Weapon
50 Adj 1
WHITE WIZARD 125 0 - - Lightning 80 60 Air
40 Any 6
WITCH-HUNTER 140 0 Mind - Sword 80 50 Weapon
50 Adj 1
WIZARD 95 0 - - Lightning 80 45 Air
40 Any 6

=================================================================================
=========
=================================================================================
=========


======== ==== === ========== ========
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ==== ¦ ¦ ¦ ¦ ¦ === ¦ ¦ =====
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ =====
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====== ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ==== ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
======== ======= === === ==== ==== ========

THE UNITS OF THE MOUNTAIN CLANS

LEADER UNITS (Party Leaders, etc.)

HP AR IMM WARD ATT % HIT DAM
SRC INIT REA TAR

VITHAR 900 50+40 - - Vithar's Thunder 95 250 Life
90 Any 6
KING'S GUARD 225 0 - - Battle Axe 80 60 Weapon
40 Adj 1
ENGINEER 135 0 - - Crossbow 80 40 Weapon
50 Any 1
LOREMASTER 95 0 - - Earth Fall 80 30 Earth
30 Any 6
DWARF CHAMPION 150 0 - - Axe 80 40 Weapon
30 Adj 1
THIEF 150 0 - - Daggers 80 40 Weapon
50 Adj 1

SUBORDINATE UNITS (Group Members, etc.)

HP AR IMM WARD ATT % HIT DAM
SRC INIT REA TAR

ALCHEMIST 120 0 - - Give Attack 100 0 Life
10 Any 1
ARCHDRUIDESS 150 0 - - Boost Damage/Cure 100/100 +100 Li/Li
70 Any 1
AXE THROWER 65 0 - - Throwing Axe 80 25 Weapon
40 Any 1
CROSSBOWMAN 110 0 - - Crossbow 80 40 Weapon
40 Any 1
DRUIDESS 120 0 - - Boost Damage/Cure 100/100 +75 Li/Li
70 Any 1
DWARF 150 0 - - Warhammer 80 30 Weapon
40 Adj 1
DWARF KING 250 30 - Mi,Wa Great Mace 80 100 Weapon
20 Adj 1
ELDER ONE 400 0 - - Lightning 80 80 Air
20 Any 6
FLAME CASTER 130 0 - Fire Flame Burst 80 35 Fire
40 Any 6
FORGE GUARDIAN 155 0 - - Crossbow 80 70 Weapon
40 Any 1
HERMIT 250 0 - - Ice Shower/Low Init 80/33 55 Wa/Wa
40 Any 6
HILL GIANT 210 0 - - Tree Sp 80 60 Earth
30 Adj 1
ICE GIANT 400 0 Water - Ice Shard 80 120 Water
30 Adj 1
MOUNTAINEER 225 0 - - Ice Shards 80 30 Water
40 Any 6
NOVICE 90 0 - - Boost Damage 100 +50 Life
70 Any 1
ROCK GIANT 310 0 - - Punch 80 90 Earth
30 Adj 1
RUNE MASTER 300 0 - - 2 x Axe 80 65 Weapon
40 Adj 1
SON OF YMIR 500 0 Water - Ice Sword/Frostbite 80/85 150 Wa/Wa
50 Adj 1
TEMPEST GIANT 350 0 - - Call Lightning 80 50 Air
20 Any 6
TENDERFOOT 60 0 - - Boost Damage 100 +25 Life
70 Any 1
VENERABLE WARRIOR 275 0 - - Great Axe 80 100 Weapon
40 Adj 1
VETERAN 250 0 - - Warhammer 80 80 Weapon
40 Adj 1
WARRIOR 200 0 - - Warhammer 80 55 Weapon
40 Adj 1
WOLF LORD 225 0 - - Morph/Frost Breath 80 40 Water
40 Any 6
YETI 230 0 - Water Ice Breath 80 30 Water
40 Any 6

=================================================================================
=========
=================================================================================
=========


=== ======== ======== === ======== ======== ========
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ===== ¦ ==== ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ====
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦
¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====
¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ====== ¦ ===== ¦ === ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ===== ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
======== ======== ======== === ======== === === ========

THE UNITS OF THE LEGIONS OF THE DAMNED

LEADER UNITS (Party Leaders, etc.)

HP AR IMM WARD ATT % HIT DAM
SRC INIT REA TAR

ASHKAEL 900 50+40 - - Unholy Blast 95 250 Life
90 Any 6
DUKE 150 0 - - Infernal Sword 80 50 Weapon
50 Adj 1
COUNSELOR 90 0 - - Crossbow 80 40 Weapon
60 Any 1
ARCH-DEVIL 65 0 - - Flame Burst 80 30 Fire
40 Any 6
BARONESS 100 0 - - Fear 80 0 Mind
20 Any 1
THIEF 100 0 - - Daggers 80 30 Weapon
60 Adj 1

SUBORDINATE UNITS (Group Members, etc.)

HP AR IMM WARD ATT % HIT DAM
SRC INIT REA TAR

ANTI-PALADIN 220 0 - - Battle Axe 80 75 Weapon
50 Adj 1
ABYSSAL DEMON 600 0 - - In-B/Pet 80/40 140 We/Mn
40 Adj 1
BEAST 420 0 - - Slash 80 70 Weapon
20 Any 6
BERZERKER 170 0 - - Battle Axe 80 50 Weapon
50 Adj 1
CULTIST 45 0 - - Fire Rain 80 15 Fire
40 Any 6
DEMON 270 0 - - Slash 80 80 Weapon
35 Adj 1
DEMONOLOGIST 105 0 - - Fire Rain 80 45 Fire
40 Any 6
DEMON LORD 470 0 - - Axe 80 140 Weapon
40 Adj 1
DEVIL 170 0 - - Slash 80 50 Weapon
35 Adj 1
DOPPLEGANGER 120 0 - - Morph/Slash 80 30 Weapon
80 Adj 1
FIEND 250 0 - - Slash/Poison 80/40 60 We/De
50 Adj 1
GARGOYLE 90 40 Poison Mind Rock Shards 80 40 Weapon
60 Any 1
HAG 115 0 - - Polymorph 80 0 Mind
20 Any 1
INCUBUS 135 0 - - Petrify 65 0 Earth
20 Any 6
INFERNAL KNIGHT 270 0 - - Infernal Sword 80 100 Weapon
50 Adj 1
MARBLE GARGOYLE 150 60 Poison Mind Rock Shards 80 65 Weapon
60 Any 1
MODEUS 170 0 - Fire Fire Storm 80 75 Fire
40 Any 6
MOLOCH 370 0 - - Slash 80 110 Weapon
35 Adj 1
ONYX GARGOYLE 170 65 Poison Mind Onyx Shards 80 85 Weapon
60 Any 1
OVERLORD 570 0 - - Infernal Blade 80 170 Weapon
40 Adj 1
PANDEMONEUS 135 0 - - Fire Storm 80 60 Fire
40 Any 6
POSSESSED 120 0 - - Short Sword 80 25 Weapon
50 Adj 1
SORCEROR 75 0 - - Fire Rain 80 30 Fire
40 Any 6
SUCCUBUS 145 0 - - Polymorph 40 0 Mind
20 Any 6
TIAMATH 495 0 - - Slash/Lower Damage 80/80 100 We/Mn
20 Any 6
WITCH 75 0 - - Polymorph 80 0 Mind
20 Any 1



=================================================================================
=========
=================================================================================
=========


=== === ======== ======== =======\ ======== ========
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦\ ¦ ¦ === ¦ ====
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦
¦ ====== ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ == ¦ ====
¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ====== ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ == ===== ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦\ \ ¦ ¦ / ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ \ \ ¦ ¦/ ¦ ¦ === ===== ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \ ¦ ¦ ¦ ¦ ¦ ¦
=== === ======== === === =======/ ======== ========

THE UNITS OF THE UNDEAD HORDES

LEADER UNITS (Party Leaders, etc.)

HP AR IMM WARD ATT % HIT DAM
SRC INIT REA TAR

ASHGAN 900 50+40 - - Wind of Death 95 250 Life
90 Any 6
DEATH KNIGHT 150 0 Death - Undead Blade 80 50 Weapon
50 Adj 1
NOSFERAT 90 0 Death - Drain Life 80 10 Death
50 Any 6
LICH QUEEN 65 0 Death - Fire Storm 80 30 Fire
40 Any 6
BANSHEE 100 0 Death - Paralyze 70 0 Mind
20 Any 1
THIEF 100 0 - - Daggers 80 30 Weapon
60 Adj 1

SUBORDINATE UNITS (Group Members, etc.)

HP AR IMM WARD ATT % HIT DAM
SRC INIT REA TAR

ARCHLICH 170 0 Death - Plague 80 90 Death
40 Any 6
DARK LORD 200 0 - F,W,A,E Undead Blade 80 75 Weapon
50 Adj 1
DEATH 125 0 Wea,De - Death Touch/Poison 80/50 100 De/De
60 Any 1
DEATHDRAGON 375 0 Death - Breath 80 55 Death
35 Any 6
DOOMDRAKE 300 0 - - Breath 80 40 Death
35 Any 6
DRACOLICH 525 0 Death - Pestilence Breath 80 75 Death
35 Any 6
DREADWYRM 450 0 Death - Plague Br/Poison 80/40 65 De/De
35 Any 6
ELDER VAMPIRE 210 0 Death - Drain Life Overflow 80 60 Death
40 Any 6
FIGHTER 120 0 - - Sword 80 25 Weapon
50 Adj 1
GHOST 45 0 Death - Paralyze 65 0 Mind
20 Any 1
INITIATE 45 0 - - Pestilence 80 15 Death
40 Any 6
LICH 140 0 Death - Plague 80 70 Death
40 Any 6
NECROMANCER 105 0 - Death Pestilence 80 45 Death
40 Any 6
PHANTOM WARRIOR 320 0 Death - Un.Blade/Paralysis 80/50 125 We,Mn
50 Adj 1
SHADE 135 0 Death - Paralyse 50 0 Mind
20 Any 6
SKELETON CHAMPION 270 0 Death - Long Sword 80 100 Weapon
50 Adj 1
SKELETON WARRIOR 220 0 Death - Long Sword 80 75 Weapon
50 Adj 1
SPECTER 90 0 Death - Paralyse 70 0 Mind
20 Any 1
TEMPLAR 160 0 - F,W,A,E Lance 80 50 Weapon
50 Adj 1
VAMPIRE 185 0 Death - Drain Life 80 50 Death
40 Any 6
WARLOCK 75 0 - - Pestilence 80 30 Death
40 Any 6
WEREWOLF 100 0 Weapon - Slash 80 40 Weapon
50 Adj 1
WIGHT 105 0 We,De - De.Touch/Drain Lvl 80/80 75 De/De
50 Any 1
WRAITH 75 0 We,De - Pestilence 80 60 Death
60 Any 1
WYVERN 225 0 - - Breath 80 25 Death
35 Any 6
ZOMBIE 170 0 Death - Slash 80 50 Weapon
50 Adj 1

=================================================================================
=========
=================================================================================
=========



======== ======== === === ======== ======== ==== ===
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ === === ¦ ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ==== ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ ==== ¦ ==== ¦ ¦ ¦ ¦ ¦\ \ ¦ ¦ ¦ ¦ ¦ =====
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \ ¦ ¦ ¦ ¦ ¦ ¦
=== === ======== ======== ==== === === === === ========

THE NEUTRAL UNITS

[PLEASE NOTE THAT THIS CATEGORY INCLUDES ALL SUMMONED CREATURES, THE MARSH
DWELLERS,
GREENSKINS, BARBARIAN TRIBES, ETC.]

HP AR IMM WARD ATT % HIT DAM
SRC INIT REA TAR

AIR ELEMENTAL 100 0 Air - Slash 80 30 Air
40 Any 1
BARBARIAN CHIEFTN 275 0 - - Great Claws 80 100 Weapon
40 Adj 1
BARBARIAN WARRIOR 250 0 - - Axe 80 80 Weapon
40 Adj 1
BLACK DRAGON 800 0 Death - Acid Breath 75 125 Death
40 Any 6
BLUE DRAGON 700 0 Water - Steam Breath 75 100 Water
40 Any 6
BROWN BEAR 270 0 - - Claw 80 60 Weapon
65 Adj 1
CENTAUR 140 0 - - Arrow 80 40 Weapon
60 Any 1
CENTAUR LANCER 225 0 - - Lance 84 89 Weapon
55 Adj 1
ELF LORD 195 0 - Air Lightning 80 50 Air
50 Any 6
ELF RANGER 45 0 - - Arrow 80 25 Weapon
65 Any 1
FAT IMP 100 0 - - Slash 70 30 Weapon
50 Adj 1
FOREST ELF 100 0 - - Spear 80 40 Weapon
65 Adj 1
GIANT BLACK SPIDER 370 0 - - Pincer/Paralyse 80/90 120 We/De
35 Adj 1
GIANT SPIDER 420 0 - - Pincer/Paralyse 80/80 130 We/Mi
35 Adj 1
GOBLIN 50 0 - - Spear 80 15 Weapon
30 Adj 1
GOBLIN ARCHER 40 0 - - Arrow 80 15 Weapon
50 Any 1
GOLEM 150 50 Ea,Po - Earthquake 80 70 Earth
70 Any 6
GREEN DRAGON 600 0 Fire - Fire Breath 75 60 Fire
40 Any 6
IMP 50 0 - - Tail Whip 80 20 Weapon
30 Adj 1
KRAKEN 350 0 - - Tentacle 80 120 Weapon
40 Adj 1
LIVING ARMOUR 175 0 Mi,Po - Great Sword 80 65 Weapon
55 Adj 1
LIZARD MAN 200 0 - - Swords 80 75 Weapon
50 Adj 1
MAN AT ARMS 95 0 - - Axe 80 25 Weapon
50 Adj 1
MASTER THUG 110 0 - - Short Sword/Paralyse 80/80 35 We/De
75 Adj 1
MEDUSA 115 0 - - Petrify 60 0 Earth
20 Any 6
MERMAID 75 0 - - Maelstrom,Paralyse 60/50 20 Wa/Mi
20 Any 6
MERMAN 140 0 - - Trident 80 40 Weapon
50 Adj 1
OCCULTIST 75 0 - - Summon 100 0
Death 40 Any 1
OGRE 300 0 - - Giant Club 80 130 Weapon
20 Adj 1
ORACLE ELF 125 0 - Air Healing 100 60 Life
10 Any 6
ORC 200 0 - - Axe 80 55 Weapon
40 Adj 1
ORC CHAMPION 220 20 - - Flail 80 80 Weapon
40 Adj 1
ORC KING 295 30 - - Mace 80 115 Weapon
55 Adj 1
PEASANT 40 0 - - Pitchfork 75 15 Weapon
30 Adj 1
POLAR BEAR 300 0 - Water Claw 80 80 Weapon
70 Adj 1
PRIMITIVE GIANT 310 0 - - Giant Mace 80 100 Weapon
30 Adj 1
RED DRAGON 800 0 Fire - Fire Breath 75 125 Fire
40 Any 6
SEA SERPENT 400 0 - - Bite 80 125 Weapon
70 Adj 1
SKELETON 100 0 Death - Bone 80 40 Weapon
60 Adj 1
SPEARMAN 140 0 - - Spear 80 50 Weapon
50 Adj 1
THUG 65 0 - - Daggers 80 25 Weapon
65 Adj 1
TROLL 350 0 - - Slash 80 120 Weapon
40 Adj 1
VALKYRIE 250 0 - - Ice Storm 80 55 Water
60 Any 6
WHITE DRAGON 700 0 Air - Vapor Breath 75 100 Air
40 Any 6
WOLF 180 0 - - Bite 80 55 Weapon
50 Adj 1

=================================================================================
=========
=================================================================================
=========

==== ==== ======== ===== ======== === === ========
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====
¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \\¦ ¦ ==== ¦ ¦ ====
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \\ ¦ ¦ ¦ ¦
========== === === ===== =======\ ======== ========

UNIQUE UNITS

[Obviously THIS section contains the stats for as many UNIQUE units as I have
encountered.]

HP AR IMM WARD ATT % HIT DAM
SRC INIT REA TAR

ASTEROTH (good) 523 0 Mi, Fi - 2 x Infernal Blade 80 99 Weapon
50 Adj 1
ASTEROTH (bad) 1020 0 Mi, Fi - 2 x Infernal Blade 80 150 Weapon
50 Adj 1
ATHRON THE BLACK 110 0 - - Short Sword/Poison 80/80 35 We/De
75 Adj 1
BEASTKEEPER 140 0 - - Spear 80 50 Weapon
50 Adj 1
BETHREZEN 300 0 - MDFWAE Fire Ball/Paralyse 90/90 100 Fi/Mi
60 Any 1
BONE LORD 400 0 Mi,De - Drain Life Overflow 80 65 Weapon
50 Adj 1
DARK ELF LYF 300 0 Mi,Wa - Summon 100 0 Life
60 Any 6
DAGARIK STORMCALLER 185 0 - - Crossbow 85 65+16 Weapon
50 Any 1
DEMON UTHER 1,500 0 Mi,Fi D,W,A,E Inferno/Paralyse 90/60 150 Fi/Mi
65 Any 6
ELF LORD HYLLIA 275 0 - Air Lightning 84 70 Air
50 Any 6
ERHOG THE DARK 95 0+15 - F,W,A,E Drain Life 80 45 Death
40 Any 6
ERHOG THE
NECROMANCER 300 0 - F,W,A,E Drain Life 80 60 Death
50 Any 6
FRELAN 135 0 - - Dagger, Poison 85/75 60 We/De
60 Any 1
GURKENASH 800 0 Death - Acid Breath 75 125 Death
40 Any 6
GYMNER CLOUDKEEPER 115 0 - - Earth fall 82 40 Earth
30 Any 6
HEL 95 0 - - Earth fall 80 30 Earth
30 Any 6
HUBERT DE LAYLE 200 30 - - Mace 90 75 Weapon
60 Adj 1
HUBERT'S GUARDS 135 0 - - Dagger/Poison 85/75 60 We/De
60 Any 1
HUBERT'S SCOUT 130 0 - - Falcon Arrow 84 60 Weapon
60 Any 1
KALEN 95 0 - - Lightning 80 45 Air
40 Any 6
KELEGGH 220 20+10 - - Flail 80 80 Weapon
40 Adj 1
KING AKGRAAK 295 30+25 - - Mace 80 115 Weapon
55 Adj 1
KING GURKENASH --------------------------> [See Gurkenash]
[See Elf Lord Hyllia]


If you click on the portrait for your Ruler, you can change your Ruler's face if
you like.

From this screen you also pick the difficulty setting (and, if you are playing
in a Quest
rather than a Saga, you can also import a previously exported hero to assist you
should you
wish).

Switching now to your leaders ...

Your Unit Leaders will level up just like any other unit ... however, certain
types of
Leaders (three per race) will an extra skill per level UP TO AND INCLUDING LEVEL
15 when
they level up. These skills are VITALLY important, so don't just choose them
willy-nilly.
They can range from the humble Pathfinding (which increases your movement rate
by 20%) to
the FANTASTIC First Strike (which increases your initiative by a whopping
50% !!), so I
would pay GREAT attention to the skills you pick when you level up if I were
you.

The skills you pick will depend on what you, as a player, place emphasis on in
your leader.

Since I always play magic-users, mine are centered around a) keeping them alive
longer, and b)
making the stronger ... other types of players will have other preferences,
obviously ;)

ALSO bear in mind that you can only take ONE leader with you to the next level,
so I would
*STRONGLY* suggest that you focus on building on just ONE leader ... just use
the others as
cannon-fodder and scouts basically ;)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-
¦ SECTION
EIGHT ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-

COMMENTS ON UNITS AND SUGGESTED UPGRADE ROUTES

A VERY brief section with my comments on units I really like and which upgrade
paths I
choose whilst I am playing :-

[NOTE: Where I say "hit for six" I mean hit all the units in your opponent's
team at once]

THE EMPIRE

TYPE OF UNIT UPGRADE ROUTE

Fighter Units Stable --> Imperial Stable --> Shrine --> Holy Statue
Knight --> Imperial Knight --> Paladin --> Holy Avenger

Nothing worthy of comment here ... I don't like the Inquisitors because I hate
their taste
in headwear !! :">

Mage Units Library --> Tower --> Arcane Tower
Mage --> Wizard --> White Wizard

The Elementalist being the only other option for these guys, and him only being
able to
summon (which is no good if you are in a unit which is already maxed out with 6
characters), I
think this is a fairy decisive win for the White Wizard (PLUS Gandalf - the
ORIGINAL White
Wizard - ROCKS !!) =D

Range Attack Units Archery Range --> Imperial Guild
Marksman --> Imperial Assassin

There's no other option !! But the Imperial Assassin ROCKS, which is faBOO :">

Support Units Church --> Cathedral --> Basilica
Cleric --> Matriarch --> Prophetess

The choice here is a clear-cut one. The Priests heal more damage, but can only
heal one
character at a time ... the Clerics heal less damage, but can heal ALL your
characters at the
SAME time which makes the TOPS in my book :">

MY BEST EMPIRE UNIT COMPRISES :-

Archmage, Prophetess, White Wizard, 3 Holy Avengers


=================================================================================
============

THE MOUNTAIN CLANS

TYPE OF UNIT UPGRADE ROUTE

Fighter Units Brewery --> Outpost --> Snow Den
Warrior --> Mountaineer --> Hermit

I LOVE using the Hermits !! These guys ROCK - they hit for six, are tough
enough to stand
in your FRONT line, and lower their enemies initiatives with successive strikes
too !!
GO HERMITS !! =D

Mage Units Cottage --> Alchemy Tower
Novice --> Alchemist

Alchemists are KICK@SS dude ... even though their initiates are low, they feed
another unit
an extra attack, so stick two of these on the back line with a strong
spellcaster and that
spellcaster will be able to hit THREE TIMES PER ROUND !! =D

Range Attack Units Shooting Range --> Engineer's Guild
Crossbowman --> Flame Caster

Flame Casters can hit for six and are warded against Fire Attacks, which
prolongs their
life-expectancy against Legions' Units - a great freebie bonus :">

Support Units Mountain Peek --> Cloud Keep --> Bifrost Bridge
Rock Giant --> Tempest Giant --> Elder One

I personally favour units which can hit for six as they can greatly weaken the
overall combat
effectiveness of your opponent without really DOING anything special ... that's
why I have
gone for the Tempest Giant and Elder One ... I personally wouldn't use giants in
combat, as
I would prefer Alchemists and Hermits, but there you go :">

MY BEST MOUNTAIN CLANS UNIT COMPRISES :-

Loremaster, 2 Alchemists, 3 Hermits

=================================================================================
=============

THE LEGIONS OF THE DAMNED

TYPE OF UNIT UPGRADE ROUTE

Fighter Units Unholy Portal --> Tower of Souls --> Bethrezen's Idol
Berzerker --> Anti-Paladin --> Infernal Knight

Infernal Knights are the mainstay of your melee fighters ... there is no other
way to go, and
it's probably just as well, as the Infernal Knights are KICK@SS fighters ;)

Mage Units Occult Abbey --> Soul Keep
Sorcerer --> Doppelganger

Doppelgangers are THE coolest units in the game in my humble opinion, as at the
start of
each combat session they can assume the form of any other single-square (i.e. no
Giants, etc.)
character on the field ... the only thing they CANNOT mimic is experience ...
but using a
Doppelganger to mimic an Empire's Hierophant or similar is HILARIOUS !! =">

Doppelgangers are SUPAFLY =D

Range Attack Units Spire --> Onyx Spire
Marble Gargoyle --> Onyx Gargoyle

You don't have a choice on the upgrade path here - there's only one ;)

Support Units Unholy Gate --> Torment Chapel --> Unholy Altar --> Slave
Dungeon
Demon --> Moloch --> Beast --> Tiamath

I would opt for the Beast and the Tiamath, because they hit for six and, as
stated above, that
is something I DEFINITELY look for ;) It can EASILY help turn the tide in
battle ... six-
hitters are SO COOL !! =D

MY BEST LEGIONS OF THE DAMNED UNIT COMPRISES :-

Arch-Devil, 2 Doppelgangers, 3 Infernal Knights

=================================================================================
=============

THE UNDEAD HORDES

TYPE OF UNIT UPGRADE ROUTE

Fighter Units Unholy Ground --> Graveyard --> Vault of Souls -->
Crematorium
Zombie --> Skeleton Warrior --> Skeleton Champion -->
Phantom Warrior

Phantom Warriors are FANTASTIC fighters that have a HIGH chance of paralysing
their opponents
with a successful strike. I strongly suggest incorporating them into your
armies if at all
possible.

Mage Units Dark Temple --> Occult Temple --> Crypt --> Stronghold
Warlock --> Necromancer --> Vampire --> Elder Vampire

Elder Vampires are GREAT spellcasters who have Drain Life Overflow as their sole
attack - it's
a life-stealing attack that heals characters in your unit where needed - it's a
GREAT troop-
management unit to have ;)

Range Attack Units Sepulchre --> Catacomb
Specter --> Shade

No alternative, but Shades ROCK 'coz they have a six-hit paralysis attack !! =)

Support Units Cavern --> Boneyard --> Cursed Cemetery
Doomdrake --> Death Dragon --> Dreadwyrm

Dreadwyrms have a two-tier attack that can leave an opponent poisoned ...
KILLER ;) I
wouldn't ordinarily include them in my units though, as they take up 2 squares
and you can do
better ;)

MY BEST UNDEAD HORDES UNIT COMPRISES :-

Lich Queen, Shade, Elder Vampire, 3 Phantom Warriors


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TIPS AND TRICKS

Here are a couple of tricks that I have picked up ... I don't feel the need to
give credit
to anybody for these, as I honestly came up with them myself !! It MAY be that
they are
printed elsewhere - I really don't know ... (God how bolschy eh !!)

HEAL YOUR TROOPS

If you are playing as the Empire, and you have destroyed all but one unit
in your
opponent's army ... IF that unit does less damage when it attacks than your
healer
would do when he/she heals, then have all your units EXCEPT the healer
defend, and
tend to their wounds during combat ... then slay the remaining unit when
all your
characters are back to 100% health !! This trick works ESPECIALLY well if
you are
using a six-hit-healer ;)

MAKE THE COMPUTER FLUFF UP ITS CHANCE OF HITTING YOU ?

Whilst I have been reasonably criticised for mentioning this before, I
HONESTLY believe
that, if you click the mouse at a certain point during the computer
opponent's attacking
animation, you can increase their chances of missing you. I might be
talking UTTER cack,
but I'll settle for that ... if I'm onto something it would be remiss of me
not to
mention it :">

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CREDITS

Credit must go to the following people :-

My best friends Peter, Matthew, Simon and Jo, for being there for me through
thick and thin -
I have NUTHIN but luv for ya ;), my brother Simon, for always keeping me on the
straight and
narrow, mand to my parents for being a non-stop source of love and encouragement
for me.

On a work-note, a big up to Michy, Angel and Juliet ... thanks for keeping me
sane !! =)

This FAQ has been in no small part inspired by the people on the gamefaqs.com
message boards,
without who's insight and suggestions I would not have had the interest to do
this walkthrough.

THANK YOU ALL !! =D

- Mister
Sinister, 2003

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Copyright
David Booth, 2003

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