Age of Wonders - Shadow Magic

Brave New World v2.0

Mod and Rule Set by Kirk Picard

 

 

This is the long awaited update to the brave new world mod. There are a few things in this update which are not 100% finished (not all units have full descriptions yet for example), and some other elements I wanted to include but haven’t gotten to yet. However, I felt the time had come to release this new version of my mod as there is an incredible amount of new material in it which I feel brave new world players will really enjoy (in fact, to just call this an “update” is quite an understatement I feel). These other unfinished elements will not negatively affect game-play and can be made available as a small separate file in the future. So with that said, I thank you for your patience and hope you enjoy this rather extravagant “update” to the brave new world!

 

Installation

 

To install this mod simply run the BNW 2.0 installer program. All the necessary files will then be extracted to your Shadow Magic Directory. After the program is finished, run AOW SM Setup (located on the start menu where Shadow Magic is) and make sure Custom Resources is enabled by checking it, then select BNW v2.0 as your custom resource.

 

This time around we have an optional 2nd step to perform. In your main Shadow Magic Directory there will be a file called “Install BNW Extras”.  At this time all this will do is replace the ResStr.mld file with one which contains the name changes used in this mod. To switch back to the normal ResStr.mld file simply run “Uninstall BNW Extras” which is also inside your main Shadow Magic folder.

 

At the moment there are only two abilities and one spell which have been renamed, so if you choose not to use this feature then Revenant (which is the new level 4 summon spell for death magic) will still be called Black Angel. Likewise two new skills (Death Blades and Flaming Arrows) will appear as shoot javelin and shoot javelins.

 

Again this is optional and only necessary to do if you want the proper name changes included while playing this mod. The choice is up to you. J

 

If you play randomly generated scenarios you are now ready to play. However, if you wish to play a user created scenario please follow these steps:

 

1. Make sure BNW v2.0 is selected with AoW SM setup.

 

2. Run the AoW SM editor.

 

3. In the top left menu select FILE then OPEN. The list of maps you have in your custom scenarios folder will be displayed. Select the map you want to play with this mod.

 

4. After the map has loaded into the editor, in the top left menu again select FILE and then SAVE AS. I suggest   you save the map under a slightly different name than the original. If the name of the map is say "Beans", you could save it as "BNW_Beans" for example.

 

5. Exit the editor and the map should now be ready to play.

 

So what’s new in this version of the Brave New World, Kirky?

 

Good question, my friend! However, you will have to forgive me if I only touch on some highlights here as I really want to get this mod uploaded as soon as I can.

 

1.4 Compatibility

 

To begin with, BNW is now built upon Upatch 1.4. So people will now be able to play the new maps created under 1.4 with this mod (after loading and saving them in the editor of course).

 

Fixed ILBs and New ILBs

 

All ILBs from the original which had a transparency problem when using Direct3D have been fixed and many others have been reconstructed and improved. I have also gone over all units to make sure they are set up correctly including default units from the normal game. For example, people with a sharp eye will notice how every unit is lined up properly within the selection circle that appears for it in tactical combat. This is just one minor detail but it does make a difference.

 

There are of course many new ILBs included in this update (more than was in the original!) and the quality of the graphics and animations in this mod may very well astound even the most jaded of players! J

 

New Wizards

 

There are now a total of 50 playable wizards, which I believe is the limit. I have also fixed a problem under 1.0 where when playing maps which were not created for BNW you would have wizards using the wrong body graphic. In general there is now more compatibility with user made maps than ever before.

 

New Heroes

 

Many new heroes have been added, and all now use a unique body graphic. Now heroes in the brave new world not only play like heroes and feel like heroes, but they now look like heroes too!  I feel this is a wonderful feature which I hope brave new world players will enjoy as much as me.

 

I would like to briefly discuss this aspect of the mod and how it works.

 

To begin with when you play random maps or any map created under this mod, the new heroes and their unique body graphics are the ones that you will be playing with. However, when playing user made maps which were not created with this mod it will work slightly differently. In this case if the map uses any of the default heroes then they will use the same body graphic and portrait that are used in BNW. However, custom created heroes will use whatever portrait the person included for them as well as the old body graphic from the normal game. The reason for this is compatibility. See there can only be one default body type for each class of hero from each race (that’s a bit of an oversimplification but it will have to do for now), so I felt it better to keep the old body graphics for custom created heroes made for maps not created with BNW. Otherwise you would have heroes using a body which did not match the portrait created for them and may even be of a completely different sex. For example the default body graphic for a human rogue hero in BNW is obviously female, so if someone made a male rogue hero for a custom map we wouldn’t want him using this body.

 

Anyway, that’s the basics of how this is set up.

 

There are also many additional hero portraits available for mapmakers included.

 

New Artifacts

 

Approximately 200 new artifacts have been added to this mod! Also all the ones from the normal game have been gone over yet again and many were changed. Acquiring new artifacts is now a very exciting element of the game. J

 

 

New Units

 

As BNW players might expect, many new creatures have been added. Some are beautiful while others are bizarre. Exotic wildlife, powerful giants and dark things that go bump in the night are just a few of the new types of creatures you can expect to find.

 

Race Changes

 

Each town has had a new powerful level 3 unit added to its racial building. Also some towns have new units which replace ones used previously in BNW v1.0.

 

Here’s a quick look at some changes in towns from v1.0:

 

·        Humans have a new level 3 unit (Champion) available in the champ guild. The Chaplain has been moved back to their racial building which also contains the Crusader who has had a slight boost in stats and serves as humans’ elite level 3 unit for that dwelling.

 

·        Frostlings’ new level 3 is the Owlbear which is available in the midwinter hut. The level 2 Barbarian has been replaced by the Ice Troll.

 

·        Draconians’ new level 3 is the Terrodax. The River King replaces the level 4 Draconian Monk.

 

·        Tigrans’ new level 3 is the Serpent King which is available in the mirage.

 

·        Elves’ new elite level 3 is the Grove Keeper which is available in the secret glade. The Grove Maiden replaces the level 2 Stormdancer.

 

·        Halflings’ new level 3 unit is the Great Eagle which is available in the great garden.

 

·        Dwarves’ new level 3 is the Steel Golem and the Hammer Giant has replaced the level 4 Stone Giant.

 

·        Archons’ new level 3 is the Centurion.

 

·        Dark Elves’ new level 3 is the Scarecrow.  The Night Guard returns from the normal game to replace the level 1 Nightmare since upatch 1.4 uses that as a level 3.

 

·        Orcs’ new level 3 is the Flesh Golem. The War Troll replaces the level 4 Slaan Master and the level 2 Wererat is replaced by the Mercenary.

 

·        Goblins’ new level 3 is the Dire Troll. The Wyvern Rider returns from the normal game to replace the Harpy.

 

·        Undeads’ new level 3 is the Black Rider.

 

·        Nomads’ new level 3 is the Easterling. The Pit Guard has had a boost in stats and is their elite level 3. The Bushido Warrior replaces the level 3 War Chief.

 

·        Syrons’ new level 3 is the Thunderbird which was previously their level 4 (it has had a reduction in stats and abilities). Their new level 4 is the Eternal. The Coati is a new level 2 unit replacing the Dreamweaver.

 

·        Shadow Demons’ new level 3 is the Ravager.

 

In addition to new units and unit changes, many existing units have had some changes to stats and abilities. Level 1s were made slightly tougher for example.

 

Here are complete tables of all units (excluding siege machines) available in towns:

 

 

Humans

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Woodsman

1

30

none

7

6

7

5

12

32

Walking, Strike, Forestry, Poison Protection

Silver: Poison Immunity

Gold: Mighty Meek

Crossbowman

 

1

40

Barracks

0

6

6

0

12

28

Walking, Fire Crossbow

Silver: Mark I

Gold: Mark II, Seeker

Infantry

1

50

Barracks

8

7

7

6

14

28

Walking, Strike, Block

Silver: Magic Protection

Gold: Extra Strike

Cavalry

2

80

War Hall

10

9

8

7

16

40

Walking, Strike, Charge, Mounted, Forestry, Vision I

Silver: Vision II

Gold: Vision III, First Strike

Swashbuckler

 

2

80

War Hall

9

9

8

7

15

32

Walking, Strike, Fire Pistol, Swimming, Taunt

Silver: Mark I

Gold: Mark II, Seeker

Duelist

2

85

War Hall

11

9

8

8

15

36

Walking, Strike, First Strike, Death Protection, Magic Strike

Silver: Enchanted Weapon

Gold: Extra Strike

Knight

3

160

Champion’s Guild

14

12

9

9

22

36

Walking, Strike, Charge, Mounted, Dragon Slaying, Willpower

Silver: Magic Protection

Gold: First Strike

Herbalist

3

130

Champion’s Guild

10

10

15

7

18

32

Walking, Strike, Poison Protection, Poison Strike, Poison Darts, Concealment, Forestry, Mark I, Healing

Silver: Mark II, Poison Immunity

Gold: Mark III, Entangle

Champion

3

180

Champion’s Guild

14

12

10

10

24

32

Walking, Strike, Willpower, Block

Silver: Magic Protection

Gold: Extra Strike

Chaplain

3

140

Chapter House

11

10

12

8

17

32

Walking, Strike, True Seeing, Turn Undead, Dispel Magic, Leadership I, Bard’s Skill, Willpower

Silver: Leadership II

Gold: Leadership III

Crusader

3

180

Chapter House

13

11

11

9

20

32

Walking, Strike, Dragon Slaying, Fire Protection, Shoot Javelin, Willpower

Silver: Mark I, Enchanted Weapon

Gold: Mark II, Extra Strike

Air Galley

4

280

Master’s Guild, Champion’s Guild, Sanctuary

0

10

10

0

30

40

Shoot Javelin, Transport VII, Marksmanship I, Vision II, Fire Weakness, Poison Immunity, Flying Ram

Silver: Mark II, Vision III

Gold: Mark III, Vision IV

Messiah

 

4

300

Master’s Guild, Champion’s Guild, Sanctuary

15

13

13

11

28

36

Walking, True Seeing, Strike, Turn Undead, Dispel Magic, Death Immunity, Holy Immunity, Death Strike, Holy Strike, Water Walking, Willpower

Silver: Holy Champion

Gold: Unholy Champion

Monk

2

90

Monastery

8

10

12

6

16

32

Walking, Strike, Magic Bolts, Magic Strike, Healing I, Death Protection, Holy Protection, True Seeing, Turn Undead, Willpower

Silver: Mark I

Gold: Mark II, Death Immunity, Holy Immunity

 

 

Frostlings

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Raider

1

25

None

7

6

7

5

11

28

Walking, Strike, Cold Protection, Block, Fire Weakness, Snow Concealment

Silver: Cold Immunity

Gold: Mighty Meek

Shard Thrower

1

35

Barracks

0

5

7

0

11

28

Walking, Archery, Cold Protection, Fire Weakness, Marksmanship I, Snow Concealment

Silver: Mark II

Gold: Mark III, Seeker

Wolf Raider

1

50

Barracks

8

6

8

6

14

36

Walking, Strike, Cold Protection, Fire Weakness, Charge, Mounted, Forestry

Silver: Cold Immunity

Gold: Cold Strike

Frost Witch

2

90

War Hall

9

9

10

6

15

32

Walking, Strike, Cold Immunity, Cold Strike, Fire Weakness, Snow Concealment, Frost Bolts, Swimming, True Seeing

Silver: Mark I

Gold: Mark II, Seduce

Ice Troll

2

90

War Hall

10

8

9

7

16

32

Walking, Strike, Cold Immunity, Cold Strike, Mountaineering, Snow Concealment, Taunt

Silver: Regeneration

Gold: Extra Strike

Snow Leopard

2

85

War Hall

10

9

8

8

16

36

Walking, Strike, Cold Immunity, Fire Weakness, Animal, Charge, Snow Concealment, Forestry

Silver: First Strike

Gold: Cold Strike

Icedrake Rider

3

130

Champion’s Guild

12

10

11

8

17

40

Cold Protection, Strike, Flying, Mounted, Vision I, Charge

Silver: Vision II, Cold Immunity

Gold: Vision III, Cold Breath

Koda Bear

3

160

Champion’s Guild

12

11

11

10

24

36

Walking, Strike, Cold Immunity, Fire Weakness, Animal, Charge, Snow Concealment, Swallow Whole

Silver: Regeneration

Gold: Fury

Mammoth Rider

3

170

Champion’s Guild

13

11

10

12

26

32

Walking, Strike, Cold Immunity, Wall Crushing, Charge, Mounted

Silver: Cause Fear

Gold: Fury

Yeti

3

140

Midwinter Hut

12

11

9

9

18

32

Walking, Strike, Cold Immunity, Cold Strike, Mountaineering, Wall Crushing, Regeneration, Snow Concealment

Silver: Willpower

Gold: Mark I, Hurl Boulder

Owl Bear

3

200

Midwinter Hut

12

12

12

8

24

36

Walking, Strike, Cold Immunity, Mountaineering, Snow Concealment, Forestry, Double Strike, Animal, Night Vision, Willpower

Silver: Regeneration

Gold: Cold Strike

Frost Giant

4

260

Master’s Guild, Champion’s Guild, Sanctuary

14

14

11

11

28

32

Walking, Strike, Cold Immunity, Cold Strike, Mountaineering, Wall Crushing, Willpower

Silver: Magic Protection

Gold: Physical Protection

Doom Wolf

4

300

Master’s Guild, Champion’s Guild, Sanctuary

15

13

12

12

26

48

Walking, Strike, Cold Immunity, Cold Strike, Path of Frost, Animal, Willpower, Forestry, Cold Breath

Silver: Mark I, Magic Protection

Gold: Mark II, Charge

Ice Maiden

2

90

Monastery

8

10

12

6

16

32

Walking, Strike, Cold Immunity, Cold Strike, Swimming, Snow Concealment, Fire Weakness, Healing I, True Seeing, Turn Undead, Willpower

Silver: Regeneration

Gold: Liquid Form

 

 

Draconians

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Hatchling

1

25

None

5

5

5

5

10

28

Walking, Strike, Poison Strike, Venomous Spit, Cold Weakness, Shadow Walker, Draconian Growth, Poison Protection

Silver: Mark I

Gold: Draconian Growth

Flamer

1

40

Barracks

7

6

5

5

12

28

Walking, Strike, Fire Strike, Cold Weakness, Shadow Walker, Fire Breath, Fire immunity

Silver: Mark I

Gold: Mark II, Hurl Firebomb

Charger

1

50

Barracks

8

8

6

6

14

32

Walking, Strike, Charge, Cold Weakness, Shadow Walker

Silver: Fire Immunity

Gold: Fire Strike

Raptor

2

85

War Hall

10

9

8

8

16

38

Walking, Strike, Charge, Cold Weakness, Shadow Walker, First Strike, Fire Protection

Silver: Fire Immunity

Gold: Fire Strike

 

Marauder

2

85

War Hall

11

9

7

7

16

36

Walking, Strike, Fire Protection, First Strike, Might Vision, Poison Protection, Shadow Walker, Round Attack

Silver: Fury

Gold: Extra Strike

Crusher

2

80

War Hall

11

9

7

9

20

32

Walking, Strike, Wall Crushing, Cold Weakness, Shadow Walker

Silver: Fire Protection

Gold: Fire Immunity, Strangle

Elder

3

125

Champion’s Guild

11

10

15

8

20

32

Walking, Strike, Magic Strike, Magic Bolts, Magic Protection, True Seeing, Bard’s Skill, Cold Weakness, Shadow Walker, Willpower

Silver: Mark I, Leadership I

Gold: Mark II, Leadership II

Flyer

3

150

Champion’s Guild

13

10

10

9

18

40

Flying, Strike, Vision II, Cold Weakness, Shadow Walker, Magic Strike, Charge

Silver: Fire Protection

Gold: Fire Immunity, Fire Strike

Mauler

3

160

Champion’s Guild

13

11

10

11

25

32

Walking, Strike, Charge, Fire Protection, Cave Crawling, Shadow Walker, Willpower

Silver: Fire Immunity

Gold: Fire Strike

Hydra

 

3

160

Hydra’s Pool

11

10

12

8

24

32

Walking, Strike, Poison Immunity, Double Strike, Dragon, Regeneration, Spread Attack, Swimming, Shadow Walker

Silver: Willpower

Gold: Extra Strike

Terrodax

3

210

Hydra’s Pool

14

11

11

10

22

40

Flying, Strike, Fire Immunity, Dragon Poison Immunity, Shadow Walker, Charge, Vision I, Gas Breath, Willpower

Silver: Mark I, Vision II

Gold: Mark II, Vision III

River King

4

300

Master’s Guild, Champion’s Guild, Sanctuary

15

13

13

11

30

36

Walking, Strike, Charge, Fire Protection, Cave Crawling, Poison Immunity, Shadow Walker, Swimming, Swallow Whole, Water Concealment, Willpower

Silver: Fire Immunity

Gold: Extra Strike

Red Dragon

4

300

Master’s Guild, Champion’s Guild, Sanctuary

16

12

14

10

28

40

Flying, Cause Fear, Magic Strike, Vision II, Strike, Fire Immunity, Dragon, Willpower, Cold Weakness, Shadow Walker, Fire Breath

Silver: Mark I, Vision III

Gold: Mark II, Vision IV, Fire Strike

Salamander Priest

2

90

Monastery

8

10

12

6

16

32

Walking, Strike, Cold Weakness, Shadow Walker, Fire Breath, Healing I, True Seeing, Turn Undead, Willpower

Silver: Mark I, Fire Immunity

Gold: Mark II, Hurl Firebomb

 

 

 

Tigrans

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Shredder

1

30

None

7

5

7

5

12

28

Walking, Strike, Night Vision, Throw Blade

Silver: Mark I

Gold: Mark II, Seeker

Fire Cat

1

40

Barracks

6

6

6

0

12

28

Walking, Night Vision, Fire Bolts, Fire Protection

Silver: Mark I, Fire Immunity

Gold: Mark II, Hurl Firebomb

Hunter

1

50

Barracks

8

7

6

7

14

36

Walking, Strike, Night Vision, Forestry, Charge

Silver: First Strike

Gold: Fury

Prowler

2

85

War Hall

10

9

8

8

15

36

 

Walking, Strike, Night Vision, Forestry, Charge, Concealment, Wall Climbing

Silver: First Strike

Gold: Fury

 

Cat Master

2

85

War Hall

10

8

9

7

16

36

Walking, Strike, Night Vision, Archery, Mounted, Marksmanship I, Forestry

Silver: Mark II

Gold: Mark III, Seeker

Mystic

2

95

War Hall

9

8

12

6

15

32

Walking, Strike, Night Vision, Magic Strike, Phase, Blurred, Magic Bolts, True Seeing

Silver: Mark I, Magic Protection

Gold: Mark II, Magic Immunity

Elementalist

3

140

Champion’s Guild

10

10

16

8

20

32

Walking, Strike, Marksmanship I, Death Protection, Magic Protection, Magic Strike, True Seeing, Steal Enchantment, Night Vision, Fire Protection, Hurl Firebomb, Willpower

Silver: Mark II

Gold: Mark II, Fire Halo

Manticore

3

150

Champion’s Guild

12

10

10

8

18

40

Night Vision, Strike, Flying, Vision II, Poison Strike, Poison Immunity, Charge

Silver: Magic Protection

Gold: Fury

Naga Queen

3

180

Champion’s Guild

12

11

11

8

20

36

Walking, Strike, Night Vision, Magic Protection, Poison Immunity, Willpower, Double Strike

Silver: Poison Strike

Gold: Blurred

Beholder

3

150

Mirage

10

8

20

8

18

32

Strike, Floating, Night Vision, True Seeing, Magic Immunity, Doom Gaze, Dispel Magic

Silver: Mark I

Gold: Mark II, Blurred

Serpent King

3

210

Mirage

14

11

12

10

24

36

Walking, Strike, Swimming, Poison Immunity, Poison Strike, First Strike, Free Movement, Night Vision, Swallow Whole, Willpower

Silver: Charge

Gold: Haste

Ronin

4

260

Master’s Guild, Champion’s Guild, Sanctuary

14

12

13

9

26

36

Walking, Strike, Magic Protection, Double Strike, Fire Immunity, Mountaineering, Night Vision, Willpower

Silver: Fire Strike

Gold: Fire Halo

 

Sphinx

4

300

Master’s Guild, Champion’s Guild, Sanctuary

15

12

16

10

30

36

Walking, Strike, Mountaineering, Night Vision, Magic Strike, Fire Immunity, Willpower, Dominate

Silver: Drain Will

Gold: Fire Strike

Matriach

2

90

Monastery

8

10

12

6

16

32

Walking, Strike, Night Vision, Magic Strike, Magic Protection, Healing I, True Seeing, Turn Undead, Willpower

Silver: Seduce

Gold: Blurred

 

 

Elves

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Glade Runner

1

30

None

7

5

8

5

11

36

Walking, Strike, Forestry, Magic Strike, Concealment

Silver: Magic Protection

Gold: Mighty Meek

Longbowman

1

35

Barracks

0

6

7

0

11

28

Walking, Forestry, Marksmanship I, Archery

Silver: Mark II

Gold: Mark III, Seeker

Swordsman

1

45

Barracks

8

6

8

6

12

28

Walking, Strike, Forestry, Block

Silver: Magic Protection

Gold: Extra Strike

Wood Nymph

2

70

War Hall

0

9

11

0

16

32

Walking, Forestry, Archery, Marksmanship I, Magic Protection

Silver: Mark II, Magic Immunity

Gold: Mark III, Seduce, Seeker

Grove Maiden

2

85

War Hall

11

9

11

7

16

36

Walking, Strike, Forestry, Swimming, Bard’s Skill, Magic Protection, Grass Concealment

Silver: Enchanted Weapon

Gold: Blurred

Scout

2

75

War Hall

10

9

9

7

16

40

Walking, Strike, Forestry, Charge, Mounted, Vision I

Silver: Vision II

Gold: Vision III, Holy Champion

Druid

3

140

Champion’s Guild

11

10

15

7

17

36

Walking, Strike, Forestry, Swimming, Concealment, Control Animal, Entangle

Silver: Healing I

Gold: Holy Champion

Pathfinder

3

140

Champion’s Guild

13

10

11

9

20

36

Walking, Strike, Forestry, Concealment, Poison Strike, Poison Protection, Magic Protection, True Seeing, Wall Climbing

Silver: Blurred

Gold: Extra Strike

Iron Maiden

3

170

Champion’s Guild

14

11

13

10

20

40

Walking, Strike, Forestry, Charge, Mounted, Magic Strike, Phase, Magical Mount, Willpower

Silver: Magic Protection

Gold: Holy Champion, First Strike

War Unicorn

3

150

Secret Glade

13

11

13

9

20

40

Walking, Strike, Forestry, Charge, Magic Strike, Phase, Magic Protection, Willpower

Silver: Magic Immunity

Gold: Holy Champion

Grove Keeper

3

200

Secret Glade

14

12

14

10

22

36

Walking, Strike, Forestry, Charge, Magic Strike, Magic Protection, Path of Life, Entangle, Willpower

Silver: Blessed

Gold: Entangle Strike

Blademaster

 

4

270

Master’s Guild, Champion’s Guild, Sanctuary

15

13

15

11

26

36

Walking, Strike, Forestry, Round Attack, First Strike, Magic Protection, Poison Immunity, Magic Strike, Block, Willpower

Silver: Magic Immunity

Gold: Holy Champion

Fairy Dragon

4

300

Master’s Guild, Champion’s Guild, Sanctuary

15

12

16

11

24

40

Strike, Flying, Dragon, Magic Protection, Magic Strike, Phase, Vision II, True Seeing, Willpower, Pixie Dust

Silver: Mark I, Vision III

Gold: Mark II, Vision IV, Magic Immunity

Shield Maiden

2

90

Monastery

8

10

12

6

16

32

Walking, Strike, Forestry, Magic Strike, Healing I, Holy Protection, Magic Protection, Bard’s Skill, Life Domain, True Seeing, Turn Undead, Willpower

Silver: Blessed

Gold: Holy Champion

 

 

Halflings

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Swordsman

1

25

None

7

6

10

5

10

28

Walking, Strike, Block, Forestry

Silver: Poison Protection

Gold: Mighty Meek

Slinger

1

30

Barracks

0

5

10

0

10

28

Walking, Forestry, Hurl Stones, Marksmanship I, Concealment

Silver: Mark II

Gold: Mark III, Seeker

Rogue

1

60

Barracks

8

6

10

6

14

32

Walking, Strike, Forestry, Concealment, Marksmanship I, Wall Climbing, Poison Darts, Swimming

Silver: Mark II

Gold: Mark III, Blurred

 

Pony Rider

2

70

War Hall

9

9

10

7

16

36

Walking, Strike, Charge, Forestry, Mounted

Silver: Poison Protection

Gold: First Strike

Mighty Moose

2

90

War Hall

9

9

8

10

18

36

Walking, Strike, Charge, Forestry, Animal, Charge

Silver: Blessed

Gold: Extra Strike

Eagle Rider

2

100

War Hall

10

8

9

6

14

36

Flying, Charge, Vision II, Strike, Mounted

Silver: Vision III, Poison Protection

Gold: Vision IV, Grasp

Sheriff

3

140

Champion’s Guild

12

12

10

8

20

36

Walking, Strike, Charge, Forestry, Mounted

Leadership I, Bard’s Skill, Smoky Haze, Fire Pistol, Willpower

Silver: Mark I, Leadership II

Gold: Mark II, Leadership III

Centaur

3

140

Champion’s Guild

0

10

15

0

20

40

Walking, Forestry, Archery Marksmanship II, Concealment

Silver: Mark III

Gold: Mark IV, Seeker

Centaur Captain

3

150

Champion’s Guild

12

11

11

9

20

36

Walking, Strike, Charge, Forestry, Pole Arm, First Strike, Willpower

Silver: Blessed

Gold: Extra Strike

Ent

3

140

Great Garden

11

11

10

12

24

30

Walking, Strike, Wall Crushing, Concealment, Fire Weakness, Forestry, Poison Immunity, Magic Strike, Regeneration

Silver: Willpower

Gold: Entangle Strike

Great Eagle

3

210

Great Garden

14

10

12

10

20

40

Charge, Flying, Vision II, Strike, Grasp, Animal, Willpower

Silver: Vision III, Blessed

Gold: Vision IV, Holy Champion

Leprechaun

4

240

Master’s Guild, Champion’s Guild, Sanctuary

12

16

18

7

20

32

Walking, Forestry, Magic Strike, Regeneration, Magic Bolts, Strike, Swimming, Phase, Blurred, Willpower, Taunt, Steal Enchantment, Marksmanship I, True Seeing, Concealment

Silver: Mark II

Gold: Mark III, Seeker

Magic Mushroom

4

280

Master’s Guild, Champion’s Guild, Sanctuary

15

13

16

12

28

36

Walking, Strike, Forestry, Path of Life, Regeneration, Healing I, Bard’s Skill, Magic Protection, Poison Immunity, Whirlwind, Willpower, Magic Strike

Silver: Magic Immunity

Gold: Holy Champion

Apprentice

2

90

Monastery

8

10

12

6

16

32

Walking, Strike, Forestry, Poison Protection, Concealment, First Strike, Magic Strike, Healing I, True Seeing, Turn Undead, Willpower

Silver: Blessed

Gold: Pixie Dust

 

 

Dwarves

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Axeman

1

30

None

6

7

7

5

12

28

Walking, Strike, Cave Crawling, Poison Protection, Mountaineering, Block, Night Vision

Silver: Poison Immunity

Gold: Mighty Meek

Crossbowman

1

40

Barracks

0

6

6

0

12

28

Walking, Fire Crossbow, Cave Crawling, Poison Protection, Mountaineering, Night Vision

Silver: Mark I, Poison Immunity

Gold: Mark II, Seeker

Berserker

1

50

Barracks

8

6

7

7

14

28

Walking, Strike, Cave Crawling, Poison Protection, Mountaineering, Night Vision, Double Strike, Willpower

Silver: Charge

Gold: Poison Immunity, Extra Strike

Boar Rider

2

75

War Hall

9

9

8

8

17

36

Walking, Strike, Cave Crawling, Poison Protection, Mountaineering, Night Vision, Mounted, Charge, Forestry

Silver: Throw Spear

Gold: Poison Immunity, Mark I

Engineer

2

80

War Hall

8

10

8

6

16

32

Walking, Strike, Cave Crawling, Poison Protection, Mountaineering, Night Vision, Repair Machine, Sabotage, Fire Pistol

Silver: Mark I, Poison Immunity

Gold: Mark II, Seeker

Alchemist

2

90

War Hall

8

10

10

6

16

32

Walking, Strike, Cave Crawling, Poison Protection, Mountaineering, Night Vision, True Seeing, Cold Protection, Fire Protection, Bombard

Silver: Mark I, Poison Immunity

Gold: Mark II, Seeker

Mole

3

150

Champion’s Guild

12

12

9

9

21

36

Walking, Strike, Cave Crawling, Poison Protection, Mountaineering, Night Vision, Tunneling, Wall Crushing, Mounted, Willpower

Silver: Poison Immunity

Gold: Poison Strike

Guildmaster

3

170

Champion’s Guild

12

12

12

10

20

32

Walking, Strike, Cave Crawling, Poison Protection, Mountaineering, Night Vision, Fire Protection, Magic Protection, Bard’s Skill, Willpower

Silver: Poison Immunity

Gold: Stone Skin

Runemaster

3

180

Champion’s Guild

11

13

14

10

22

32

Walking, Strike, Cave Crawling, Poison Protection, Mountaineering, Night Vision, Fire Immunity, Fire Strike, Leadership I, Willpower

Silver: Poison Immunity. Magic Protection, Leadership II

Gold: Magic Immunity, Leadership III

Gargoyle

3

140

Stone Menders

10

10

20

8

16

36

Flying, Magic Immunity, Magic Strike, Willpower, Cold Immunity, Death Immunity, Poison Immunity, Holy Immunity, Fire Immunity Night Vision, Strike

Silver: Charge

Gold: First Strike

Steel Golem

3

210

Stone Menders

12

14

12

10

24

30

Walking, Strike, Cave Crawling, Mountaineering,  Death Immunity, Poison Immunity, Holy Immunity, Magic Immunity

Silver: Wall Crushing

Gold: Physical Protection

Steam Tank

4

240

Master’s Guild, Champion’s Guild, Sanctuary

0

14

14

0

32

40

Walking, Poison Immunity, Cold Protection, Steam, Fire Cannon, Mark I, Transport VII, Night Vision, Cave Crawling, Mountaineering

Silver: Mark II, Tunneling

Gold: Mark III, Seeker

Hammer Giant

4

300

Master’s Guild, Champion’s Guild, Sanctuary

14

15

13

12

30

36

Walking, Strike, Cave Crawling, Poison Immunity, Mountaineering, Night Vision, Magic Protection, Fire Protection, Magic Strike, Wall Crushing, Willpower

Silver: Fire Immunity

Gold: Physical Protection

Tenderfoot

2

90

Monastery

8

10

12

6

16

32

Walking, Strike, Cave Crawling, Poison Protection, Mountaineering, Night Vision, Hurl Stones, Healing I, True Seeing, Turn Undead, Willpower

Silver: Mark I, Poison Immunity

Gold: Mark II, Stone Skin

 

 

Archons

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Militia

1

30

None

6

6

6

6

12

28

Walking, Holy Strike, Holy Protection, Strike

Silver: Holy Immunity

Gold: Mighty Meek

Archer

1

30

Barracks

0

6

6

0

12

28

Walking, Holy Protection, Archery

Silver: Mark I, Holy Immunity

Gold: Mark II, Seeker

Legionary

1

45

Barracks

8

8

6

6

12

28

Walking, Holy Protection, Strike, Block, Throw Spear

Silver: Holy Immunity

Gold: Extra Strike

 

Avenger

2

90

War Hall

10

9

13

7

15

32

Walking, Holy Strike, Holy Immunity, Strike, True Seeing, Holy Bolts, Willpower, Turn Undead

Silver: Mark I

Gold: Mark II, Holy Champion

 

Moonwatcher

2

90

War Hall

10

9

10

8

16

32

Walking, Holy Strike, Holy Immunity, Strike, Phase, Magic Protection, Whirlwind

Silver: Healing I

Gold: Blurred

Paladin

2

90

War Hall

10

9

8

8

16

40

Walking, Holy Strike, Holy Protection, Strike, Charge, True Seeing, Mounted, Turn Undead

Silver: Holy Immunity

Gold: Holy Champion

 

Pegasus Rider

3

140

Champion’s Guild

12

10

10

8

18

40

Holy Strike, Holy Protection, Strike, Charge, Vision II, Flying, Mounted, Willpower

Silver: Magical Mount, Holy Immunity

Gold: Holy Champion

Gladiator

3

160

Champion’s Guild

12

12

10

10

20

36

Walking, Holy Strike, Holy Protection, Strike, Bard’s Skill, First Strike, Willpower

Silver: Leadership I

Gold: Leadership II, Holy Champion

Charioteer

3

170

Champion’s Guild

13

11

9

9

22

36

Walking, Strike, Holy Protection, Mounted, Charge, Marksmanship I, Archery, Willpower

Silver: Mark II, Holy Strike

 

Royal Griffin

3

150

Sanctum

12

10

11

9

18

36

Walking, Holy Strike, Holy Protection, Strike,

Charge, Vision II, Forestry, Grasp, Willpower

Silver: Blessed

Gold: Holy Champion

Centurion

3

210

Sanctum

14

11

11

8

22

36

Walking, Holy Strike, Holy Protection, Strike,

Double Strike, Willpower

Silver: Holy Immunity

Gold: Holy Champion

Skywalker

4

250

Master’s Guild, Champion’s Guild, Sanctuary

15

12

13

10

24

40

Flying, Holy Immunity, Holy Strike, Strike, True Seeing, Vision II, Willpower

Silver: Vision III

Gold: Vision IV, Holy Champion

Titan

4

300

Master’s Guild, Champion’s Guild, Sanctuary

15

15

12

12

32

36

Walking, Holy Strike, Holy Protection, Strike, Fire Immunity, Round Attack, Vision I, Willpower, Wall Crushing

Silver: Holy Immunity

Gold: Holy Champion, Shoot Javelin

Saint

2

90

Monastery

8

10

12

6

16

32

Walking, Holy Immunity, Holy Strike, Strike, True Seeing, Healing I, Holy Bolts, Turn Undead, Willpower

Silver: Mark I, Life Domain

Gold: Mark II, Resurrect

 

 

Dark Elves

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Night Guard

1

30

None

7

5

7

5

10

28

Strike, Walking, Forestry, Magic Strike, Poison Protection, Night Vision, First Strike, Cave Crawling, Pole Arm

Archer

1

35

Barracks

0

5

7

0

11

28

Walking, Poison Protection, Night Vision, Cave Crawling, Marksmanship I, Archery

Silver: Mark II, Poison Immunity

Gold: Mark III, Seeker

Warrior

1

40

Barracks

8

6

8

5

13

28

Walking, Strike, Night Vision, Poison Protection, Cave Crawling, Magic Strike, Block

Silver: Poison Immunity

Gold: Extra Strike

Blade Dancer

2

100

War Hall

10

8

8

7

17

32

Walking, Strike, Night Vision, Poison Protection, Cave Crawling, Concealment, Poison Strike, Double Strike, Forestry

Silver: Poison Immunity

Gold: Blurred

Doombringer

2

90

War Hall

11

9

8

8

16

32

Walking, Strike, Night Vision, Poison Protection, Cave Crawling, Death Strike, Death Protection, Bard’s Skill

Silver: Death Immunity

Gold: Unholy Champion

Nightbringer

2

90

War Hall

9

9

9

7

16

40

Walking, Strike, Night Vision, Poison Protection, Cave Crawling, Magic Strike, Charge, Mounted, Life Stealing

Silver: Poison Immunity

Gold: First Strike

Shade

3

140

Champion’s Guild

12

10

10

8

18

32

Walking, Strike, Night Vision, Poison Protection, Cave Crawling, Magic Strike, Trail of Darkness, Life Stealing, Concealment, Physical Protection, Pass Wall, Shadow Walker, Death Strike, Shadow Shift, Death Protection

Silver: Poison Immunity, Death Immunity

Gold: Unholy Champion

Soul Thief

3

170

Champion’s Guild

13

11

11

9

20

36

Walking, Strike, Night Vision, Trail of Darkness, Life Stealing, Concealment, Magic Strike, Shadow Walker, Death Strike, Cave Crawling, Shadow Shift, Death Protection, Poison Immunity, Willpower

Silver: Death Immunity

Gold: Unholy Champion

Spider Queen

3

170

Champion’s Guild

13

10

15

7

20

36

Walking, Strike, Night Vision, Poison Immunity, Cave Crawling, Magic Strike, Poison Strike, Wall Climbing, Death Protection, Web, Willpower

Silver: Leadership I

Gold: Leadership II, Drain Will

Succubus

3

150

Tower Relay

11

9

11

8

14

36

Flying, Strike, Seduce, Life Stealing, Poison Protection, True Seeing

Silver: Poison Immunity

Gold: Blurred

Scarecrow

3

200

Tower Relay

14

11

13

10

23

36

Walking, Strike, Cause Fear, Poison Immunity, Death Immunity, Forestry, Life Stealing, Night Vision, Spread Attack, Magic Strike, Willpower

Silver: Dark Gift

Gold: Physical Protection

Incarnate

4

260

Master’s Guild, Champion’s Guild, Sanctuary

14

12

15

5

20

36

Night Vision, Poison Immunity, Magic Strike, Strike, Floating, Cold Immunity, Death Immunity, Fire Immunity, Lightning Immunity, Pass Wall, Possess, Willpower, Physical Protection, Shadow Walker, True Seeing

Silver: Drain Will

Gold: Unholy Champion

Dark Angel

4

300

Master’s Guild, Champion’s Guild, Sanctuary

15

12

13

10

26

40

Death Immunity, Death Strike, Flying, Life Stealing, Poison Immunity, Strike, True Seeing, Vision II

Silver: Vision III

Gold: Vision IV, Unholy Champion

Acolyte

2

90

Monastery

8

10

12

6

16

32

Walking, Strike, Night Vision, Poison Protection, Cave Crawling, Life Stealing, Healing I, True Seeing, Turn Undead, Willpower

Silver: Poison Immunity

Gold: Unholy Champion

 

 

Orcs

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Axeman

1

30

None

7

6

5

6

12

28

Walking, Strike, Night Vision, Block

Silver: Poison Protection

Gold: Mighty Meek

Archer

1

30

Barracks

0

6

5

0

12

28

Walking, Archery, Night Vision

Silver: Mark I

Gold: Mark II, Seeker

Abomination

1

60

Barracks

8

7

7

6

14

32

Walking, Strike, Night Vision, Poison Protection, Poison Strike, Concealment, Swimming, Venomous Spit, Cave Crawling, Forestry

Silver: Mark I, Poison Immunity

Gold: Mark II, Changeling

Shaman

2

100

War Hall

10

8

10

7

15

32

Walking, Wall Climbing, Concealment, Poison Strike, Control Animal, Strike, Energy Drain, Black Bolts, Forestry, Death Protection, Poison Protection

Silver: Mark I, Death Immunity, Poison Immunity

Gold: Mark II, Healing

Mercenary

2

90

War Hall

11

9

7

9

16

32

Walking Strike, Round Attack, Night Vision, Poison Protection, Bard’s Skill

Silver: Taunt

Gold: Strangle

Heavy Cavalry

2

80

War Hall

10

9

7

8

17

36

Walking, Strike, Night Vision, Charge, Mounted

Silver: Poison Protection

Gold: Poison Strike

Dark Woods

3

140

Champion’s Guild

11

11

10

12

24

30

Walking, Strike, Wall Crushing, Concealment, Fire Weakness, Forestry, Poison Immunity, Poison Strike, Regeneration

Silver: Willpower

Gold: Entangle Strike

Cyclops

3

170

Champion’s Guild

13

11

10

10

20

32

Walking, Strike, Night Vision, Cause Fear, Poison Protection, Hurl Boulder, Mountaineering

Silver: Mark I, Poison Immunity

Gold: Mark II, Seeker

Warlord

3

190

Champion’s Guild

16

13

8

11

22

30

Walking, Strike, Night Vision, Round Attack, Willpower

Silver: Leadership I, Poison Protection

Gold: Leadership II, Poison Immunity

Doom Bats

3

140

Blood Totem

10

15

6

4

10

36

Flying, Death Immunity, Poison Immunity, Double Strike, Life Stealing, Strike

Silver: Poison Strike

Gold: Blurred

Flesh Golem

3

200

Blood Totem

14

12

11

11

25

32

Walking, Strike, Poison Immunity, Death Protection, Death Strike, Night Vision, Cause Fear, Strangle, Willpower

Silver: Death Immunity

Gold: Resurgence

Glutton

4

280

Master’s Guild, Champion’s Guild, Sanctuary

17

11

14

13

30

32

Walking, Cave Crawling, Night Vision, Strike, Poison Strike, Poison Immunity, Swimming, Death Protection, Swallow Whole, Taunt, Willpower

Silver: Death Immunity

Gold: Physical Protection

War Troll

4

320

Master’s Guild, Champion’s Guild, Sanctuary

15

13

10

14

32

36

Walking, Strike, Night Vision, Poison Protection, Cave Crawling, Cause Fear, Wall Crushing, Willpower

Silver: Regeneration

Gold: Ram

Voodoo Priest

2

90

Monastery

8

10

11

7

16

32

Walking, Strike, Poison Strike, Poison Protection, Death Protection, Healing I, True Seeing, Turn Undead, Willpower

Silver: Death Immunity

Gold: Entangle, Regeneration

 

 

Goblins

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Swordsman

1

25

None

7

6

7

5

12

28

Walking, Night Vision, Strike, Poison Immunity, Block, Poison Strike, Cave Crawling

Silver: Underground Concealment

Gold: Mighty Meek

Darter

1

30

Barracks

0

6

6

0

10

28

Walking, Night Vision, Poison Darts, Poison Immunity, Cave Crawling, Marksmanship I

Silver: Mark II, Underground Concealment

Gold: Mark III, Seeker

Warg Rider

1

55

Barracks

8

7

7

6

14

36

Walking, Charge, Night Vision, Mounted, Strike, Poison Immunity, Cave Crawling, Forestry

Silver: Throw Spear

Gold: Mark I, Poison Strike

Butcher

2

90

War Hall

11

9

7

8

16

32

Walking, Round Attack, Night Vision, Strike, First Strike, Poison Immunity, Cave Crawling, Life Stealing

Silver: Pole Arm

Gold: Extra Strike

Bugbear Captain

2

85

War Hall

10

9

8

7

16

32

Walking, Strike, Poison Immunity, Cave Crawling, Night Vision, Marksmanship I, Throw Blade, Bard’s Skill

Silver; Leadership I, Mark II

Gold: Leadership II, Mark III

Beast Master

2

85

War Hall

10

9

8

9

17

32

Walking, Strike, Poison Immunity, Cave Crawling, Night Vision, Forestry, Control Animal

Silver: Charge

Gold: Extra Strike

Big Beetle

3

140

Champion’s Guild

13

11

9

9

20

36

Walking, Strike, Poison Immunity, Cave Crawling, Night Vision, Tunneling, Poison Strike, Mounted

Silver: Willpower

Gold: Magical Mount, Extra Strike

Black Guard

3

175

Champion’s Guild

14

10

10

10

22

32

Walking, Strike, Poison Immunity, Cave Crawling, Night Vision, Death Protection, Death Strike, Block, Willpower

Silver: Death Immunity

Gold: Unholy Champion

Wyvern Rider

3

130

Champion’s Guild

12

10

10

8

17

40

Flying, Night Vision, Vision II, Poison Strike, Strike, Charge, Poison Immunity, Mounted

Silver: Vision II

Gold: Vision III, Gas Breath

Troll

3

140

Filth Hole

12

10

10

9

20

32

Walking, Forestry, Night Vision, Strike, Poison Immunity, Cave Crawling, Hurl Boulder, Regeneration

Silver: Mark I

Gold: Mark II, Seeker

Dire Troll

3

190

Filth Hole

14

11

11

10

24

36

Walking, Forestry, Night Vision, Strike, Poison Immunity, Cave Crawling, Charge, Smoky Haze, Regeneration, Willpower

Silver: Poison Strike

Gold: Physical Protection

Wyvern

4

260

Master’s Guild, Champion’s Guild, Sanctuary

14

12

11

10

24

40

Flying, Vision I, Strike, Poison Immunity, Poison Strike, Grasp, Willpower

Silver: Vision II, Charge

Gold: Vision III, First Strike

Kharagh

4

300

Master’s Guild, Champion’s Guild, Sanctuary

16

12

12

14

30

40

Charge, Night Vision, Poison Immunity, Strike, Walking, Cave Crawling, First Strike, Willpower, Wall Crushing

Silver: Taunt

Gold: Cause Fear

Ogre Magi

2

90

Monastery

8

10

12

6

16

32

Walking, Strike, Poison Immunity, Cave Crawling, Night Vision, Death Protection, Poison Strike, Healing I, True Seeing, Turn Undead, Willpower

Silver: Smoky Haze

Gold: Entangle Strike

 

 

Undead

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Ghoul

1

30

None

6

5

6

5

10

28

Undead, Strike, Walking, Holy Weakness, Death Strike

Silver: Resurgence

Gold: Extra Strike

Archer

1

30

Barracks

0

5

5

0

11

28

Walking, Archery, Undead

Silver: Mark I

Gold: Mark II, Seeker

Swordsman

1

40

Barracks

7

7

5

5

13

28

Undead, Strike, Walking, Block

Silver: Extra Strike

Gold: Dark Gift

Poltergeist

2

80

War Hall

10

9

7

7

15

36

Undead, Strike, Floating, Holy Weakness, Pass Wall, Death Strike, Wasteland Concealment

Silver: Cause Fear

Gold: Unholy Champion

Death Knight

2

75

War Hall

9

9

8

7

16

40

Walking, Strike, Charge, Undead, Death Strike, Magical Mount

Silver: Unholy Champion

Gold: Life Stealing

Necromancer

2

90

War Hall

9

8

11

7

14

32

Undead, Strike, Walking, Death Strike, Holy Weakness, Fire Bolts

Silver: Mark I

Gold: Mark II, Animate Corpse

Vampire Lord

3

140

Champion’s Guild

12

10

11

7

16

36

Undead, Strike, Walking, Death Strike, Holy Weakness, Life Stealing, Double Strike, Phase, Block, Willpower

Silver: Energy Drain

Gold: Unholy Champion

Spectre

3

150

Champion’s Guild

12

13

10

8

17

36

Floating, Strike, Pass Wall, Undead, Death Strike, Energy Drain, Physical Protection, Shadow Walker, Holy Weakness, Cold Immunity

Silver: Cause Fear

Gold: Unholy Champion

Bone Horror

3

170

Champion’s Guild

13

10

10

11

30

32

Strike, Walking, Undead, Death Strike, Cause Fear, Wall Crushing, Regeneration

Silver: Willpower

Gold: Extra Strike

Bone Guard

3

150

Hall of the Doomed

13

11

10

10

18

32

Strike, Walking, Undead, Death Strike, Cause Fear, Charge, Willpower

Silver: Magic Protection

Gold: Unholy Champion

Black Rider

3

210

Hall of the Doomed

14

12

13

10

24

36

Strike, Walking, Undead, Death Strike, Charge, Cold Immunity, Energy Drain, Life Stealing, Shadow Walker, Free Movement, Willpower

Silver: Cause Fear

Gold: Unholy Champion

Devil

4

270

Master’s Guild, Champion’s Guild, Sanctuary

15

12

13

8

26

36

Strike, Walking, Undead, Death Strike, Double Strike, Shadow Walker, Cause Fear, Fire Protection, Willpower

Silver: Fire Immunity

Gold: Unholy Champion

Dread Reaper

4

290

Master’s Guild, Champion’s Guild, Sanctuary

13

13

13

13

26

36

Walking, Floating, Strike, Undead, Death Strike, Magic Strike, Cause Fear, Life Stealing, Energy Drain, Physical Protection, Path of Decay, True Seeing, Shadow Walker, Willpower, Pass Wall

Silver: Cold Protection

Gold: Unholy Champion

Lich

2

90

Monastery

8

10

12

6

16

32

Undead, Strike, Walking, Death Strike, Black Bolts, Healing I, Animate Corpse, Willpower

Silver: Mark I

Gold: Mark II, Unholy Champion

 

 

Nomads

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Spearman

1

25

None

6

6

5

5

12

32

Walking, Strike, First Strike, Throw Spear

Silver: Mark I

Gold: Mark II, Mighty Meek

Barbarian

1

40

Barracks

9

6

7

7

14

32

Walking, Strike, Round Attack

Silver: Wall Climbing

Gold: Extra Strike

Horse Archer

1

50

Barracks

0

6

6

0

14

36

Walking, Mounted, Archery, Marksmanship I

Silver: Mark II

Gold: Mark III, Seeker

Tracker

2

90

War Hall

11

9

8

8

16

36

Walking, Strike, Control Animal, Forestry, Mountaineering, Poison Protection, Night Vision, True Seeing

Silver: Poison Immunity

Gold: Entangle Strike

Huntsman

2

80

War Hall

10

9

8

8

16

36

Walking, Strike, Mounted, Charge, Poison Protection, Vision I

Silver: Vision II, Poison Immunity

Gold: Vision III, Trap

Elephant Rider

2

80

War Hall

8

9

8

11

24

32

Walking, Strike, Wall Crushing, Mounted, Charge

Silver: Fire Protection

Gold: Extra Strike

Djinn

3

150

Champion’s Guild

14

11

11

9

18

38

Strike, Floating, Magic Immunity, Poison Immunity, Magic Strike, Vision I, Willpower, Whirlwind

Silver: Vision II, Blurred

Gold: Vision III, Fly

Bushido Warrior

3

170

Champion’s Guild

13

10

11

9

20

36

Walking, Strike, Poison Protection, Death Protection, Fire Protection, True Seeing, Throw Blade, Marksmanship I, Willpower

Silver: Mark II, Regeneration

Gold: Mark III, Stone Skin

Sultan

3

150

Champion’s Guild

14

10

12

8

20

36

Walking, Strike, Mounted, Magical Mount, Willpower, Magic Strike, Bard's Skills, Charge, Leadership I

Silver: Leadership II

Gold: Leadership III

Easterling

3

140

Slave Pit

13

10

10

8

18

36

Walking, Strike, Poison Strike, Poison Protection, First Strike, Pole Arm. Night Vision, Desert Concealment, Block

Silver: Poison Immunity

Gold: Extra Strike

Pit Guard

3

200

Slave Pit

14

11

11

12

24

32

Walking, Strike, Strangle, Cause Fear, Willpower

Silver: Fire Protection

Gold: Fire Immunity, Fire Strike

Giant Ettin

4

270

Master’s Guild, Champion’s Guild, Sanctuary

15

13

11

12

28

36

Walking, Strike, Cave Crawling, Night Vision, Poison Immunity, Taunt, Poison Strike, Wall Crushing, Willpower

Silver: Round Attack

Gold: Physical Protection

Roc

4

300

Master’s Guild, Champion’s Guild, Sanctuary

16

12

12

10

26

40

Flying, Strike, Magic Strike, Grasp, Vision II, Willpower

Silver: Vision III

Gold: Vision IV, First Strike

Medicine Man

2

90

Monastery

8

10

12

6

16

32

Walking, Strike, Fire Protection, Fire Bolts, Healing, True Seeing, Turn Undead, Willpower

Silver: Mark I, Fire Immunity

Gold: Mark II, Hurl Firebomb

 

 

Syrons

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Prospector

1

30

None

6

6

8

6

10

32

Walking, Strike, Shadow Walker, Vision I, Concealment, True Seeing

Silver: Vision II

Gold: Vision III, Mighty Meek

Lightning Catcher

1

50

Barracks

4

6

8

4

10

28

Strike, Shadow Walker, Walking, Lightning Strike, Hurl Lightning, Lightning Immunity

Silver: Mark I

Gold: Mark II, Seeker

Void Mistress

1

50

Barracks

7

6

10

6

12

32

Walking, Strike, Shadow Walker, Death Protection, Magic Protection, Shadow Shift, Magic Strike, Pass Wall

Silver: Steal Enchantment

Gold: Static Shield

Rider

2

80

War Hall

10

8

10

8

16

36

Walking, Swimming, Strike, Shadow Walker, Mounted, Charge

Silver: Vision I, Lightning Protection

Gold: Vision II, Lightning Immunity, Magical Mount

Changeling

2

90

War Hall

12

8

11

6

15

32

Walking, Strike, Shadow Walker, True Seeing, Changeling, Phase, Lightning Protection

Silver: Lightning Immunity

Coati

2

90

War Hall

9

9

11

7

15

32

Walking, Strike, Death Protection, Poison Immunity, Poison Darts, Lightning Protection, Shadow Walker

Silver: Mark I

Gold: Mark II, Gas Breath

Shrieker

3

140

Champion’s Guild

12

10

13

9

18

32

Walking, Strike, Shadow Walker, Death Protection, Lightning Protection, Poison Protection, Magic Strike, Magic Bolts

Silver: Mark I, Blurred

Gold: Mark II, Swallow Whole

Sentinel

3

150

Champion’s Guild

13

11

11

10

20

32

Walking, Strike, Shadow Walker, Death Protection, Lightning Protection, Magic Strike, Energy Drain, Round Attack, Willpower

Silver: Leadership I, Lightning Immunity

Gold: Leadership II, Extra Strike

Giant Warrior

3

170

Champion’s Guild

13

11

12

10

22

32

Walking, Strike, Shadow Walker, Wall Crushing, Lightning Strike, Lightning Immunity

Silver: Death Protection, Cold Protection, Fire Protection, Poison Protection

Gold: Death Immunity, Cold Immunity, Poison Immunity, Fire Immunity

Astral Sprite

3

140

Hall of Stars

12

12

15

8

17

38

Strike, Shadow Walker, Floating, Holy Strike, Resurgence

Silver: Lightning Protection, First Strike

Gold: Lightning Immunity, Blurred

Thunderbird

3

210

Hall of Stars

13

11

14

10

20

40

Flying, Strike, Vision II, Magic Strike, Shadow Walker, Lightning Immunity, Divine Breath, Willpower

Silver: Mark I, Vision III

Gold: Mark II, Vision IV, Resurgence

Forceship

4

280

Master’s Guild, Champion’s Guild, Sanctuary

0

11

11

0

30

40

Transport VII, Marksmanship II, Vision II, Static Shield, Poison Immunity, Lightning Immunity, Magic Relay, Floating, Hurl Lightning

Silver: Mark III, Vision III

Gold: Mark IV, Vision IV

Eternal

4

300

Master’s Guild, Champion’s Guild, Sanctuary

14

14

16

12

30

36

Walking, Strike, Death Protection, Magic Protection, Poison Protection, Lightning Immunity, Shadow Shift, Healing I, Magic Strike, Shadow Walker, True Seeing, Wall Crushing, Willpower

Silver: Magic Immunity

Gold: Holy Champion, Static Shield

Disciple

2

90

Monastery

8

10

12

6

16

32

Walking, Strike, Shadow Walker, Lightning Immunity, True Seeing, Holy Protection, Energy Drain, Healing I, Turn Undead, Willpower

Silver: Lightning Strike

Gold: Static Shield

 

 

Shadow Demons

 

Unit

Level

Cost

Requires

Att

Def

Res

Dam

Hits

MP

Abilities

Larva

1

20

None

5

5

6

5

10

28

Shadow Walker, Walking, Metamorphosis, Strike, Lightning Weakness, Night Vision, Death Protection, Poison Strike, Venomous Spit, Poison Immunity, Cave Crawling

Silver: Mark I, Death Immunity

Gold: Transforms into level 2

Bombard

1

45

Barracks

0

6

8

0

10

28

Shadow Walker, Walking, Lightning Weakness, Night Vision, Death Immunity, Bombard

Silver: Mark I

Gold: Mark II, Seeker

Stag Mount

1

60

Barracks

8

8

5

7

14

36

Shadow Walker, Walking, Mounted, Charge, Magic Strike, Strike, Lightning Weakness, Night Vision, Death Protection

Silver: Death Immunity

Gold: Mighty Meek

Fiend

2

90

War Hall

10

9

10

8

16

32

Strike, Shadow Walker, Floating, Night Vision, Death Protection, Magic Strike

Silver: Blurred

Gold: Entangle Strike

Slayer

2

90

War Hall

10

10

8

8

17

36

Walking, Strike, Shadow Walker, Charge Lightning Weakness, Night Vision, Death Protection, Magic Strike

Silver: Cause Fear

Gold: Extra Strike

Skimmer

2

110

War Hall

10

8

9

7

14

36

Shadow Walker, Flying, Magic Strike, Strike, Lightning Weakness, Night Vision, Death Protection, Vision I, Charge

Silver: Death Immunity, Vision II

Gold: Black Breath, Vision III

Brain

3

170

Champion’s Guild

11

11

18

8

20

32

Shadow Walker, Floating, True Seeing, Magic Strike, Strike, Night Vision, Death Protection, Leadership II, Magic Relay, Lightning Weakness, Steal Enchantment

Silver: Leadership III, Death Immunity

Gold: Blurred

Harvester

3

170

Champion’s Guild

12

11

10

10

26

32

Shadow Walker, Walking, Magic Strike, Strike, Lightning Weakness, Night Vision, Death protection, Cave crawling, Devour, Willpower

Silver: Death Immunity

Gold: Extra Strike

Shadeling

3

180

Champion’s Guild

12

10

9

9

18

40

Strike, Flying, Shadow Walker, Lightning Weakness, Night Vision, Death Protection, Magic Strike, Energy Drain, Charge, Vision I, Black Breath

Silver: Mark I, Vision II

Gold: Mark II, Vision III, Death Immunity

Spirit

3

140

Hall of Darkness

12

11

10

8

17

36

Walking, Strike, Shadow Walker, Night Vision, Death Protection, Magic Strike, Physical Protection, Floating, Concealment, Holy Weakness, Pass Wall, Energy Drain, Lightning Immunity

Silver: Death Immunity

Gold: First Strike

Ravager

3

190

Hall of Darkness

14

11

10

10

26

36

Walking, Strike, Charge, Shadow Walker, Cave Crawling, Night Vision, Death Protection, Death Strike, Cause Fear, Magic Strike, Willpower

Silver: Death Immunity

Gold: Extra Strike

Leviathon

4

270

Master’s Guild, Champion’s Guild, Sanctuary

15

13

12

12

28

36

Walking, Strike, Shadow Walker, Shadow Shift, Night Vision, Death Immunity. Swimming, Magic Strike, Cause Fear, Willpower

Silver: Lightning Protection

Gold: Unholy Champion

Lord

4

300

Master’s Guild, Champion’s Guild, Sanctuary

15

15

13

13

30

32

Walking, Strike, Shadow Walker, Shadow Shift, Night Vision, Death Immunity, Magic Strike, Death Strike, Wall Crushing, Cause Fear, Willpower

Silver: Lightning Protection

Gold: Lightning Immunity, Unholy Champion

Mind Flayer

2

90

Monastery

8

10

12

6

16

32

Walking, Strike, Night Vision, Magic Strike, Death Immunity, Lightning Weakness, Shadow Walker, Healing I, True Seeing, Turn Undead, Willpower

Silver: Energy Drain

Gold: Doom Gaze

 

 

 

Building Restrictions

 

Town size now plays a role in when structures can be built. This is something which I have seen discussed in the AoW II Heaven forums and it always made sense to me. I had thought about including this feature in 1.0 but never did. I really felt I should include it here though because of the new powerful level 3s now available in each town’s racial dwelling. Otherwise people might only go for that building just to produce the elite level 3 there. However, like many changes in this update this is not set in stone, and if it turns out that this is not a good change and players of this mod don’t like it I will set things back to how they were or seek an alternative solution.

 

Here’s a complete list of structures and their requirements etc.

 

 

Production

Cost

Requires

Allows/Bonus

Outpost

N/A

Pioneer

Wooden Wall, Basic Race Unit

Wooden Wall

60

Outpost

Basic town defense.

Barracks

100

Village

Produces basic military units of the town's race.

War Hall

180

Barracks, Town

Produces advanced military units of the town's race.

Champion’s Guild

240

War Hall, City

Produces best units of the town's race.

Builder’s Hall

100

Village

Produces Ballista. Increases Production Rate (+10) and Gold Income (+5).

Siege Workshop

180

Builder’s Hall, Town

Builds Catapult. Increases Production Points (+10) and Gold Income (+10).

Masters Guild

250

Siege Workshop, City

Builds advanced machine. Repairs garrisoned machines. Increases Production Rate (+10) and Gold Income (+15).

Stone Wall

100

Siege Workshop, Village

The increased safety of these stone walls attracts population (Growth +5).

Shipyard

60

Builder’s Hall, Village

Produces galleys and transport ships. Merchants increase your gold income (+10).

Temple

100

Village

Increases town happiness (+20) and mana income (+5).

Monastery

150

Temple, Town

Produces Priests. Increases Mana (+10).

Sanctuary

220

Monastery, City

Heals all garrisoned units at the start of a turn. Increases Mana (+15).

Shrine of Magic

200

Temple, Village

Increases Mana Income (+15) and Research (+15).

Shrine of Nature

200

Temple, Village

Worships Spirit of Nature. Increases Town Growth (+30), Town Happiness (+20) and Gold Income (+10).

Shrine of Order

200

Temple, Village

Worships Spirit of Order. Increases Town Happiness (+40) and Production Points (+10).

Shrine of War

200

Temple, Village

Worships Spirit of War. Units produced at town start as Veterans.

Wizard Tower

400

Village

Wizard's Tower expands magical domain with a 15 hex radius, when wizard is present in a Tower. Allows new enhancements.

Hall of Enchantment

200

Wizard Tower, Town

Bestows garrison with your sphere's basic enchantment.

Library

160

Wizard Tower, Village

Increases Mana Income (+10) and Research (+10).

Tower Guard

100

Wizard Tower, Village

Shoots bolts from Tower at attackers.

Wizard Tower II

200

Wizard Tower, Town

Extra level increases domain radius around tower with 5 hexes. Allows new enhancements in Tower.

Farcaster

120

Wizard Tower II, Town

Increases Domain radius around tower with 5 hexes.

Casting Chamber

200

Wizard Tower II, Town

Increases Wizard's Casting Skill with 10 points when present in this Tower.

Enchanted Walls

140

Wizard Tower II, Town

Surrounds the town with protective sphere-dependent barrier when besieged.

Wizard Tower III

200

Wizard Tower II, City

Extra level increases domain radius around tower with 5 hexes. Allows new enhancements in Tower.

Teleportation Gate

200

Wizard Tower II, City

Teleports units to your other Wizard's Towers.

Force Field

200

Wizard Tower II, City

Protects town from all overland spells.

Racial Building

260

Builder’s Hall, Barracks, Temple, City.

Each Racial Building gives a different bonus (same as in patch 1.4) and produces two level 3 units.

 

 

New Map Structures

 

There are some new map structures available for mapmakers. These also appear on random maps as well. New spinning windmills and quest shrines with animated shadows are some of the things you can expect to see. I intend to include more of these in a future update.

 

 

 

Spells

 

Here’s some charts showing all the spells in the game.

Name

Level

Type

Research

Mana

Upkeep

Description

Bless

1

Unit

50

8

3

Gives the Unit +2 RES, +1 DEF and Death Protection.

Healing

1

Unit

60

10

N/A

Restores 5-10 HP to the Target non-machine unit.

Holy Light

1

Combat

150

20

N/A

Gives all Good units +2ATT & +1DAM (Melee ATT only), while giving Evil units -1DEF & -1RES.

Mighty Meek

1

Unit

100

10

5

Gives the Unit +1 ATT & +1 DAM (All Physical based ATT!) per level that its target is stronger than it.

Shooting Stars

1

Combat

50

9

0

Calls down Holy Starfire onto the Target. (ATT 17 DAM 7)

Unicorn

1

Summon

80

40

6

Summons a magical horned equine.

Fairy

2

Summon

160

70

9

Summons a mischievous sprite.

Holy Champion

2

Unit

120

20

8

Gives a Unit Willpower, and +2 ATT, +2 DAM (including ranged attacks) vs. Evil Units.

Martyr

2

Unit

100

15

N/A

Gives a friendly Target an extra 100% HP, at the cost of death once the battle ends.

Sacred Woods

2

Global

100

40

0

Creates a Holy growth that attacks all walking evil Aligned units moving through it (lasts 3 days).

Turn Undead

2

Combat

120

10

N/A

Attempts to harm and panic an Undead Enemy Target. (ATT 15 DAM 8)

Call of the Forest

3

Summon

200

100

15

Calls a creature of the forest to the player's bidding every turn. The unit emerges in woodlands within the player's domain.

High Prayer

3

Combat

240

30

N/A

Grants all friendly units +1 DEF, +2 RES, and Heals 3-5 HP each.

Rejuvenate

3

Global

100

20

5

Causes the Terrain within your Domain to slowly turn to grassland.

Resurrect Hero

3

Global

120

60

0

Brings one of your fallen Heroes back from the dead (you have to pay for its services).

Sacred Wrath

3

Combat

170

30

0

Blasts the Battlefield with Holy light, damaging all Enemy Units.

(ATT 14 DAM 6)

Angel

4

Summon

400

240

15

Summons a being of holy might.

Divine Storm

4

Global

250

70

N/A

The Storm turns terrain to lush grassland and harms Units caught within it. ATT 18 DAM 10

Life Domain

4

Global

400

300

20

Bathes your Domain in a glow of life, Healing all your Units (even machines) with 5 HP each Turn.

Resurgence

4

Unit

350

70

10

When killed, allows the unit to rise from the dead 3 combat rounds later or at the end of combat with 25% HP.

Life Mastery

4

Global

1000

500

50

Turns all Nodes in the world to Life, and increases your Domain around them.

 

Name

Level

Type

Research

Mana

Upkeep

Description

Black Spider

1

Summon

80

40

6

Summons a giant web-spinning arachnid.

Dark Gift

1

Unit

60

8

3

Gives a Unit +1 RES and Death Strike.

Death Ray

1

Combat

80

8

0

Beams Death magic at an Enemy Unit. (ATT 18 DAM 6)

Spider’s Curse

1

Global

120

50

0

Creates Giant Webs on target location for 2 days. Walking units (without web ability) spend one turn per Web making their way through.

Unholy Darkness

1

Combat

100

20

0

Gives Evil units +2ATT & +1DAM (melee ATT only), while giving Good units -1DEF & -1RES.

Weaken

1

Combat

90

15

0

Inflicts upon a Unit -3 DEF and -3 RES for the duration of the combat.

Corpus Furia

2

Combat

100

20

0

Detonates all corpses of dead units to damage Units nearby.

Domain of Darkness

2

Global

200

120

20

Clouds the map and decreases vision by half for enemy units within your domain.

Evil Woods

2

Global

120

40

0

Creates an unholy growth that attacks any walking Good Aligned units moving through it (lasts 3 days).

Unholy Champion

2

Unit

120

20

8

Gives a Unit Willpower, and +2 ATT, +2 DAM (including ranged attacks) vs. Good Units.

Infection

2

Combat

120

20

0

Forces a parasite into the target, which causes Physical Weakness, then emerges when the host dies this combat.

(ATT 16)

Animate Hero

3

Global

120

50

0

Directly brings any fallen Hero back as one of the Undead under your control (can only have one).

Animate Ruins

3

Global

200

120

0

Instantly rebuilds the Razed Target City to Undead.

Bone Dragon

3

Summon

200

160

12

Summons a dragon whose power did not end in death.

City Plague

3

Global

100

50

0

Reduces the Target City's Population and Production.

Darkland

3

Global

250

100

20

Death slowly seeps from your towers and cities, leaving them healthy but turning the lands to wastelands.

Damnation

4

Global

350

200

30

Cursing all Enemies within domain. Curse effects will be effective (even with undead and death immunity), the +50% damage won't.

Animate Dead

4

Combat

180

40

N/A

Instantly raises up to five non-creature corpses of the dead to basic undead fighters (25% hp) that do your bidding until the end of combat.

Revenant

4

Summon

400

240

15

Summons a being of dark powers.

Death Storm

4

Global

300

70

0

The Storm turns terrain to wasteland and harms Units caught within it.

(ATT 18 DAM 8)

Death Mastery

4

Global

1000

500

50

Turns all Nodes to Death, and increases your Domain around them.

 

Name

Level

Type

Research

Mana

Upkeep

Description

Haste

1

Unit

60

15

4

Allows the target unit to move at great speed. Cannot be cast on transports.

Panic Attack

1

Combat

120

10

0

Attempts to cripple the Target with fear for one combat round.

Seeker

1

Unit

150

20

5

All ranged attacks ignore obstacles and gain +2 ATT.

Suffocate

1

Combat

80

8

0

Pulls the air from the lungs of the Target; Save for 1/2 DAM.

Zephyr Bird

1

Summon

120

60

6

Summons a great bird.

Freeze Water

2

Global

120

20

0

Freezes an area of water, making hexes (2-3 days) solid enough to walk over. Does not freeze hex under swimming unit.

Northern Glow

2

Summon

180

70

9

Summons a being of pure energy.

Violent Storm

2

Global

120

40

0

A violent storm descends on target location for 3 turns, damaging units.

(ATT 14 DAM 7)

Winds of Fury

2

Combat

120

10

0

Throws the Target about randomly, causing great harm. (ATT 18 DAM 8)

Wind Ward

2

Combat

120

20

0

Makes all Enemy ranged attacks suffer a -50% to-hit penalty.

Wind Walking

3

Unit

200

50

8

Allows a Unit to Float across all Terrain.

Air Elemental

3

Summon

300

160

12

Summons an ethereal creature of the wind.

Ice Age

3

Global

250

150

20

Fierce Blizzards blast the lands and slowly turns them to snow, but leaves your cities unharmed.

Chain Lightning

3

Combat

100

20

0

Unleashes electrical energy at the Targeted Area, jumping from unit to unit (friend or foe). (ATT12 DAM 8)

Recall Hero

3

Global

100

40

0

Instantly brings your target Hero back to it's Wizard's side.

Tornado

3

Global

350

120

0

Invokes a Tornado upon the Target Party, hurling some or all members far away. (ATT 15 DAM 5)

Haste Domain

4

Global

300

120

20

Alters time in your Domain, giving Haste to all friendly Units.

Ice Dragon

4

Summon

400

230

15

Summons a great dragon of arctic birth.

Lightning Storm

4

Global

300

70

0

The Storm devastates Structures and harms Units caught within it.

(ATT 20 DAM 10)

Watcher

4

Global

400

120

20

Unfogs your Domain, reveals hidden Units, and sees into Enemy Cities.

Air Mastery

4

Global

1000

500

50

Turns all Nodes in the world to Air, and increases your Domain around them.

 

Name

Level

Type

Research

Mana

Upkeep

Description

Clear Terrain

1

Global

120

20

0

Clears target area of any vegetation, webs and roads.

Dire Boar

1

Summon

80

40

6

Summons a large beast of the wilderness.

Free Movement

1

Unit

70

10

2

Gives a Unit Mountaineering, Forestry, and Cave Crawling.

Stone Skin

1

Unit

50

8

5

Gives a Unit +3 DEF. Does not work on Fliers.

Stoning

1

Combat

70

10

0

Pelts the Target with a barrage of rocks. (ATT 12  DAM 3)

Crash Gates

2

Combat

100

15

0

Destroys the gates of a walled structure.

Deep Fissure

2

Combat

80

15

0

Fires of the deep earth burn the Target non-flyer; Save for 1/2 DAM. Can be used on Walls. (ATT 20 DAM 10)

Enchanted Roads

2

Global

240

80

10

Reduces movement costs by 1/3 for Friendly Units Walking your Roads.

Minotaur

2

Summon

140

70

9

Summons a powerful and unnaturally conceived beast.

Poison Plants

2

Global

120

60

N/A

Creates a dense Poisonous growth for 3 days that lashes at any non-flyer units moving through it (checks DEF). Slows (non-forestry) walking units down.

Regenerate Walls

2

Combat

120

20

0

Partially restores damaged or destroyed Walls at the beginning of each turn.

Concealment

3

Unit

100

20

10

Conceals a Unit in dense vegetation on any Terrain.

Earth Awareness

3

Global

200

300

30

Reveals all Cities that are not magically hidden.

Earth Elemental

3

Summon

240

130

12

Summons a hardened brute made of stone.

Level Terrain

3

Global

120

50

0

Permanently levels mountains to flatlands.

Tremors

3

Combat

180

20

0

Shakes the entire Battlefield, damaging all ground-based (+ floaters) Units, walls and Structures. (ATT 10 SAM 8)

Basilisk

4

Summon

400

220

15

Summons a deadly monster with baleful eyes.

City Quake

4

Global

200

70

0

Damages the Target City's Structures and Population.

Golden Age

4

Global

400

150

40

Increases the Income of all Cities in your Domain.

Poison Domain

4

Global

300

120

20

Infects your Domain, poisoning all Enemy Units.

Earth Mastery

4

Global

1000

500

50

Turns all Nodes in the world to Earth, and increases your Domain around them.

 

Name

Level

Type

Research

Mana

Upkeep

Description

Blazing Comet

1

Combat

50

8

0

Strikes the target location with shards of burning rock. (ATT18 DAM 8)

Blinding Flash

1

Combat

100

15

N/A

Cuts Move points in half, and inflicts -4 ATT to melee and all ranged attacks (magic immunity protects).

Fury

1

Unit

60

10

3

Gives a Unit +2 DAM (melee ATT only) and Willpower.

Hell Hound

1

Summon

80

40

6

Summons a demon dog from the underworld.

Skin of Oil

1

Combat

100

8

N/A

Inflicts upon the Unit -1 to ATT, DAM (non-ranged attack), DEF & RES, and Fire Weakness.

Wildfire

1

Global

140

30

N/A

Sets fire to the target area, removing spider-webs and damaging all units moving through with fire damage.

Combustion

2

Combat

100

20

0

Causes all Enemy Units to burst into flames.

Efreet

2

Summon

140

70

9

Summons a floating sprit of the fire plane.

Fireball

2

Combat

200

20

0

Invokes a burst of Fire upon the Target Area. (ATT 15 DAM 8)

Fire Halo

2

Unit

60

10

3

Gives a Unit Fire Immunity, Ignition and Fire Strike.

Wither

2

Global

100

40

N/A

Destroys' the Target City's Crops (lasts 2 turns).

Anarchy

3

Global

200

40

N/A

Attempts to trigger a Rebellion in the Target City.

Fire Elemental

3

Summon

240

140

12

Summons a burning creature of fire.

Forge Blast

3

Global

170

90

N/A

Attacks a City's Production abilities, and harms Units in the explosion.

Mass Confusion

3

Combat

150

30

0

Causes some Enemy Units to become Confused at the beginning of each turn.

Swarm

3

Combat

180

15

0

Calls forth angry insects to an Area and attacks friend and foe!

(ATT 20 DAM 5)

Fire Domain

4

Global

300

120

20

Envelops your Domain in an aura of fire, striking Enemies each turn.

Fire Storm

4

Global

300

70

0

The Storm burns the terrain and harms Units caught within it.

(ATT 18 DAM 10)

Hellfire

4

Combat

300

40

0

Blasts the entire battlefield with searing heat, damaging all Enemy Units and city Structures. (ATT 18 DAM 8)

Phoenix

4

Summon

400

230

15

Summons a mystical bird of legend.

Fire Mastery

4

Global

1000

500

50

Turns all Nodes in the world to Fire, and increases your Domain around them.

 

 

Name

Level

Type

Research

Mana

Upkeep

Description

Healing Showers

1

Combat

90

10

0

Heals 3-6 HP to all Units in an Area and removes burning.

Lurker

1

Summon

80

40

6

Summons an amphibious creature of the deep.

Rot

1

Combat

100

8

0

Inflicts upon the target machine unit damage and -3 ATT & -3 DAM (affects all ranged attacks), and -2 HP per Round for 3 rounds.

(ATT 20 DAM 10)

Vengeful Vapor

1

Combat

50

10

0

Damages Units by turning parts of them into vapor with a chance of freezing. (ATT 15 DAM 4)

Water Walking

1

Unit

80

15

4

Allows a Unit to travel across Water.

Geyser

2

Combat

120

10

0

An eruption of water lifts and drops the Target from great heights.

(ATT 20 DAM 8)

Mist Cloak

2

Global

120

20

0

Summons a thick mist in target area, concealing all units within for 2 days.

Mud

2

Combat

120

20

0

Slows all ground-based units, adding +2 Move Points to each hex.

Pestilence

2

Global

80

40

0

Spews forth a moving Poisonous cloud into the air for 3 days, poisoning and damaging units within. (ATT 8 DAM 4)

Water Dancer

2

Summon

120

60

9

Summons an enigmatic water sprite.

Great Hail

3

Combat

160

30

0

Rains heavy hailstones upon the Target Area.

Liquid Form

3

Unit

200

40

10

Gives a Unit +1 DEF, Physical Protection and Water Walking.

Static Shield

3

Unit

200

40

10

Gives a Unit Lightning Strike, Lightning Immunity and shocks Enemies that Strike it.

Water Elemental

3

Summon

280

130

12

Summons a flowing creature of water.

Wetland

3

Global

300

150

15

Causes some Enemy Units to become Confused at the beginning of each turn.

Ice Storm

3

Global

300

70

0

The Storm turns terrain to snow and harms Units caught within it.

(ATT 18 DAM 9)

Purifying Water

4

Global

250

80

15

Heals all your units at double rate and removing curses and poison at the start of every turn in your domain.

Spring Rains

4

Global

180

100

20

Expands all Crops in your Domain by 1 hex.

Wyrm

4

Summon

360

180

15

Summons a slithering giant serpent.

Water Mastery

4

Global

1000

500

50

Turns all Nodes in the world to Water, and increases your Domain around them.

 

 

 

 

 

 

 

 

Name

Level

Type

Research

Mana

Upkeep

Description

City Spy

1

Global

100

30

5

Allows you to see inside all Cities within your Domain.

Dispel Magic

1

Unit

50

15

0

Chance (dependent on the spell cost) to remove Magical Enchantments from the Target Unit.

Enchant Weapon

1

Unit

50

10

3

Gives a Unit +1 ATT (+2 ATT to Physical ranged ATT), +1 DAM and Magic Strike.

Freedom

1

Unit

180

10

0

Frees a unit from all effects that hinder movement.

Shadow Walking

1

Unit

80

10

2

Makes the Target immune to the effects of Shadow Sickness.

Alter Node

2

Global

200

60

0

Converts a Node to your Sphere of Magic.

Disjunction

2

Global

150

50

0

Attempts to remove a global Enemy Enchantment.

Magic Fist

2

Combat

200

15

0

Pounds an enemy with violent force. (ATT 20 DAM 10)

Magic Servant

2

Summon

80

50

9

Summons a small and obedient spirit.

Banish Summoned

3

Combat

200

30

0

Attempts to banish an Enemy Summoned creature.

Call Hero

3

Global

240

180

0

Attempts to summon a Hero to your cause. You will have to pay for its services.

Cosmic Spray

3

Combat

180

20

0

Blasts an Area with bolts of random elemental energy. (ATT 17 DAM 10)

Double Gravity

3

Combat

150

20

0

Each round, attempts to pulls all Enemy Flying units down to the ground that do not have magic immunity.

Shadow Shift

3

Global

150

30

0

Moves units to and from the Shadow World.

Summoner’s Aura

3

Global

300

150

20

Makes your Domain a Paradise for Summoned Units. Units heal 5 HP each Turn and get a +4 to RES.

Bind Summoned

3

Combat

340

40

0

Attempts to take control of an Enemy Summoned creature.

(ATT 16 DAM 5)

Power Leak

4

Global

400

200

20

Drains the Power Income of Enemy Wizards.

Shadow Lock

4

Global

100

20

20

Prevents all enemy movement to and from the Shadow World, within your or allies' Domain.

Cosmos Mastery

4

Global

1000

500

50

Turns all Nodes to Cosmos, and increases your Domain around them.

 

Name

Level

Type

Research

Mana

Upkeep

Description

Chaos Spawn

2

Summon

200

60

9

Summons a lesser creature of dark magic.

Dire Penguin

2

Summon

200

80

9

Summons the fabled Dire Penguin

Black Dragon

4

Summon

400

300

15

Summons an infernal Black Dragon.

Gold Dragon

4

Summon

400

300

15

Summons the most majestic of the Dragons.

Chaos Lord

4

Summon

380

220

15

Summons a monster that scares even monsters.

 

 

 

 

Abilities

 

Here’s a table showing all combat abilities:

 

 

Name

Attack

Damage

Shots

Type

Range

Description

Animate Corpse

0

0

N/A

N/A

Unlimited

Brings the Target back from the dead with 50% hp until the battle ends.

Archery

8

4

3

Phys

Long

Fires arrows at an Enemy in Combat.

Black Bolts

8

4

3

Death

Long

Launches a volley of Death Magic at an Enemy in Combat.

Black Breath

15

5

1

Death

Short

Breathes Death Magic on to an Area in Combat.

Bombard

10

5

1

Magic/Phys

Long

Launches a volley of magical energy at an area in combat.

Cold Breath

18

5

1

Cold

Short

Breathes Cold damage and Ice on to an Area in Combat.

Control Animal

15

0

N/A

Magic

Touch

Unlimited attempts to permanently take Control of an Animal Unit (unless controller dies this combat) OR slow down MV and ATT of Mounts.

Death Blades

9

3

3

Pois/Death/Phys

Medium

Hurls deadly blades at an enemy in combat.

Dispel Magic

15

0

N/A

N/A

Touch

Attempts to remove Enchantments from the Target.

Divine Breath

15

5

1

Holy

Short

Breathes Holy Magic on to an Area in Combat.

Dominate

14

0

N/A

N/A

Touch

Once successfully per day, attempts to permanently take Control of an enemy non-willpower Unit in Combat. Control ends if dominating unit dies that combat.

Doom Gaze

16

6

1

Magic

Medium

Fires a beam of paralyzing Magic energy at an Enemy in Combat.

Drain Will

20

0

N/A

Magic

Touch

Negates Willpower on the target, making it vulnerable to mind control.

Entangle

10

0

N/A

Phys

Touch

Attempts to immobilize the Target with clutching vines in Combat for 2 rounds.

Fire Bolts

16

7

1

Fire

Long

Launches a volley of Fire at an Enemy in Combat.

Fire Breath

15

5

1

Fire

Short

Breathes Fire on to an Area in Combat.

Fire Cannon

16

14

1

Phys/Wall

Extra Long

Launches a cannonball in Combat. Double damage to Structures and walls.

Fire Crossbow

16

7

1

Phys

Extra Long

Shoots a bolt at an Enemy in Combat.

Fire Pistol

16

8

1

Phys

Extra Long

Shoots bullets at an Enemy in Combat.

Flame Throwing

18

5

1

Fire

Short

Sprays Fire on to an Area in Combat.

Flaming Arrows

8

4

3

Fire/Phys

Long

Fires flaming arrows at an Enemy in Combat.

Frost Blowing

18

5

1

Cold

Short

Sprays ice and Cold on to an area in combat.

Frost Bolts

10

7

1

Cold

Long

Launches a volley of Cold at an Enemy in Combat.

Gas Breath

15

5

1

Poison

Short

Breathes Poison Gas on to an Area in Combat.

Grasp

16

12

N/A

Physical

Touch

Grabs hold of the Target and hurls them away, doing damage.

Healing

N/A

N/A

N/A

N/A

Touch

Restores 5-10 HP to the Target non-machine unit. (12-22) at level2 and  (20-36) at level3 (Once per Day)

Holy Bolts

8

4

3

Holy

Long

Launches a volley of Holy Magic at an Enemy in Combat.

Hurl Boulder

12

12

1

Phys/Wall

Extra Long

Heaves a huge boulder. Double damage to Structures and Walls.

Hurl Firebomb

16

4

1

Fire

Long

Hurls a burning canister, which bursts into flame at the impact area.

Hurl Lightning

9

4

1

Lightning

Long

Blasts an area with a stream of electricity.

Hurl Stones

7

5

3

Physical

Long

Slings rocks at an Enemy in Combat.

Infect

16

4

N/A

Poison

Touch

The parasite burrows into the target, causing Physical Weakness then emerging when the host dies.

Magic Bolts

10

4

3

Magic

Long

Launches a volley of Magical energy at an Enemy in Combat.

Morph

N/A

N/A

N/A

N/A

N/A

Changes the unit's form into that of their last victim.

Pixie Dust

16

5

1

Magic

Short

Sprays Magical dust on to an area in combat, with unpredictable results.

Poison Darts

8

3

3

Poison/Phys

Long

Attacks an Enemy with Poisoned Darts in Combat.

Possess

16

0

N/A

Magic

Touch

During Combat, leaves current form and attempts to burrow inside of an Enemy to take Control over them.

Ram

14

14

N/A

Physical

Touch

Attempts to collide with a flying enemy and paralyses them to the ground for one combat round.

Repair Machine

N/A

N/A

N/A

N/A

Touch

Replenishes 5-10 HP to the Target Machine. (12-22) at level2

Resurrect

N/A

N/A

N/A

N/A

Touch

Gives the breath of life back to any non-machine Corpse (1 HP), and permanently keep control of the unit.

Round Attack

N/A

N/A

N/A

Physical

Touch

Spins the Unit in a circle, attacking all surrounding Units with one melee strike (no retaliation)

Sabotage

18

15

N/A

Fire/Phys/Wall

Touch

Attempts to Destroy an Enemy Machine and Damages Walls and Gates.

Seduce

8

0

N/A

N/A

Touch

Attempts to take Control of a non-willpower, male Unit in Combat (does not apply to undead).

Shoot Javelin

14

10

1

Physical

Extra Long

Fires a javelin at an Enemy in Combat.

Spawn Larva

N/A

N/A

N/A

N/A

N/A

Excretes a larval offspring, newborn but ready for battle.

Spread Attack

14

6

N/A

Physical

Touch

Strikes out at Enemy Units in all directions.

Steal Enchantment

12

0

N/A

Magic

Touch

Attempts to transfer the enemy Target's Magical Enchantments to the unit.

Steam

18

8

N/A

Physical

Touch

Emits a cloud of steam to Damage all surrounding Units in Combat.

Strangle

10

8

N/A

Physical

Touch

Throttles and attempts to Paralyze any Target enemy unit (also flying).

Taunt

12

0

N/A

Magic

Long

Attempts to lure the Target enemy into attacking the Unit for 2 combat rounds.

Throw Blade

9

3

3

Physical

Long

Hurls a bladed weapon at an Enemy in Combat.

Throw Spear

14

10

1

Physical

Long

Chucks a spear at the Target, usable once per battle.

Trap

8

0

N/A

Physical

Touch

Attempts to Trap (any non-ignition unit) and Enslave (non-will powered/non-machine) the Target (touch attack).

Turn Undead

15

5

N/A

Holy

Touch

Attempts to harm and panic an Undead Enemy Target.

Venomous Spit

10

8

1

Poison

Long

Spews toxic Poison at an Enemy in Combat.

Web

8

0

1

N/A

Touch

Attempts to immobilize any Enemy Unit in sticky webbing for 2 combat rounds.

Whirlwind

20

4

N/A

Physical

Touch

The unit spins rapidly, damaging and pushing away nearby units.

 

 

 

Other Changes

 

As players of the original will know, this is a very ambitious mod that does a lot of things. And as such it is very difficult to try to explain every aspect of it in a document such as this. I know there is more information I should probably tell you about, but instead I am going to stop now as I really want to make this mod available as soon as possible for the people who have been waiting for it. I also feel that part of the fun playing this mod is all the new things waiting for you the player to discover. It’s a big brave world out there full of excitement and even some surprises. If you have any problems or questions you would like to ask you can always drop me a line at:

 

Capt_Kirk_Picard@Hotmail.com

 

I will also open a thread at the Age of Wonders II Heaven website in the mod-making section for any comments people may have as well.

 

Credits and Thanks

 

I would just like to thank everyone who took the time to let me know they enjoy this mod by either sending me an e-mail, a post in the forums or giving the mod a nice review. To be honest, without such comments this update would never have been made. The amount of work involved in putting this together has been enormous and in many ways more difficult than the original was, but the fact that I know there are some people out there who are really looking forward to this has kept me going.

 

I would also very much like to thank the people who have made maps for this mod:

 

Lucian23

Impudent Domain

PaladinSmith

FTiger777

Bubbaspud

 

I know when someone makes a map for a mod such as this they lose part of their potential audience as some people just won’t even try mods. While others may try them, but do so with a mindset that makes it practically impossible for them to ever enjoy anything which is significantly different from the normal game. So to you brave map-makers I say thank you very much!

 

I’d also like to especially thank PawelS for all the work he has done for all mod-makers. I have often wondered what the mod community for this game would be like if PawelS never picked up a copy of age of wonders, hehe. Luckily for us all he did though. J

 

I’d also like to give a tip of the hat to Firegolem for his many contributions to the mod-making community.

 

I’d also like to thank Swolte, Njod, Magog and anyone else who is involved in running and maintaining the Age of Wonders II Heaven website. I have been a regular at other game sites as well, and usually as games start to get old the web sites devoted to them begin to reflect this as well. But not so with this web site as there is always new news and improvements being made - as well as lively discussions on the forums. J

 

I’d also like to give thanks to the people at another fine website, The Battlefield, for putting together a tournament for BNW. I believe this was initiated by RogertheRampant and then taken over by Subotai. When I saw this it was a big thrill for me and I want to thank everyone there and wish all the players good luck. J

 

Here are some other people in the mod-making community who deserve honorable mention:

 

HamletG

Dhuval

Roger the Rampant

TheStranger

Climber

Lucretia96

TurboBeholder

RosenMcStern

Halfinat

 

(If I left anyone out I am sorry)

 

I would also like to mention that this mod adapts a lot of work done by people much more talented than myself from other gaming communities as well as artwork from various places on the internet. I would like to especially acknowledge the beautiful model making work done by people in the civilization III community as well the warcraft community.

 

Finally, I would like to give thanks to the people who helped so much on the original brave new world by play-testing and giving good suggestions. I hope we can play the new version and fine tune this the same way we did the first.

 

Deathy

Dracos

Fearflame

HammyCat

Knight Xavier

Kuma

Lancey

Rethwen

Rychenroller

TheEverliving

Veldarian

 

Thank you to all and be brave!

 

Kirky