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    Battle Tactics FAQ by AverMan

    Version: 1.9 | Updated: 01/15/02 | Search Guide | Bookmark Guide

    Age of Wonders: Battle Tactics FAQ 1.9
    Started: 05/06/01
    Copyright 2001 by AverMan
    Email: AverMan62@Hotmail.com
    
    | Warning |
    Anyone may reproduce this FAQ electronically, but don't sell it for money. If
    you want to use this FAQ for your website you must ask my permission, email me
    at AverMan62@Hotmail.com, and you must not modify it in any way and do it with
    this the Warning in it. Also specify that you want to use the Age of Wonders:
    Battle Tactics FAQ in your email. I can't stress this enough, PLEASE keep my
    FAQ updated.  If you do use it and I find out, trust me I WILL, you'll be in
    some serious legal trouble!!! Thanks to all who cooperate. ^^
    
    Age of Wonders is a trademark of Triumph Studios
    
    | Intro |
    This FAQ shows a list of the good and bad features of the races in Age of
    Wonders. I did this by giving an overall description of the race then the pros
    and cons. Then I listed their units and gave a list their pros and cons. I went
    in depth on the units level three and up because that's where the races shine.
    I mentioned some strategies you can use in and out of Combat Mode. The special
    units are also listed here like the dragons and the elementals. On top of all
    that I have the special traits of all of the units in the game.
    
    But why make a FAQ on Age of Wonders: Battle Tactics? I feel that this game
    deserves it. After all it is the best turn-based strategy game that was ever
    released. Well it's the best turn-based I've ever played. ^^ Plus, I would like
    to share my knowledge of Age of Wonders units and battling strategies. I hope
    some people might become inspired by my walkthrough and, hopefully, make other
    FAQS about Age of Wonders.
    
    Well now that we got that cleared up, lets begin.
    
    ||| Updates |||
    
    | 6/19/01 |
    - Added the "Special Units Guide"
    - Minor changes to the whole FAQ
    Comments: Now that the Race Guide is finished, I will now be working on the
    "Spell Guide". I would have had it done and posted earlier but I had a little
    problem over the weekend.
    
    | 6/24/01 |
    - Added the "Spell Guide" section
    
    | 6/26/01 |
    - Added the "Battling Tips" section
    - Added "Unit Stats"
    - Fixed many, many errors
    - Other changes to the FAQ
    Comments: Many errors make Averman look bad. Anyway, I added the "Unit Stats"
    section and the Battling Tips section. The Unit Stats section tells everything
    about statistics. Battling Tips section has tips on battles. If anyone wants to
    submit any battling tips, please email me at Averman62@Hotmail.com. The overall
    game play FAQ is coming along just fine. It should be done soon.
    
    | 7/06/01 |
    - Added in-depth stats for Highmen & Orcs
    - Added more battle tips
    - Updated Unit Stats section
    - Updated Special Units section
    Comments: A big thanks to SnaPnTaP for providing me with the in-depth stats.
    There are more to come so keep checking.
    
    | 8/03/01 |
    - Updated Warning
    - Updated Dark Elves & Goblin Stats
    Comments: Sorry for the delay but here are the Dark Elf and Goblin stats. I
    started work on the special trait FAQ and I will be posting it soon. I will
    also be adding a list of places that you can find my FAQ at. The next few
    updated will be big ones.
    
    | 8/10/01 |
    - Updated Intro
    - Updated Special Traits
    - The List
    Comments: As I was doing "The List" section, I noticed my of the sites aren't
    keeping my FAQ updated. Yes that is bad and yes I am very upset!! If you want
    to find up-to-date versions of this FAQ got to Gamefaqs.com or Neoseeker.com.
    Anyway, I'm going get it straightened out but I would like to announce that
    someone finnaly submited a tip!! Thanks Shorty3788 for submiting your tip and I
    hope more people decide to do the same. Please submit more tips!!
    
    | 9/08/01 |
    - Updated Lizardmen, Special Units & Azracs stats
    Comments: Sorry for the delay but here are more stats.
    
    | 10/19/01 |
    - Updated Elves, Halflings, & Dwarves stats
    - Updated Battling Tips section
    Comments: I got three more stats: Elf, Dwarves and the Halflings. I also got
    another tip from
    Jim Smith. Thanks
    
    | 1/15/02 |
    - Revised Whole FAQ
    - Added Stats for Frostlings, Undead, & Humans
    - Added Strategy section for each race
    Comments: I added a strategy guide for each race exept the Undead and finished
    all the stats for all the races. Sorry for the delay for this update, I know
    it's been a while. Anyway, I'm gonna try to finish this FAQ real soon so look
    for more updates.
    
    ||| Table of Contents |||
    
    ||| 1. Race Guide ||| - Recently Updated
    Elves
    Halfings
    Dwarves
    Highmen
    Humans
    Azracs
    Lizardmen
    Frostlings
    Dark Elves
    Goblins
    Orcs
    Undead
    Special Units
    
    ||| 2. Spell Guide |||
    Life
    Death
    Earth
    Air
    Fire
    Water
    Cosmos Magic
    Secret Magic
    
    ||| 3. Unit Stats |||
    ||| 4. Special Traits |||
    ||| 5. Battling Tips |||
    ||| 6. Thanks, The List & The Warning ||
    
    
    ||| 1. Race Guide |||
    This section is describes all 12 races plus the special units that you find in
    the game. For each race I give you the overall description, pros, cons, and the
    stats of each unit. This is provided for those who don't have an instruction
    booklet and thanks to SnaPnTaP911 for providing the stats.
    
    Note: When you see a "..." by any unit is means it is a standard unit and is
    basically the same throughout all of the other races. Or it means that I can't
    find anything wrong with this unit. This mostly applies to level one units but
    there are few exceptions.
    Priestly abilities apply for priests. This is a broad description of the common
    abilities a priest may have. Examples: Dispel Magic 1, Turn Undead 1, Healing
    
    || Elves ||
    
    | Overall |
    Elves are best in hand-to-hand combat and archery. Their archers can do more
    damage than many of the other races and their level one swordsman have higher
    attack. Unfortunately they are a little weaker in defense than most of the
    other races. When leading the race of elves into battle, you must plan your
    moves carefully because it could mean the difference between winning and
    losing. It is also advised that you ally with another race, which makes up for
    the Elves low defense like the Dwarves.
    | Pros |
    - Higher attack then most other races
    - All humaniod races have the forestry ability
    - Archers have the Markmanship I ability
    - Many of their units have magic abilities
    | Cons |
    - Very weak on defense
    
    | Strategies |
    Since the Elves have so many advantages, winning shouldn't be a problem. Be
    aware of their lower defense. To make up for this you should pick the Life
    and/or Earth spheres for their defensive spells. When picking skills for your
    leader consider giving him more defenses, the leadership ability, or more
    spells casting ability. When starting out your first adventuring party should
    consist of 4 swordsman, 3 archers, and either a nymph or a battering ram.
    Nymphs are useful only in the beginning of the game so don't invest lots of
    time producing them. As you begin to move up to producing level two/three
    units, continue to produce archers. They can prove vital in combat and give you
    the advantage you need. Use the Fairy and the Ranger as scouts for new cities
    and spying on your enemies. When taking out enemy leaders, use the ranged
    attackers and Earth spell entangle to your advantage.
    
    | Level One Units |
    
    Elf Swordsman
    Attack:     5   Walking Forestry
    Defense:    2   Strike
    Damage:     2
    Resistance: 4
    Life:       5
    Moves:      26
    Pros: High attack
    Cons: Frail
    
    Nymph
    Attack:     4   Walking Forestry
    Defense:    1   Strike Seduce
    Damage:     2
    Resistance: 5
    Life:       5
    Moves:      26
    Pros: Seduce ability
    Cons: Frail
    
    Elf Archer
    Attack:     3   Walking    Forestry
    Defense:    2   Archery    Marksmanship I
    Damage:     1
    Resistance: 4
    Life:       5
    Moves:      26
    Pros: Marksmanship 1 ability
    Cons: ...
    
    Battering Ram
    Attack:     1   Walking     Poison Immun.
    Defense:    2   Fearless    Cold Protection
    Damage:     1   Wall Crushing
    Resistance: 3
    Hits:       10
    Moves:      20
    Pros: Can knock down walls
    Cons: Can't attack, frail
    
    | Level Two Units |
    
    Elven Scout
    Attack:     6 Walking   Forestry
    Defense:    3 Strike    Vision I
    Damage:     2 Charge
    Resistance: 4
    Life:       7
    Moves:      36
    Pros: Lots of movement points, high attack, Vision 1 ability
    Cons: Low defense
    
    Elf Cleric
    Attack:     3   Walking        Forestry
    Defense:    2   Magic Strike   Strike
    Damage:     2   Turn Undead I  Entangle
    Resistance: 5   Healing Dispel Magic I
    Life:       5   Magic Bolts
    Moves:      26
    Pros: Priestly abilities
    Cons: ...
    
    Ballista
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Shoot Javelin   Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       7
    Moves:      20
    Pros: Poison Immunity and Cold Protection
    Cons: Slow and frail
    
    Catapult
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Hurl Boulder    Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       8
    Moves:      20
    Pros: Poison Immunity, can break walls and cold protection
    Cons: Slow and frail
    
    | Level Three Units |
    
    Fairy
    Attack:     3 Flying 	Magic Strike
    Defense:    5 Strike 	Concealment
    Damage:     3
    Resistance: 6
    Life:       6
    Moves:      32
    Pros: Magic strike, flyer, concealment, lots of movement points
    Cons: Takes a while to produce
    
    Unicorn
    Attack:     6 Walking 		Forestry
    Defense:    4 Magic Strike 	Strike
    Damage:     4 Healing
    Resistance: 8
    Life:       10
    Moves:      36
    Pros: Healing, high attack
    Cons: Takes a while to produce
    
    Elf Ranger
    Attack:     6 Walking         Swimming
    Defense:    3 Forestry        Mountaineering
    Damage:     3 Strike          Archery
    Resistance: 5 Marksmanship II Concealment
    Life:       8
    Moves:      32
    Pros: Lots of different abilities
    Cons: Takes a while to produce, weak
    
    | Level Four Unit |
    
    Nature Elemental
    Attack:     5   Walking		  Forestry
    Defense:    7   Poison Immunity Strike
    Damage:     5   Healing 	  Regeneration
    Resistance: 8   Path of Life    Fire Protection
    Life:       15  Cold Protction  Lightning Protection
    Moves:      32  Entangle 	  Strike
    Pros: Lots of abilities and immunities
    Cons: Costly, really long time to produce
    
    || Halflings ||
    
    | Overall |
    Halflings are and aren't the best race but they do have their ups. Halfling's
    level 1 swordsmen have the parry ability, which let's them dodge the first
    attack done to them. Due to their low cost you can have an army of Halflings in
    no time. Where the Halflings lack in strength, they make up in ranged or
    magical attacks.
    | Pros |
    - They have the best level one ranged attacker, the Slinger
    - Many of the units have ranged attacks and many unique abilities
    - Cheap units
    - Leprechaun is one of the most powerful units in the game.
    | Cons |
    - Low attack points
    - None really, they are the most well rounded among all of the other races
    
    | Strategies |
    The Haflings have the best advantage starting out because they get cavalry, the
    Pony Rider, at level one. They also have the best level one ranged attacker,
    the Slinger. It throws rocks at the opponent several times instead of two like
    archers do. Your first party should be 3 slingers, 3 pony riders, and 2
    swordsman. The satyr is the useless unit that the Halflings posses but it does
    have its uses. The Eagle Rider is the best scout but is very weak in combat.
    The rogue and the centaur are good ranged attackers and the Leprechaun is
    nearly invincible. The spheres you should consider are Fire or Air, for their
    attack spells, and Life for defensive spells. For you leader, leadership or
    more spells casting ability are your best bet.
    
    | Level One Units |
    
    Halfling Slinger
    Attack:     3 Walking 		Hurl Stones
    Defense:    2
    Damage:     2
    Resistance: 4
    Life:       5
    Moves:      24
    Pros: Can throw rocks
    Cons: You can only throw so far
    
    Halfling Pony Rider
    Attack:     5 Walking 		Strike
    Defense:    2 Charge
    Damage:     3
    Resistance: 4
    Life:       7
    Moves:      32
    Pros: High hit points, attack, and movement
    Cons: Low defense
    
    Halfling Swordsman
    Attack:     4   Walking 	Strike
    Defense:    2   Parry
    Damage:     2
    Resistance: 4
    Life:       5
    Moves:      24
    Pros: ...
    Cons: ...
    
    Battering Ram
    Attack:     1   Walking     	Poison Immun.
    Defense:    2   Fearless    	Cold Protection
    Damage:     1   Wall Crushing
    Resistance: 3
    Hits:       10
    Moves:      20
    Pros: Can knock down walls
    Cons: Can't attack, frail
    
    | Level Two Units |
    
    Ballista
    Attack:     1   Walking 	Poison Immunity
    Defense:    2   Shoot Javelin   Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       7
    Moves:      20
    Pros: Poison Immunity and Cold Protection
    Cons: Slow and frail
    
    Catapult
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Hurl Boulder    Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       8
    Moves:      20
    Pros: Poison Immunity, can break walls and cold protection
    Cons: Slow and frail
    
    Halfling Cleric
    Attack:     3 Walking 		Magic Strike
    Defense:    2 Strike 		Turn Undead I
    Damage:     2 Healing 		Dispel Magic I
    Resistance: 5 Magic Protect. 	Magic Bolts
    Life:       5
    Moves:      24
    Pros: Priestly abilities
    Cons: ...
    
    Satyr
    Attack:     4   Walking 	Forestry
    Defense:    2   Strike  	Bard's Skills
    Damage:     3   Charm
    Resistance: 6
    Life:       6
    Moves:      26
    Pros: Charm, bard skills, and high resistance
    Cons: ...
    
    | Level Three Units |
    
    Halfling Rogue
    Attack:     5  Walking 		Strike
    Defense:    4  Hurl Stones 	Marksmanship I
    Damage:     4  Wall Climbing 	Parry
    Resistance: 4  Concealment
    Life:       6
    Moves:      26
    Pros: Throw stones, climbs walls, concealment
    Cons: Takes a while to produce, not very strong
    
    Centaur
    Attack:      6  Walking Forestry
    Defense:     4  Strike Archery
    Damage:      3  Marksmanship I Charge
    Resistance:  6
    Life:        11
    Moves:       36
    Pros: Archery and lots of movement points
    Cons: Takes a while to produce, frail
    
    Halfling Eagle Rider
    Attack:      5  Flying Strike
    Defense:     2  Vision II Charge
    Damage:      4
    Resistance:  4
    Life:        8
    Moves:       36
    Pros: Great scout and a flyer
    Cons: Takes a while to produce, very weak
    
    | Level Four Unit |
    
    Leprechaun
    Attack:      5  Walking 		Forestry
    Defense:    10  Magic Strike 		Strike
    Damage:      3  Regeneration 		Invisibility
    Resistance: 10  Dispel Magic I	Fearless
    Life:        8  Death Protect. 	Poison Protection
    Moves:       26 Parry 			Magic Bolts
    Pros: High defense and tons of abilities
    Cons: Costly, really long time to produce
    
    || Dwarves ||
    
    | Overall |
    The Dwarves use machines and such to win their battles. Most of their humanoid
    units are good for close-quarter combat, travel through mountains, and have
    poison protection. As for their machines, the Bombardier is very useful during
    castle sieges and the Balloon can get slower units from place to place faster.
    With careful planning, Dwarves can dominate the underground and the surface.
    | Pros |
    - Units are perfect fighters
    - All humanoid units have mountaineering
    - All humanoid have higher hit points
    | Cons |
    - Units a little more expensive than normal
    
    | Strategies |
    For the Dwarves, starting out can be a little rough due to the cost of their
    units. Once you do get going, explore the above world along with the
    underground world because you'll never know what you'll find. Dwarves have many
    advantages over the other races in castle sieges by utilizing the bombardier,
    mole, and the giant units. Capture many cities and mines to make up for the
    cost of dwarven units. You can use the balloon to scout and move units over
    land and non-flying threats. The spheres to pick are Air and Earth. You can
    also choose Fire, if you have more spheres, or if you don't want to choose
    Earth. It is totally up to you on what stats you want to give your leader.
    
    | Level One Units |
    
    Battering Ram
    Attack:     1   Walking     Poison Immun.
    Defense:    2   Fearless    Cold Protection
    Damage:     1   Wall Crushing
    Resistance: 3
    Hits:       10
    Moves:      20
    Pros: Can knock down walls
    Cons: Can't attack, frail
    
    Dwarf Berserker
    Attack:     4 Walking 		Cave Crawling
    Defense:    1 Mountaineering 	Strike
    Damage:     4 Fearless 		Poison Protection
    Resistance: 4 Round Attack
    Life:       6
    Moves:      24
    Pros: Round Attack ability
    Cons: Frail
    
    Dwarf Axeman
    Attack:     4 Walking		 Cave Crawling
    Defense:    2 Mountaineering 	 Strike
    Damage:     3 Poison Protection
    Resistance: 4
    Life:       5
    Moves:      24
    Pros: ...
    Cons: ...
    
    Dwarf Archer
    Attack:     3 Walking 		Cave Crawling
    Defense:    2 Mountaineering 	Archery
    Damage:     2 Poison Protection
    Resistance: 4
    Life:       5
    Moves:      24
    Pros: Ranged attacker
    Cons: ...
    
    | Level Two Units |
    
    Dwarf Boar Rider
    Attack:     5 Walking 		Mountaineering
    Defense:    3 Strike 		Poison Protection
    Damage:     3 Charge
    Resistance: 4
    Life:       8
    Moves:      32
    Pros: High attack
    Cons: Kinda Frail
    
    Bombardier
    Attack:     1 Walking 		Poison Immunity
    Defense:    2 Fire Cannon 	Fearless
    Damage:     1 Cold Protection
    Resistance: 3
    Life:       10
    Moves:      20
    Pros: Can damage walls from far away
    Cons: Frail
    
    Dwarf Cleric
    Attack:     3 Walking 		Cave Crawling
    Defense:    2 Mountaineering 	Magic Strike
    Damage:     2 Strike 		Turn Undead I
    Resistance: 5 Healing 		Dispel Magic I
    Life:       5 Fearless 		Poison Protection
    Moves:      24 Magic Bolts
    Pros: Priestly abilities
    Cons: ...
    
    Ballista
    Attack:     1   Walking Poison Immunity
    Defense:    2   Shoot Javelin   Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       7
    Moves:      20
    Pros: Poison Immunity and Cold Protection
    Cons: Slow and frail
    
    | Level Three Units |
    
    Dwarven Balloon
    Attack:     2 Flying 		     Poison Immunity
    Defense:    2 Transport (5 Units)  Vision III
    Damage:     8
    Resistance: 3
    Life:       12
    Moves:      32
    Pros: Flyer, gets units around
    Cons: Takes a while to produce, can't attack
    
    Dwarf Mole
    Attack:     5 Walking 		Cave Crawling
    Defense:    3 Mountaineering 	Strike
    Damage:     4 Night Vision 	Tunneling
    Resistance: 4 Poison Protect. Wall Crushing
    Life:       14
    Moves:      32
    Pros: Good for underground and can damage walls
    Cons: Takes a while to produce
    
    Giant
    Attack:     6 Walking 		Mountaineering
    Defense:    3 Strike 		Hurl Boulder
    Damage:     7
    Resistance: 4
    Life:       15
    Moves:      32
    Pros: High damage and ranged attack
    Cons: Takes a while to produce
    
    | Level Four Unit |
    
    Dwarf First Born
    Attack:     7 Walking 		Mountaineering
    Defense:    5 Fire Immunity 	Poison Immunity
    Damage:     7 Fire Strike 	Strike
    Resistance: 6 Fearless 		Magic Protection
    Life:       24
    Moves:      24
    Pros: Many immunities and lots of hit points
    Cons: Costly, really long time to produce
    
    || HighMen ||
    
    | Overall |
    In combat, the Highmen rely mostly on their super natural abilities and their
    effectiveness against the evil races. Highmen are most effective against their
    archrivals, the Undead. With their healing abilities, holy protection, true
    seeing, and flying units Highmen are extremely powerful especially if you have
    your leader use the magic spheres of life. With all these advantages could the
    Highmen be the perfect race?
    | Pros |
    - Holy protection
    - Lots of different abilities and protections
    - Very effective against undead
    - Excellent with the Life sphere
    | Cons|
    - Some of the units are kind of expensive
    
    | Strategies |
    The almost perfect race is the funniest race to play. With every humanoid unit
    possessing ability it's hard not to like playing as the HighMen. Your first
    parties should consist of a few spirit puppets, swordsman, and archers. Get as
    many cities early on in the game, especially level 2 and above, to get your
    income going and to get those level 2+ units going. Once you get a pretty big
    army, start taking out surrounding leaders. Many of the HighMen units have the
    healing ability, so it's almost impossible to lose battles. Use the Valkyrie
    and the Avenger as scouts and the Titan as your powerhouse. For you leader,
    it's highly suggested that you pick four life spheres and use you points on
    spell casting. This is because you can use the Sacred Wrath spell with a small
    chance of it damaging your units.
    
    | Level One Units |
    
    Spirit Puppet
    Attack:     4   Walking         Cold Immunity
    Defense:    2   Lightning Imu.   Poison Immun.
    Damage:     2   Death Immun.    Holy Immunity
    Resistance: 4   Magic Strike    Strike
    Hits:       4   Magic Protection
    Moves:     30
    Pros: Many immunities
    Cons: Low hit points
    
    Archer
    Attack:     3     Walking     Archery
    Defense:    2     True Seeing Holy Protection
    Damage:     1
    Resistance: 4
    Hits:       5
    Moves:     30
    Pros: Low cost
    Cons: Low damage
    
    Swordsman
    Attack:     4   Walking     Strike
    Defense:    2   True Seeing
    Damage:     3
    Resistance: 4
    Hits:       5
    Moves:      30
    Pros: Low cost
    Cons: ...
    
    Battering Ram
    Attack:     1   Walking     Poison Immun.
    Defense:    2   Fearless    Cold Protection
    Damage:     1   Wall Crushing
    Resistance: 3
    Hits:       10
    Moves:      20
    Pros: Can knock down walls
    Cons: Can't attack, frail
    
    | Level Two Units |
    
    Saint
    Attack:     3   Walking      Holy Strike
    Defense:    2   Magic Strike Strike
    Damage:     2   Turn Undead II  True Seeing
    Resistance: 5   Healing      Dispel Magic II
    Hits:       5   Holy Protection Holy Bolts
    Moves:      30  Charm
    Pros: Many useful abilities
    Cons: Can only heal once, kind of expensive
    
    Paladin
    Attack:     5   Walking Strike
    Defense:    3   Turn Undead I   True Seeing
    Damage:     3   Healing Holy Protection
    Resistance: 5   Charge
    Hits:       8
    Moves:      40
    Pros: Healing ability
    Cons: Kinda frail
    
    Ballista
    Attack:     1   Walking Poison Immunity
    Defense:    2   Shoot Javelin   Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       7
    Moves:      20
    Pros: Poison Immunity and Cold Protection
    Cons: Slow and frail
    
    Catapult
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Hurl Boulder    Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       8
    Moves:      20
    Pros: Poison Immunity, can break walls and cold protection
    Cons: Slow and frail
    
    | Level Three Units |
    
    Avenger
    Attack:     5   Walking         Swimming
    Defense:    4   Forestry        Cave Crawling
    Damage:     4   Mountaineering  Death Immunity
    Resistance: 7   Holy Immunity   Holy Strike
    Hits:       7   Magic Strike    Strike
    Moves:      32
    Pros: Lot and lots of abilities and very, VERY useful
    Cons: Takes a while to produce
    
    Valkyrie
    Attack:     7        Flying         Holy Immunity
    Defense:    4        Holy Strike    Strike
    Damage:     3        Vision II      Fearless
    Resistance: 5        Charge
    Hits:       8
    Moves:      36
    Pros: High attack and a flyer
    Cons: Low damage and takes a while to produce
    
    Titan
    Attack:     6        Walking       Fire Immunity
    Defense:    5        Strike        Holy Protection
    Damage:     6        Round Attack  First Strike
    Resistance: 5
    Hits:       15
    Moves:      36
    Pros: High hit points and damage
    Cons: Takes a while to produce
    
    | Level Four Unit |
    
    Astra
    Attack:     7      Flying         Holy Immunity
    Defense:    4      Fire Strike    Strike
    Damage:     6      True Seeing    Healing
    Resistance: 8      Dispel Magic I Vision II
    Hits:       20     Fearless       Fire Protection
    Moves:      36
    Pros: Flyer, ranged attacker and has high hit points
    Cons: Costly, really long time to produce, low defense
    
    || Humans ||
    
    | Overall |
    Humans are the "vanilla ice cream" of all of the races. None of their humanoid
    units have any immunities or protections and they don't have as many abilities.
    But don't count out the humans, though. Humans may have average swordsman,
    clerics, and cavalry but as you move up to level 3, you start to see where the
    humans shine. The Charlatan and the Musketeer are good for ranged attacks, the
    Cavalier is a fast and good all around, and the Air Galley is a flyer that can
    carry units. The Cavalier is the best unit that the Humans have to offer so,
    when possible, have as many of these as possible in your army.
    | Pros |
    - Units provide new tactics to use
    - Cheap units
    | Cons |
    - Not as many abilities and protections as the other races
    
    | Strategies |
    For the humans, playing against other races can be difficult. You should
    utilize the fact that the units are cheap and attack in groups to overwhelm
    your opponents. Try to use the Air Galley in and out of combat to give you an
    advantage of having a flyer. For you leader, choose any skill that you think
    will give you an advantage. Good examples are more defense, leadership, and
    first strike. The magic spheres to use are fire and air for attack purposes. In
    order to win maps, you'll have to utilize your heroes. Instead of giving your
    leader the load of spell casting and fighting, split it up between your heroes.
    Also forge alliances with other neutral races and the HighMen whenever
    possible.
    
    | Level One Units |
    
    Pikeman
    Attack:     4  Walking
    Defense:    2  Strike
    Damage:     3  First Strike
    Resistance: 3
    Hits:       5
    Moves:      26
    Pros: Good level one unit, first strike
    Cons: ...
    
    Swordsman
    Attack:     4  Walking
    Defense:    2  Strike
    Damage:     3
    Resistance: 3
    Hits:       5
    Moves:      26
    Pros: ...
    Cons: ...
    
    Archer
    Attack:     3  Walking
    Defense:    2  Archery
    Damage:     2
    Resistance: 3
    Hits:       5
    Moves:      26
    Pros: Ranged attacker
    Cons: ...
    
    Battering Ram
    Attack:     1   Walking     Poison Immun.
    Defense:    2   Fearless    Cold Protection
    Damage:     1   Wall Crushing
    Resistance: 3
    Hits:       10
    Moves:      20
    Pros: Can knock down walls
    Cons: Can't attack, frail
    
    | Level Two Units |
    
    Priest
    Attack:     3   Walking       Healing
    Defense:    2   Magic Strike  Dispel Magic I
    Damage:     2   Strike        Magic Bolts
    Resistance: 4   Turn Undead I
    Hits:       5
    Moves:      26
    Pros: Priestly abilities
    Cons: Can only heal once
    
    Medium Calvary
    Attack:     5   Walking
    Defense:    3   Strike
    Damage:     3   Charge
    Resistance: 3
    Hits:       8
    Moves:      26
    Pros: Average unit
    Cons: Can't move far
    
    Ballista
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Shoot Javelin   Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       7
    Moves:      20
    Pros: Poison Immunity and Cold Protection
    Cons: Slow and frail
    
    Catapult
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Hurl Boulder    Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       8
    Moves:      20
    Pros: Poison Immunity, can break walls and cold protection
    Cons: Slow and frail
    
    | Level Three Units |
    
    Musketeer
    Attack:     3  Walking
    Defense:    2  Fire Musket
    Damage:     2
    Resistance: 3
    Hits:       5
    Moves:      20
    Pros: Excellent ranged attacker
    Cons: Frail, takes a while to produce
    
    Charlton
    Attack:     4  Walking
    Defense:    3  Strike
    Damage:     3  Bard's Skill
    Resistance: 5
    Hits:       7
    Moves:      26
    Pros: Has a few useful abilities, ranged attacker
    Cons: Takes a while to produce
    
    Calvary
    Attack:     6  Walking   Parry
    Defense:    6  Strike
    Damage:     4  Fearless
    Resistance: 4  Charge
    Hits:       12
    Moves:      36
    Pros: Strong, fast, the best human unit
    Cons: Takes a while to produce
    
    | Level Four Unit |
    
    Air Galley
    Attack:     6  Flying         Vision I
    Defense:    6  Poision Imun.  Fearless
    Damage:     5  Markmanship I  Cold Protection
    Resistance: 5  Shoot Javelin
    Hits:       18
    Moves:      36
    Pros: Very powerful, flyer, ranged attacker
    Cons: Really expensive, really long time to produce
    
    
    || Azracs ||
    
    | Overall |
    Azracs are a neutral race of desert people who look much like humans. Since
    they live in deserts, Azracs get protection from heat and fire. Azracs can
    easily dominate early into the game by using the Elephant unit. It can crush
    walls and attack which makes it better than any battering ram. Azracs don't
    believe much in armor, which makes them extremely venerable. So defensively
    they are weak but on offense they are stronger than most races. Most of their
    units beyond level two have long ranged attacks, so use this to your advantage.
    Plus the Yaka Avatar, their most powerful unit, can take control of other units
    making them part of your own army. Get a few Yaka Avatars out; supported by the
    ranged abilities of the Djinn and the Beholder, you should be able to dominate
    most of the battles you engage.
    | Pros |
    - Fire Protection
    - Can dominate early into the game with Elephant unit
    - High attack points
    | Cons |
    - Most units have low defense
    
    | Strategies |
    As I mentioned earlier, the Azracs can dominate early if you play it out right.
    Using the Elephant unit, accompanied with some Scorpion units and a few
    swordsman and archers, taking over level one and two cities will be no problem.
    As you move up to producing level two units, you can use the Rider to scout
    further. Take advantage of the Djinn's and the Beholder's ranged abilities. The
    Yaka Avatar is incredibly powerful and you should take advantage of its unit
    possessing ability. You can take control of weak units and weak heroes. The
    sphere to pick is the fire sphere. The spell Sacrificial Flame does massive
    damage to several units and buildings but does damage to the caster. Since
    Azracs have Fire Protections, you won't take damage for casting this spell.
    
    | Level One Units |
    
    Scorpion
    Attack:      3 Walking       Poison Immunity
    Defense:     3 Poison Strike Strike
    Damage:      3 Fire Protection
    Resistance:  2
    Hits:        5
    Moves:       24
    Pros: Poisonous
    Cons: Good all around
    
    Azrac Swordsman
    Attack:     5 Walking  Strike
    Defense:    1 Fire Protection
    Damage:     3
    Resistance: 3
    Hits:       5
    Moves:      26
    Pros: High attack
    Cons: Very frail
    
    Azrac Archer
    Attack:     3 Walking  Archery
    Defense:    1 Fire Protection
    Damage:     1
    Resistance: 3
    Hits:       5
    Moves:      26
    Pros: Ranged attacker
    Cons: Very frail
    
    Elephant
    Attack:     3 Walking  Strike
    Defense:    3 Wall Crushing
    Damage:     3
    Resistance: 3
    Hits:       9
    Moves:      30
    Pros: Can knock down walls
    Cons: Costly
    
    | Level Two Units |
    
    Azrac Priest
    Attack:     3 Walking        Fire Immunity
    Defense:    1 Magic Strike   Strike
    Damage:     2 Turn Undead I  Healing
    Resistance: 4 Dispel Magic I Magic Bolts
    Hits:       5
    Moves:      26
    Pros: Priestly abilities
    Cons: Frail
    
    Azrac Rider
    Attack:     5 Walking         Strike
    Defense:    3 Fire Protection Charge
    Damage:     3
    Resistance: 3
    Hits:       8
    Moves:      40
    Pros: High movement points
    Cons: ...
    
    Ballista
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Shoot Javelin   Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       7
    Moves:      20
    Pros: Poison Immunity and Cold Protection
    Cons: Slow and frail
    
    Catapult
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Hurl Boulder    Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       8
    Moves:      20
    Pros: Poison Immunity, can break walls and cold protection
    Cons: Slow and frail
    
    | Level Three Units |
    
    Sand Worm
    Attack:     4  Walking      Cave Crawling
    Defense:    3  Fire Strike  Strike
    Damage:     5  Tunneling    Fire Protection
    Resistance: 4  Desert Concealment
    Hits:       12
    Moves:      26
    Pros: Tunneling, Desert Concealment
    Cons: Takes a while to produce
    
    Djinn
    Attack:     5 Magic Strike  Strike
    Defense:    4 Floating      Magic Bolts
    Damage:     4
    Resistance: 6
    Hits:       10
    Moves:      32
    Pros: Flyer, ranged attacker
    Cons: Takes a while to produce
    
    Beholder
    Attack:     5  Strike      Night Vision
    Defense:    3  True Seeing Cause Fear
    Damage:     3  Doom Gaze   Floating
    Resistance: 6  Vision I
    Hits:       15
    Moves:      24
    Pros: Ranged attacker
    Cons: Slow, takes a while to produce
    
    | Level Four Unit |
    
    Yaka Avatar
    Attack:     8  Walking      Fire Immunity
    Defense:    5  Magic Strike Strike
    Damage:     6  Dominate     Vision II
    Resistance: 8  Fearless     Magic Bolts
    Hits:       20
    Moves:      32
    Pros: Dominate ability, ranged attacker
    Cons: Costly, really long time to produce
    
    || Lizardmen ||
    
    | Overall |
    Lizardmen are the neutral reptilian race of Age of Wonders. They are the only
    race that can swim giving them a key advantage on the World Map. With this in
    mind, you should use all out attacks on opponents using the water as an escape
    route or to bring in more units to overwhelm your opponent. Another advantage
    the Lizards have stronger ballista and catapults that can also travel on the
    water. Their level three units are very standard. The Lurker is a good surprise
    attacker, Salamander is a good fighter unit, and the Green Wyvern is an
    excellent scout. The most expensive unit in the game, the Basilisk, has a lot
    of attack and defense but falls a little short on the special abilities.
    | Pros |
    - Can travel on the water
    - Stronger siege weapons
    | Cons |
    - Costly level 4 unit
    - Low magic resistance
    - Not allot of ranged attackers
    
    | Lizards |
    For the Lizards, using the ability to walk on water is a must. A large portion
    of water covers almost every map. You MUST use this to your advantage and
    control the waterways as soon as possible. Use the Turtle Catapult and the
    Turtle Ballista, whenever possible. The magic spheres to pick are air and
    water. Pick Air for its haste spell and water for the flood spell. Flood
    increases how much water that covers the world map. (Very useful) The haste
    spells will help your units travel the waterways faster. If you want, produce a
    Basilisk, but are warned that it does cost a lot and can't travel on water
    without magic. For you leader choose more magic resistance or more spell
    casting abilities.
    
    | Level One Units |
    
    Giant Slug
    Attack:     3 Walking       Cave Crawling
    Defense:    1 Poison Strike Strike
    Damage:     3 Venomous Spit Poison Protection
    Resistance: 2
    Hits:       5
    Moves:      20
    Pros: Ranged attacker
    Cons: Low defense
    
    Lizardmen Swordsman
    Attack:     4 Walking      Swimming
    Defense:    2 Strike
    Damage:     3
    Resistance: 2
    Hits:       5
    Moves:      26
    Pros: Can walk on water
    Cons: ...
    
    Lizard Archer
    Attack:     3 Walking     Swimming
    Defense:    2 Archery
    Damage:     2
    Resistance: 2
    Hits:       5
    Moves:      26
    Pros: Ranged attacker
    Cons: ...
    
    Battering Ram
    Attack:     1   Walking     Poison Immun.
    Defense:    2   Fearless    Cold Protection
    Damage:     1   Wall Crushing
    Resistance: 3
    Hits:       10
    Moves:      20
    Pros: Can knock down walls
    Cons: Can't attack, frail
    
    | Level Two Units |
    
    Shaman
    Lizard Shaman
    Attack:     3  Walking        Swimming
    Defense:    2  Magic Strike   Strike
    Damage:     2  Turn Undead I  Healing
    Resistance: 3  Dispel Magic I Poison Protection
    Hits:       5  Magic Bolts
    Moves:      26
    Pros: Healing ability, Turn Undead 1, Dispel Magic 1
    Cons: Can only heal once
    
    Lizardmen Frog Rider
    Attack:     5  Walking  Swimming
    Defense:    3  Strike   Charge
    Damage:     3
    Resistance: 2
    Hits:       7
    Moves:      32
    Pros: Lots of movement points
    Cons: ...
    
    Turtle Ballista
    Attack:     6  Walking Swimming
    Defense:    3  Shoot Javelin
    Damage:     5
    Resistance: 3
    Hits:       7
    Moves:      20
    Pros: Good defense/offense
    Cons: Slow
    
    Turtle Catapult
    Attack:     5 Walking Swimming
    Defense:    3 Hurl Boulder
    Damage:     8
    Resistance: 3
    Hits:       8
    Moves:      20
    Pros: Can break walls, good defense/offense
    Cons: Slow
    
    | Level Three Units |
    
    Lurker
    Attack:     5  Walking           Swimming
    Defense:    3  Poison            Strike Strike
    Damage:     6  Poison Protection Water Concealment
    Resistance: 3
    Hits:       10
    Moves:      24
    Pros: Water concealment
    Cons: Takes a while to produce, kind of slow
    
    Salamander
    Attack:     7  Walking     Fire Immunity
    Defense:    4  Fire Strike Strike
    Damage:     4  Parry
    Resistance: 5
    Hits:       10
    Moves:      26
    Pros: High attack, parry
    Cons: Takes a while to produce, can't walk on water
    
    Green Wyvern
    Attack:     4  Flying   Poison Immunity
    Defense:    4  Strike   Fearless
    Damage:     5  Vision II
    Resistance: 6  Poison Strike
    Hits:       12
    Moves:      36
    Pros: Flyer, Vision 2
    Cons: Takes a while to produce
    
    | Level Four Unit |
    
    Basilisk
    Attack:     7  Walking         Swimming
    Defense:    6  Poison Immunity Strike
    Damage:     5  Night Vision    True Seeing
    Resistance: 5  Doom Gaze       Fearless
    Hits:       22
    Moves:      36
    Pros: High attack, defense, and movement
    Cons: Really costly, takes long time to produce
    
    || Frostling ||
    
    | Overall |
    This race of neutral nomads has a wide variety of units, which allow for a
    different type of play. Since they live in the northern parts of the Age of
    Wonders realm, all of their units have cold protection. With their diverse
    units traveling through different areas is no problem. The Wolf Rider can
    travel easily through forests, the Yeti unit can travel through mountains plus
    it's a good fighter unit with the ability to crush walls. The Frost Queen can
    travel anywhere as well as the flying Nordic Glow and, the ever powerful, Ice
    Drake.
    
    | Pros |
    - Frostlings provide lots of diverse units for allot of different tactics
    - All humanoid units have Cold Protection
    | Cons |
    - Most humanoid units have low movement points
    
    | Strategies |
    Using the Frostlings wide variety of units, you can get anywhere on the map.
    Early on you'll have a swimming unit at a low level. The only other race with
    the advantage is the Lizards. With the Nordic Glow, you have a scout that is
    almost invincible with lots of movement, the Yeti can travel over mountains and
    break walls, and the Snow Queen can travel anywhere while taking 7 other units
    with it. The Drake is very powerful so try to produce as many as you can
    afford. The spheres of magic to pick are air and water for their offensive
    spells and earth for its defensive spells and the movement spell.
    
    | Level One Units |
    
    Archer
    Attack:     3  Walking
    Defense:    2  Archery
    Damage:     2  Cold Protection
    Resistance: 3
    Hits:       5
    Moves:      24
    Pros: Ranged attacker
    Cons: ...
    
    Dire Penguin
    Attack:     5  Walking
    Defense:    2  Swimming
    Damage:     2  Strike
    Resistance: 3  Cold Protection
    Hits:       5
    Moves:      24
    Pros: High attack, swimmer
    Cons: Low defense
    
    Swordsman
    Attack:     4  Walking
    Defense:    2  Strike
    Damage:     3  Cold Protection
    Resistance: 3
    Hits:       5
    Moves:      24
    Pros: Standard unit
    Cons: ...
    
    
    Battering Ram
    Attack:     1   Walking     Poison Immun.
    Defense:    2   Fearless    Cold Protection
    Damage:     1   Wall Crushing
    Resistance: 3
    Hits:       10
    Moves:      20
    Pros: Can knock down walls
    Cons: Can't attack, frail
    
    | Level Two Units |
    
    Wolf Rider
    Attack:      5  Walking    Charge
    Defense:     3  Forestry
    Damage:      3  Strike
    Resistance:  3  Cold Protection
    Hits:        7
    Moves:       32
    Pros: Forestry
    Cons: ...
    
    Shaman
    Attack:     3  Walking      Turn Undead I
    Defense:    2  Cold Imm.    Healing
    Damage:     2  Magic Strike Dispel Magic I
    Resistance: 4  Strike       Frost Bolts
    Hits:       5
    Moves:      32
    Pros: Turn Undead 1, Dispel Magic 1, and Healing
    Cons: Healing can only be used once
    
    Ballista
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Shoot Javelin   Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       7
    Moves:      20
    Pros: Poison Immunity and Cold Protection
    Cons: Slow and frail
    
    Catapult
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Hurl Boulder    Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       8
    Moves:      20
    Pros: Poison Immunity, can break walls and cold protection
    Cons: Slow and frail
    
    | Level Three Units |
    
    Yeti
    Attack:      6   Walking        Strike
    Defense:     4   Mountaineering Wall Crushing
    Damage:      2   Cold Immunity
    Resistance:  4   Cold Strike
    Hits:        5
    Moves:       24
    Pros: Wall crushing, can travel on mountains
    Cons: Takes a while to produce
    
    Frost Queen
    Attack:     4  Walking       Strike
    Defense:    3  Swimming      Path of Frost
    Damage:     3  Cold Immunity Frost Bolts
    Resistance: 6  Cold Strike   Snow Concealment
    Hits:       8
    Moves:      26
    Pros: Snow Concealment, can travel on water
    Cons: Takes a while to produce, frail
    
    Nordic Glow
    Attack:     4  Flying       Physical Protection
    Defense:    5  Magic Strike Fire/Cold/Poison Immunity
    Damage:     4  Strike
    Resistance: 6  Fearless
    Hits:       7
    Moves:      36
    Pros: Flyer, many immunities
    Cons: Takes a while to produce
    
    | Level Four Unit |
    
    Ice Drake
    Attack:     7  Flying      Vision 2
    Defense:    5  Cold Immun. Fearless
    Damage:     4  Strike      Cold Breath
    Resistance: 4  Dragon
    Hits:       17
    Moves:      36
    Pros: It's a dragon
    Cons: Costly, really long time to produce
    
    || Dark Elves ||
    
    | Overall |
    The evil race of Dark Elves is one of the most interesting races to play as.
    Due to their preference of living in the dark, they all have the ability to see
    in the dark plus most of their units have higher resistance points. Their level
    one and two units are almost similar to the elves. Some exceptions are that the
    priests now shoot lighting and the Nymph is replaced with the Lady of Pain. The
    level 3 units are a lot more powerful though. The Spider Queen is a stronger
    version of a Lady of Pain, the Executioner is a very fast and deadly, and the
    Shadow is a stealthy fighter. The most powerful unit, the Incarnate, can posses
    any unit accept Leaders.
    | Pros |
    - Archers have Marksmanship I
    - High magic resistance
    - Stealthy units
    | Cons |
    - Some units have a low defense
    
    | Strategies |
    With this race, you'll never have too much of a problem winning. It is
    important that you get off to a good start. Use the Lady of Pain to capture
    units to fight on your side and the Archers ability to do more damage. Find
    level 2 cities to get really started. Once you've established a decent army of
    Storm Priests, Riders, Arches, and Swordsman, you can stop using the Lady of
    Pain unit and capture level 3 and 4 cities. Produce a few Executioners and
    watch as the battles turn your way. Produce an Incarnate to take control of
    enemy heroes or level 3/4 units. Unfortunately, you can't take control of
    leaders. To aid you in capturing enemy units use spells like Chain Lightning
    and Entangle that reduces the enemy's defense. Dark Elves are the best race for
    getting other units to win fights for you.
    
    | Level One Units |
    
    Lady of Pain
    Attack:     4  Walking      Strike
    Defense:    1  Seduce
    Damage:     2
    Resistance: 2
    Hits:       5
    Moves:      26
    Pros: Seduce ability
    Cons: Frail
    
    Swordsman
    Attack:     4  Walking      Strike
    Defense:    2  Night Vision
    Damage:     2
    Resistance: 5
    Hits:       5
    Moves:      26
    Pros: Night Vision
    Cons: ...
    
    Archer
    Attack:     3 Walking        Archery
    Defense:    2 Marksmanship I Night Vision
    Damage:     1
    Resistance: 5
    Hits:       5
    Moves:      26
    Pros: Ranged attacker, Night Vision
    Cons: ...
    
    Battering Ram
    Attack:     1   Walking       Poison Immun.
    Defense:    2   Fearless      Cold Protection
    Damage:     1   Wall Crushing
    Resistance: 3
    Hits:       10
    Moves:      20
    Pros: Can knock down walls
    Cons: Can't attack, frail
    
    | Level Two Units |
    
    Storm Priest
    Attack:     3  Walking         Magic Strike
    Defense:    2  Strike          Turn Undead I
    Damage:     2  Night Vision    Healing
    Resistance: 6  Dispel Magic I  Lightning Protection
    Hits:       5  Lightning Bolts
    Moves:      26
    Pros: Many priestly abilities, Lightning Protection
    Cons: Cost a little more
    
    Rider
    Attack:     5 Walking         Strike
    Defense:    3 Night Vision    Charge
    Damage:     2
    Resistance: 5
    Hits:       7
    Moves:      36
    Pros: Night Vision
    Cons: Low damage
    
    Ballista
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Shoot Javelin   Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       7
    Moves:      20
    Pros: Poison Immunity and Cold Protection
    Cons: Slow and frail
    
    Catapult
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Hurl Boulder    Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       8
    Moves:      20
    Pros: Poison Immunity, can break walls and cold protection
    Cons: Slow and frail
    
    | Level Three Units |
    
    Spider Queen
    Attack:     4  Walking Cave Crawling
    Defense:    3  Poison Immunity Poison Strike
    Damage:     4  Strike Web
    Resistance: 6  Seduce Wall Climbing
    Hits:       8  Night Vision Magic Bolts
    Moves:      36
    Pros: Many abilities
    Cons: Takes a while to produce, kind of frail
    
    Executioner
    Attack:     7  Walking        Strike
    Defense:    5  Night Vision   Trail of Darkness
    Damage:     4  Fearless       Charge
    Resistance: 6  Life Stealing
    Hits:       10
    Moves:      36
    Pros: Lot's of abilities, lots of movement points
    Cons: Takes a while to produce, cost a little more
    
    Shadow
    Attack:     5  Walking         Cold Immunity
    Defense:    4  Poison Immunity Death Immunity
    Damage:     4  Strike          Night Vision
    Resistance: 5  Cause Fear      Pass Wall
    Hits:       7  Fearless        Concealment
    Moves:      26
    Pros: Pass through walls, many immunities
    Cons: Takes a while to produce
    
    | Level Four Unit |
    
    Incarnate
    Attack:     2  Fire Immunity       Cold Immunity
    Defense:    5  Lightning Immunity  Poison Immunity
    Damage:     1  Death Immunity      Physical Immunity
    Resistance: 5  Magic Strike        Strike
    Hits:       10 Floating            Possess
    Moves:      36
    Pros: Can posses units, many immunities
    Cons: Costly, really long time to produce, weak attack
    
    || Goblins ||
    
    | Overall |
    The evil goblins aren't known for strength but for their ability to attack in
    large numbers. This can be possible by their incredible low cost. Due to their
    underground living they all have night vision, cave crawling, and poison
    protection. It is best to attack by luring your opponents to you instead of
    head on attacks. This is because the Goblins are not real good fighters but
    they are excellent in exploring underground areas. It is best to ally the
    Goblins with the Orcs or Dark Elves to make up for this flaw.
    | Pros |
    - Good underground traits
    - Low cost
    | Cons |
    - Some frail units
    - Low resistance
    
    | Strategies |
    This race is one of the weakest. To make up for this flaw, you should attack in
    large numbers. Use the Bomber to destroy walls and clustered units and the
    Darter to your advantage. Try to capture as many level 3 and 4 cities as you
    can because this is where the goblins can take and advantage. Use the Troll as
    you powerhouse until you start producing Karags. Produce as many Karags as you
    can afford, back it up with attack spells like Fury and Dark Gift, and it will
    be almost unstoppable.
    
    | Level One Units |
    
    Spearman
    Attack:     4  Walking       Cave Crawling
    Defense:    2  Strike        Night Vision
    Damage:     2  First Strike  Poison Protection
    Resistance: 2
    Hits:       4
    Moves:      24
    Pros: ...
    Cons: ...
    
    Darter
    Attack:     4   Walking       Cave Crawling
    Defense:    2   Night Vision  Poison Darts
    Damage:     1   Poison Prot.
    Resistance: 2
    Hits:       4
    Moves:      24
    Pros: Ranged attacker
    Cons: ...
    
    Bomber
    Attack:     3  Walking      Cave Crawling
    Defense:    1  Night Vision Self Destruct
    Damage:     2  Poison Prot.
    Resistance: 2
    Hits:       4
    Moves:      24
    Pros: Can damage walls
    Cons: Extremely frail
    
    Battering Ram
    Attack:     1   Walking     Poison Immun.
    Defense:    2   Fearless    Cold Protection
    Damage:     1   Wall Crushing
    Resistance: 3
    Hits:       10
    Moves:      20
    Pros: Can knock down walls
    Cons: Can't attack, frail
    
    | Level Two Units |
    
    Wolf Rider
    Attack:     5  Walking  Forestry
    Defense:    3  Strike   Night Vision
    Damage:     3  Charge   Poison Prot.
    Resistance: 2
    Hits:       7
    Moves:      32
    Pros: Forestry
    Cons: ...
    
    Shaman
    Attack:     3   Walking         Cave Crawling
    Defense:    2   Poison Imm.     Magic Strike
    Damage:     2   Strike          Turn Undead I
    Resistance: 3   Night Vision    Healing
    Hits:       4   Dispel Magic I  Magic Bolts
    Moves:      24
    Pros: Priestly abilities
    Cons: ...
    
    Ballista
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Shoot Javelin   Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       7
    Moves:      20
    Pros: Poison Immunity and Cold Protection
    Cons: Slow and frail
    
    Catapult
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Hurl Boulder    Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       8
    Moves:      20
    Pros: Poison Immunity, can break walls and cold protection
    Cons: Slow and frail
    
    | Level Three Units |
    
    Wyvern Rider
    Attack:     5  Flying      Poison Strike
    Defense:    2  Strike      Night Vision
    Damage:     4  Vision II   Poison Protection
    Resistance: 2  Charge
    Hits:       8
    Moves:      32
    Pros: Vision 2, flyer
    Cons: Takes a while to produce, frail
    
    Big Beetle
    Attack:     5 Walking       Cave Crawling
    Defense:    3 Poison Strike Strike
    Damage:     4 Night Vision  Tunneling
    Resistance: 4 Poison Imm.   Wall Crushing
    Hits:       13
    Moves:      40
    Pros: Can damage walls
    Cons: Takes a while to produce
    
    Troll
    Attack:     6 Walking      Strike
    Defense:    3 Night Vision Regeneration
    Damage:     7
    Resistance: 4
    Hits:       12
    Moves:      28
    Pros: Regeneration
    Cons: Takes a while to produce
    
    | Level Four Unit |
    
    Karagh
    Attack:     7  Walking      Cave Crawling
    Defense:    4  Strike       Night Vision
    Damage:     8  Cause Fear   Charge
    Resistance: 7  Poison Prot. Fearless
    Hits        21
    Moves       44
    Pros: Extremely powerful, fast
    Cons: Costly, really long time to produce
    
    || Orcs ||
    
    | Overall |
    Orcs are the strongest of all of the races. Their fighting units have higher
    damage points than other races. These natural born fighters don't use many
    ranged attacks and prefer melee combat. The Swordsman, Heavy Calvary, and the
    Warlord are examples of this. Their enhance version of a ballista, the Shredder
    Bolt, is very powerful ranged attack. Not to mention the powerful Red Dragon.
    Once you get a few of these out, you are sure to dominate.
    | Pros |
    - The Red Dragon
    - Units have high attack and damage points
    | Cons |
    - Slow units
    
    | Strategies |
    This race is well known for it's brute strength. Unfortunately, the ground
    units a very slow. It's best to fill your parties with units with high movement
    points like Heavy Calvary and the Doom Bat. Use the air sphere spell, haste, to
    increase your unit's movement points. This goes especially for the incredibly
    slow Warlord. With the Orcs high defense, losing battles isn't something that
    will happen often. Watch out for ranged attacks enemies and plan where you want
    to move because you wont be getting there fast. Making an alliance with the
    Dark Elves or Goblins is always an option you should consider.
    
    | Level One Units |
    
    Kolob
    Attack:      4  Walking      Cave Crawling
    Defense:     2  Poison Imm.  Poison Strike
    Damage:      2  Strike
    Resistance:  3  Night Vision
    Hits:        4
    Moves:       24
    Pros: Poison Strike
    Cons: A little slow
    
    Archer
    Attack:      3  Walking
    Defense:     2  Archery
    Damage:      1
    Resistance:  3
    Hits:        5
    Moves:       26
    Pros: Ranged attacker
    Cons: ...
    
    Swordsman
    Attack:       4  Walking
    Defense:      2  Strike
    Damage:       4
    Resistance:   3
    Hits:         5
    Moves:        26
    Pros: High damage points
    Cons: ...
    
    Battering Ram
    Attack:     1   Walking     Poison Immun.
    Defense:    2   Fearless    Cold Protection
    Damage:     1   Wall Crushing
    Resistance: 3
    Hits:       10
    Moves:      20
    Pros: Can knock down walls
    Cons: Can't attack, frail
    
    | Level Two Units |
    
    Shaman
    Attack:      3  Walking          Magic Strike
    Defense:     2  Strike           Turn Undead I
    Damage:      2  Night Vision     Healing
    Resistance:  4  Dispel Magic I   Magic Bolts
    Hits:        5
    Moves:       26
    Pros: Priestly powers
    Cons: ...
    
    Heavy Cavalry
    Attack:      5  Walking
    Defense:     3  Charge
    Damage:      4  Strike
    Resistance:  3
    Hits:        8
    Moves:       32
    Pros: High damage points
    Cons: ...
    
    Shredder Bolt
    Attack:      1  Walking      Shoot Black Javelin
    Defense:     2  Poison Imm.
    Damage:      1  Cold Prot.
    Resistance:  3  Fearless
    Hits:        7
    Moves:       20
    Pros: Black Javelins are devastating, Poison Immunity and Cold Protection
    Cons: Slow and frail
    
    Catapult
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Hurl Boulder    Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       8
    Moves:      20
    Pros: Poison Immunity, can break walls and cold protection
    Cons: Slow and frail
    
    | Level Three Units |
    
    Doom Bat
    Attack:      4  Flying             Poison Strike
    Defense:     3  Strike             Night Vision
    Damage:      4  Cause Fear         Poison Prot.
    Resistance:  3  Underground Concealment
    Hits:        7
    Moves:       28
    Pros: Flyer, underground concealment
    Cons: Takes a while to produce
    
    Assassin
    Attack:      5  Walking             Poison Strike
    Defense:     3  Marksmanship I      Strike
    Damage:      3  Wall Climbing       Poison Darts
    Resistance:  3  Concealment
    Hits:        7
    Moves:       28
    Pros: Wall climbing, ranged attacker, Concealment
    Cons: Takes a while to produce
    
    Warlord
    Attack:      7  Walking
    Defense:     6  Round Attack
    Damage:      6  Strike
    Resistance:  5
    Hits:        14
    Moves:       26
    Pros: Very powerful
    Cons: Takes a while to produce, slow
    
    | Level Four Unit |
    
    Red Dragon
    Attack:      6   Strike          Flying
    Defense:     7   Fire Immunity   Dragon
    Damage:      5   Vision II       Fearless
    Resistance:  8   Fire Breath
    Hits:        18
    Moves:       32
    Pros: It's a dragon
    Cons: Costly, really long time to produce
    
    || Undead ||
    
    | Overall |
    The pure evil units of the Undead, despite their low defense, are very
    powerful.  Undead are known for their many resistances and their ability to
    regenerate a little portion of their health. The Hell Hound is an extremely
    useful unit plus it doesn't cost much. At level two, you notice the powerful
    Doom Priest, which can control other units. At level 3 and 4 is where the
    undead most powerful units are. The Bone Horror is excellent for castle sieges,
    the Wraith is almost invincible, and the Demon can do lots of damage. The most
    feared unit in the whole game is the Undead Reaper. This unit can kill units
    with its ability named Invoke Death.
    | Pros |
    - Undead Reaper
    - Many immunities
    - Regeneration ability
    | Cons |
    - Low defense
    - Weak against priests and the Highmen
    
    | Level One Units |
    
    Hell Hound
    Attack:     4  Walking      Death/Fire Prot.
    Defense:    3  Fire Strike
    Damage:     2  Regeneration
    Resistance: 3  Fearless
    Hits:       5
    Moves:      32
    Pros: High movement, excellent level one unit
    Cons: ...
    
    Swordsman
    Attack:     4  Walking      Fearless
    Defense:    2  Poison Imm. Fire/Lightning/Cold Prot.
    Damage:     3  Strike
    Resistance: 3  Regeneration
    Hits:       5
    Moves:      26
    Pros: Many immunities
    Cons: Low defense
    
    Archer
    Attack:     4  Walking       Fire/Lightning/Cold Prot.
    Defense:    2  Regeneration  Death/Poison/Cold Immun.
    Damage:     1  Archery
    Resistance: 3  Fearless
    Hits:       5
    Moves:      26
    Pros: Ranged attacker, many immunities
    Cons: Low defense
    
    Bone Ram
    Attack:     2  Walking       Fire/Lightning/Cold Prot.
    Defense:    2  Wall Crushing Poison Immun.
    Damage:     1  Regeneration
    Resistance: 3  Fearless
    Hits:       10
    Moves:      20
    Pros: Can knock down walls
    Cons: Can't attack, frail
    
    | Level Two Units |
    
    Knight
    Attack:     5  Walking      Fire/Lightning/Cold Prot.
    Defense:    3  Strike       Death/Poison Immu.
    Damage:     3  Regeneration Charge
    Resistance: 3  Fearless
    Hits:       7
    Moves:      36
    Pros: Many immunities
    Cons: ...
    
    Doom Priest
    Attack:     3  Walking       Fearless       Death/Poison/Cold Immu.
    Defense:    2  Death Strike  Black Bolts    Fire/Lightning/Cold Prot.
    Damage:     2  Dominate      Regeneration
    Resistance: 4  Strike        Dispel Magic I
    Hits:       5
    Moves:      26
    Pros: Priestly abilities, Dominate, black bolts
    Cons: Kinda costly
    
    Ballista
    Attack:     1   Walking         Poison Immunity
    Defense:    2   Shoot Javelin   Fearless
    Damage:     1   Cold Protection
    Resistance: 3
    Hits:       7
    Moves:      20
    Pros: Poison Immunity and Cold Protection
    Cons: Slow and frail
    
    Skull Thrower
    Attack:     1   Walking       Fire/Lightning/Cold Prot.
    Defense:    2   Hurl Boulder  Poison Immu.
    Damage:     1   Regenration
    Resistance: 3   Fearless
    Hits:       7
    Moves:      20
    Pros: Poison Immunity, can break walls and cold protection
    Cons: Slow and frail
    
    | Level Three Units |
    
    Bone Horror
    Attack:     5   Walking       Fire/Lightning/Cold Prot.
    Defense:    3   Regeneration  Death/Poison Immu.
    Damage:     5   Strike        Fearless
    Resistance: 4   Death Strike  Wall Crushing
    Hits:       19
    Moves:      26
    Pros: Many immunities, can break walls
    Cons: Takes a while to produce
    
    Wraith
    Attack:     4  Walking       Fearless      Lightning Prot.
    Defense:    2  Death Strike  Pass Wall
    Damage:     3  Strike        Life Stealing
    Resistance: 4  Regeneration  Physical/Fire/Death/Poison/Cold Immu.
    Hits:       6
    Moves:      26
    Pros: Nearly invincible
    Cons: Takes a while to produce, low defense
    
    Demon
    Attack:     7  Flying         Vision 2
    Defense:    4  Poision Strike Fearless
    Damage:     6  Strike         Fire/Poision/Death Immu.
    Resistance: 4  Regeneration
    Hits:       10
    Moves:      30
    Pros: Flyer
    Cons: Takes a while to produce
    
    | Level Four Unit |
    
    Undead Reaper
    Attack:     7  Walking       Invoke Death  Lightning/Cold Prot.
    Defense:    4  Death Strike  Cause Fear    Death/Poison Immu.
    Damage:     5  Strike        Fearless
    Resistance: 10 Rengeneration Path of Decay
    Hits:       15
    Moves:      26
    Pros: Very deadly & extremely powerful
    Cons: Costly, really long time to produce
    
    || Special Units ||
    This is the special units guide. The special units are creatures that don't fit
    in any race but can be found somewhere on the map.
    
    | Humanoids |
    These creatures can be found wandering the map or guarding something
    
    Druid
    Attack:     4   Entangle        Strike
    Defense:    2   Lightning Bolts Dispel Magic I
    Damage:     2   Healing         Lightning Protection
    Resistance: 5   Magic Strike    Poison Protection
    Hits:       6   Forestry        Walking
    Moves:      26
    Pros: Priestly abilities, ranged attacker
    Cons: Frail
    
    Undead Mummy
    Attack:     4   Cold Protection  Death Immunity
    Defense:    1   Death Strike     Lightning Protection
    Damage:     4   Poison Immunity  Regeneration
    Resistance: 5   Strike           Walking
    Hits:       12
    Moves:      24
    Pros: Regeneration
    Cons: Low defense
    
    | Creatures |
    These creatures can be found wandering the map or guarding something
    
    Syron
    Attack:     8   Strike Every Immunity
    Defense:    6
    Damage:     5
    Resistance: 10
    Hits:       28
    Moves:      20
    Pros: All of the immunities, very powerful
    Cons: Unruly
    How to Get: You can only summon this by using the Syron spell. This can be
    taught to you in a wizard tower
    
    Black Spider
    Attack:     4   Strike  Web
    Defense:    3   Poision Immunity
    Damage:     3   Poision Strike Wall Climbing
    Resistance: 4   Cave Crawling  Walking
    Hits:       6
    Moves:      28
    Pros: Web ability
    Cons: ...
    
    Great Eagle
    Attack:     4   Flying  Strike
    Defense:    2   Vision II
    Damage:     3
    Resistance: 3
    Hits:       7
    Moves:      40
    Pros: Excellent Scout
    Cons: Frail
    
    Wild Boar
    Attack:     3   Charge  Strike
    Defense:    3   Walking
    Damage:     3
    Resistance: 3
    Hits:       5
    Moves:      36
    Pros: Very well rounded unit
    Cons: ...
    
    Giant Frog
    Attack:     4  Strike  Swimming
    Defense:    1  Walking
    Damage:     3
    Resistance: 2
    Hits:       5
    Moves:      28
    Pros: Good water unit
    Cons: Frail
    
    Sea Serpent
    Attack:     6  Strike Swimming
    Defense:    3
    Damage:     8
    Resistance: 3
    Hits:       40
    Moves:      15
    Pros: High attack, damage, movement
    Cons: Kinda Frail
    
    Mermaid
    Attack:     3  Strike Swimming
    Defense:    1
    Damage:     2
    Resistance: 6
    Hits:       5
    Moves:      26
    Pros: High magic resistance
    Cons: Low defense and attack
    
    | Machines |
    
    Drill
    Attack:     2  Cold Protection  Fearless
    Defense:    2  Poision Immunity Tunneling
    Damage:     6  Walking Crushing Walking
    Resistance: 3
    Hits:       10
    Moves:      20
    Pros: Tunneling, can damage walls
    Cons: Frail, slow
    
    Builder
    Attack:     1  Cold Protection  Fearless
    Defense:    2  Construct        Poision Immunity
    Damage:     1  Walking
    Resistance: 3
    Hits:       5
    Moves:      20
    Pros: Can rebuild or build structures
    Cons: Frail
    
    Flame Thrower
    Attack:     1  Cold Protection  Fearless
    Defense:    2  Poision Immunity Walking
    Damage:     1  Flame Throwing
    Resistance: 3
    Hits:       20
    Moves:      8
    Pros: Does fire damage
    Cons: Frail, slow
    
    | Elementals |
    These can be found at their element node or can be summoned
    
    Air Elemental
    Attack:     5  Cold/Fire/Physical/Poision Immunity
    Defense:    2  Flying     Strike
    Damage:     3  Vision II
    Resistance: 3
    Hits:       12
    Moves:      32
    Pros: Flyer
    Cons: Frail
    
    Earth Elementals
    Attack:     6  Strike   Wall Crushing
    Defense:    4  Fire/Lightning Protection
    Damage:     8  Poison Immunity  Cave Crwaling
    Resistance: 4  Mountainering     Tunneling
    Hits:       20 Walking
    Moves:      20
    Pros: Can break walls, very good fighter unit
    Cons: Slow
    
    Fire Elemental
    Attack:     6  Call Flames  Strike
    Defense:    4  Fire Strike  Physical Protection
    Damage:     5  Ignition  Lightning/Poison/Fire Immunitiy
    Resistance: 8  Walking
    Hits:       17
    Moves:      28
    Pros: High magic resistance, very dangerous
    Cons: ...
    
    Water Elemental
    Attack:     6  Physical Protection  Strike
    Defense:    3  Swimming   Walking
    Damage:     4  Water Concealment
    Resistance: 3
    Hits:       14
    Moves:      30
    Pros: Water Concealment
    Cons: Frail
    
    | Dragons |
    These dragons can only be summoned
    
    Gold Dragon
    Attack:     5   Divine Breath  Dragon
    Defense:    7   Fearless       Fire Protection
    Damage:     5   Flying         Holy Immunity
    Resistance: 8   Strike         Vision II
    Hits:       20
    Moves:      32
    Pros: Very powerful
    Cons: Magic upkeep a little costly
    
    Black Dragon
    Attack:     6   Black Breath  Death Immunity
    Defense:    5   Dragon        Fearless
    Damage:     6   Flying        Poison Protection
    Resistance: 8   Strike        Vision II
    Hits:       20
    Moves:      32
    Pros: Very powerful
    Cons: Magic upkeep a little costly
    
    || 2. Spell Guide ||
    This portion of the FAQ is dedicated to the spells.  It describes the pros and
    cons of each spell of every sphere. Spells you choose are just as important as
    the units you use in your party. It is also important to pick the spheres that
    fit your leader. You can't have an Undead leader with four magic spheres of
    life. Here are the spells. If you do choose four spheres of any magic, in order
    to get level four spells, you need to research the level 1, 2, and 3 level
    spells first. This also applies for the magic sphere cosmos. This is the
    format:
    
    Spell - Type of spell
    Pros:
    Cons:
    
    || Life ||
    
    | Overall |
    The sphere of life gives you the powers of creation. It allows you to restore
    land and to restore fallen heroes. It mostly focuses on vanquishing forces of
    evil with spells like Holy Champion, Turn Undead, and Crusade. In combat Holy
    Bolt and Sacred Wrath are good offensive spells and High Prayer is probably the
    best defensive spell in the game. The spell Tranquility can make all races get
    along which is a good stalling tactic. Good aligned races are best with this
    sphere but it really shines with the Highmen. This is a very good sphere to use
    especially against anyone using the death sphere or if you want to make peace
    and alliances on a map.
    
    | Level 1 |
    Bless - Unit Spell
    Pros: Great defensive spell, defends against death magic
    Cons: Costly
    Remedy - Unit Spell
    Pros: Heals units
    Cons: Only heals so much
    Rejuvenate - Global Spell
    Pros: Turns land to grassland
    Cons: Useless
    Solar Flare - Combat
    Pros: Good ranged attack
    Cons: Only shoots so far
    
    | Level 2 |
    Holy Champion - Unit
    Pros: Good against evil creatures
    Cons: Only good against evil creatures
    Holy Woods - Global
    Pros: Good against evil creatures
    Cons: Only lasts so long, only good against evil creatures
    Turn Undead - Combat
    Pros: Good against undead
    Cons: Only good against undead
    Recall Spirit - Combat
    Pros: Summons units
    Cons: Weak units, costly
    
    | Level 3 |
    High Prayer - Combat
    Pros: Excellent spell
    Cons: Costly but worth it
    Sacred Wrath - Combat
    Pros: Does lots of damage to every unit
    Cons: Does lots of damage to every unit including your own
    Resurrect Hero - Global
    Pros: Brings back dead heroes
    Cons: Sometimes heroes don't follow you
    Tranquility - World
    Pros: Improves race relations, makes everyone happy ^_^
    Cons: ...
    
    | Level 4 |
    Crusade - World
    Pros: Summons units to attack evil aligned-units
    Cons: Long time to cast, only lasts three turns, units only attack at random, a
    waste of magic
    Divine Storm - Global
    Pros: Powerful global attack, changes land to grassland
    Cons: Long time to cast
    Life Mastery - World
    Pros: Incredibly powerful spell
    Cons: Long time to cast, costly
    Gold Dragon
    Pros: Summons a Gold Dragon
    Cons: Long time to cast, upkeep a little expensive
    
    || Death ||
    
    | Overall |
    This sphere of pure evil allows you to command undead and spread disease and
    pestilence throughout the land. It is fun to watch the effects of casting 
    Hatred and Death Mastery because you can watch relations' crumble and watch
    good aligned races struggle. This sphere is mainly for Evil aligned races
    especially the Undead. This is a very good sphere to use especially against
    anyone using the life sphere or if you really want to wreak havoc on a map.
    
    | Level 1 |
    Dark Gift - City
    Pros: Good Enchantment
    Cons: ...
    Summon Black Spider - Summon
    Pros: Summons a Black Spider
    Cons: Upkeep
    Death Ray - Combat
    Pros: Good ranged attack
    Cons: Can only shoot so far
    Disease Cloud - Combat
    Pros: Can hit multiple units
    Cons: Can also hit your units
    
    | Level 2 |
    Evil Champion - Unit
    Pros: Good against good aligned creatures
    Cons: Only good against good aligned creatures
    Evil Woods - Global
    Pros: Damages good creatures
    Cons: Only lasts so long, an only damages good creature
    Animate Dead - Combat
    Pros: Brings dead skeleton warriors to the battle field
    Cons: Skeletons are weak, costly
    Terror - Combat
    Pros: Weakens opponents units
    Cons: Can also weaken your units
    
    | Level 3 |
    Animate Ruins - City
    Pros: Rebuilds razed/looted cities, fills them with undead
    Cons: Other units can do this
    Pestilence - Global
    Pros: Does damage to units on a global scale
    Cons: Moves around at random
    Mind Decay - Combat
    Pros: Doesn't effect undead, kills target unit if successful
    Cons: Can effect your units if they're to close
    Animate Hero
    Pros: Brings back dead heroes
    Cons: Sometimes heroes don't follow you
    
    | Level 4 |
    Death Mastery - World
    Pros: Very powerful, curses good units, other beneficial affects
    Cons: Long time to cast, upkeep, costly
    Death Storm - Global
    Pros: Changes land to wasteland, powerful global attack
    Cons: Long time to cast
    Hatred - World
    Pros: Destroys race relations, makes everyone angry >:(
    Cons: Long time to cast
    Summon Black Dragon
    Pros: Summons a Black Dragon
    Cons: Long time to cast
    
    || Earth ||
    
    | Overall |
    This sphere isn't known for its ability to do damage. Instead it focuses on
    giving you the ability to enhance your abilities. Gold Rush, Free Movement, and
    Enchant Roads are excellent examples. Although this sphere isn't good on
    offense, it does better on defense. Entangle is one of the most useful
    defensive spell in the game. This sphere is recommended if you want to play
    defensively but with a little offensive option.
    
    | Level 1 |
    Stone Skin - Unit
    Pros: Good defensive spell
    Cons: Only increases defense
    Great Boar - Summon
    Pros: Summons a Great Boar
    Cons: Upkeep
    Entangle - Combat
    Pros: Very useful spell
    Cons: ...
    Slow - Combat
    Pros: Low cost, slows a unit
    Cons: ...
    
    | Level 2 |
    Free Movement - Unit
    Pros: Allows units to move on any terrain
    Cons: ...
    Gold Rush - City
    Pros: Doubles city income
    Cons: Upkeep
    Poison Woods - Global
    Pros: Damages good creatures
    Cons: Only lasts so long
    Stoning - Combat
    Pros: Good ranged attack
    Cons: Only goes so far
    
    | Level 3 |
    Concealment - Unit
    Pros: Hides target unit
    Cons: Cost, I don't see the real use
    Enchant Roads - World
    Pros: Movement costs are reduced by 1/3 on roads
    Cons: Cost, upkeep
    Level Terrain - Global
    Pros: Destroys mountains
    Cons: ...
    Tremors - Combat
    Pros: Does damage to all units
    Cons: Does damage to all units
    
    | Level 4 |
    Earth Mastery - World
    Pros: Gives all your units Stone Skin
    Cons: Long time to cast, upkeep, cost
    Earth Elemental - Summon
    Pros: Summons a Earth Elemental
    Cons: Long time to cast, the Earth Elemental is slow
    Raise Terrain - Global
    Pros: Creates mountains
    Cons: Long time to cast, only lasts so long
    Town Quake - City
    Pros: Damages units/walls/buildings inside a town
    Cons: Long time to cast
    
    || Air ||
    
    | Overall |
    This sphere gives you the ability to control wind. It allows you to increase
    the speed of your units, blow units away, and to strike lightning at your
    enemies. This sphere is mostly on the offensive. Most of the spells aren't very
    powerful or useful but their are a few that shine. I don't really recommend Air
    magic but having one sphere is all you'll really need.
    
    | Level 1 |
    
    Haste - Unit
    Pros: Increases unit's movement
    Cons: ...
    Birds View - Global
    Pros: Good for scouting
    Cons: Doesn't work underground
    Vaporize - Combat
    Pros: Low cost
    Cons: ...
    Chain Lightning - Combat
    Pros: Good ranged attack, hits multiple units
    Cons: Only goes so far
    
    | Level 2 |
    Winds of Fury - Combat
    Pros: Blows target unit around, lot of damage
    Cons: Blows target unit around randomly
    Great Eagle - Summon
    Pros: Summons a Great Eagle, excellent scouts
    Cons: Frail, costly, upkeep
    Freeze Water - Global
    Pros: Makes water travel easier
    Cons: Only lasts so long
    Cold Breath - Combat
    Pros: Can do at wide range of damage
    Cons: ...
    
    | Level 3 |
    Call Hero - Global
    Pros: Summons a hero at random
    Cons: Hero doesn't always follow you
    Tornado - Global
    Pros: Blows units around, damages units
    Cons: Works on low-level units, only works on plains, costly
    Shockwave - Combat
    Pros: Does damage to area around the caster
    Cons: Not very effective, not allot of range
    Wind Walking - Unit
    Pros: Gives a unit the ability to fly
    Cons: Costly
    
    | Level 4 |
    Air Mastery - World
    Pros: Favors your boats/flying creatures
    Cons: Long time to cast, costly, kinda useless
    Air Elemental - Summon
    Pros: Summons an Air Elemental
    Cons: Long time to cast, frail
    Watcher - Global
    Pros: Watches for invisible/concealed units in a given area
    Cons: Long time to cast, kind of useless
    Lightning Storm - Global
    Pros: Damages units on a global scale
    Cons: Long time to cast, doesn't have allot of range
    
    || Fire ||
    
    | Overall |
    This powerful sphere represents pure chaos. It is best used in combat due to
    the fact that most of the spells increase offensive capabilities. The spell
    Anarchy invokes chaos on cities causing them to rebel if the armies in that
    city aren't strong enough. Cool huh! Other cool spells are Warmonger and
    Sacrificial Flame. Pick this sphere if you like to go on a straight offensive
    blowing your enemies to ashes.
    
    | Level 1 |
    Fury - Unit
    Pros: Raises attack
    Cons: Lowers defense
    Fire Sprite - Summon
    Pros: Summons a Fire Sprite
    Cons: Upkeep, costly, kinda weak
    Flame Arrow - Combat
    Pros: Good ranged attack
    Cons: Only goes so far
    Call Flames - Combat
    Pros: Does lots of damage
    Cons: Only goes so far
    
    | Level 2 |
    Fire Halo - Unit
    Pros: Gives you Fire Strike and Fire Immunity
    Cons: No other enhancements
    Cloud of Ashes - Global
    Pros: Conceals units
    Cons: Moves around at random, useless
    Fire Breath - Combat
    Pros: Can do at wide range of damage
    Cons: ...
    Swarm - Combat
    Pros: Can do damage to many units
    Cons: Can do damage to your units
    
    | Level 3 |
    Anarchy - City
    Pros: Makes towns rebel ( YEAH! )
    Cons: Not always effective
    Fire Barrier - Global
    Pros: Does damage to all who pass through it
    Cons: Only lasts so long
    Fire Ball - Combat
    Pros: Can damage walls, good ranged attack
    Cons: Only goes so far
    Sacrificial Flame - Combat
    Pros: Does lots of damage, lots of range
    Cons: Sometimes does damage tot he caster
    
    | Level 4 |
    
    Fire Mastery - World
    Pros: Causes chaos throughout the land
    Cons: Long time to cast, upkeep, costly
    Fire Elemental - Summon
    Pros: Summons a Fire Elemental
    Cons: Long time to cast, costly, upkeep
    Warmonger - City
    Pros: All units who get trained at the enchanted city get veteran experience
    Cons: Long time to cast
    Fire Storm - Global
    Pros: Does lots of fire damage to an area
    Cons: Long time to cast
    
    || Water ||
    
    | Overall |
    Last but not least, the sphere of water, deals with...uhh...water. (Duh!) Most
    of the spells are closely tied with the life sphere. Healing Water is a good
    example of this. Water also give you control over all the bodies of water
    throughout the game. This could leave you with complete domination over the
    maps with mostly water. This sphere is a must of anyone who decides to play as
    the Lizards.
    
    | Level 1 |
    Summon Frog - Summon
    Pros: Summons a Frog
    Cons: Upkeep, kinda weak
    Healing Water - Unit
    Pros: Heals a unit completely
    Cons: Costly
    Ice Shards - Combat
    Pros: Good ranged attack
    Cons: Only goes so far
    Ooze - Combat
    Pros: Creates an area of mud which slows units
    Cons: Not very useful cause some units can walk around it.
    
    | Level 2 |
    Water Walking - Unit
    Pros: Allows unit to walk on water
    Cons: No other benefits
    Vortex - Global
    Pros: Does damage to water units
    Cons: ...
    Geyser - Combat
    Pros: A powerful attack
    Cons: Only goes so far
    Frost Beam - Combat
    Pros: Does multiple damage to units, can freeze units
    Cons: ...
    
    | Level 3 |
    Liquid Form - Unit
    Pros: Reduces damage taken, allow you to swim
    Cons: ...
    Great Hail - Combat
    Pros: Can damage walls, damage multiple units
    Cons: ...
    Healing Showers - Global
    Pros: Heals units
    Cons: ...
    Fountain of Life - City
    Pros: Heals units that enter the enchanted town
    Cons: ...
    
    | Level 4 |
    Water Mastery - World
    Pros: Halves the vision of opponents
    Cons: Long time to cast, upkeep, not many other benefits
    Flood - World
    Pros: Can have monstrous effects on the world map
    Cons: Can drown your units
    Water Elemental - Summon
    Pros: Summons a Water Elemental
    Cons: Kinda frail, costly
    Ice Storm
    Pros: Changes land to ice, does lots of ice damage
    Cons: Long time to cast
    
    || 7. Cosmos ||
    This type of magic is available to all races in the game. As for the other
    spheres, to gain more powerful Cosmos magic, you must research to get stronger
    magic.
    
    | Level 1 |
    Enchant Weapon - Unit
    Pros: Increases attack and damage
    Cons: ...
    Dispels Magic - Global
    Pros: Removes an enchantment from any unit
    Cons: Doesn't always work
    
    | Level 2 |
    Disjunction - Global
    Pros: Removes opponents' global enchantment
    Cons: Doesn't always work
    Warp Party - Global
    Pros: Teleports party anywhere on the map
    Cons: Does this at random
    
    | Level 3 |
    Anti-Magic Shell - City
    Pros: Protects from spells cast in/on the city
    Cons: Costly
    Town Gate - Global
    Pros: Teleport you to any of you cities, very useful
    Cons: ...
    
    | Level 4 |
    Power Leak - World
    Pros: Cut magic power of all players in half
    Cons: I think it effect you too
    Spell Ward - World
    Pros: Limits use of World Enchantments
    Cons: You can't cast any either
    
    || Secret ||
    These few spells can only be found and taught at Wizard Towers throughout the
    game.
    
    | Level 1 |
    Conceal Area - Global
    Pros: Conceals an area from opponents
    Cons: Only covers so much
    
    | Level 2 |
    Summon Mermaid - Summon
    Pros: Summons a mermaid
    Cons: ...
    Cosmagic Surgery - Unit
    Pros: Changes the face of any hero
    Cons: Who needs it?
    
    || 3. Unit Stats ||
    This section describes the core stats that any unit has.
    
    >> Level <<
    Level tells you how skilled you are. With leaders and heroes, you get 10 points
    every level to distribute however you want. This maxes out at 30. With regular
    units it's allot different. As units gain experience they get promoted to
    veterans. You'll see this when you units have a gray or gold badge on their
    picture.
    
    >> Attack <<
    Chance that the unit will damage a unit. Maxes out at 10.
    Damage - Determine how much damage a unit will do after a successful attack.
    This maxes out at 10.
    
    >> Defense <<
    Effects the chance of you being hit by a unit and the amount of damage done to
    you if the attack is successful. Maxes out at 10.
    
    >> Health <<
    The amount of damage you can take before you die. This maxes out at 30.
    
    >> Movement <<
    Effects how far a unit can move on the Global/Combat. This maxes out at 50.
    
    >> Resistance <<
    Measures how much a unit can resist poison, magic, and other non-physical
    attacks. This maxes out at 10.
    
    | Special Traits |
    This section contains the special traits that any unit may have. These traits
    effect how a unit acts on the global map and in combat. All of these are put in
    alphabetical order for you viewing pleasure. ^^
    
    >> Overall Traits <<
    These are the traits that didn't really fit in one of my categories.
    
    Bard Skills - Gives a morale boost to every unit in your party.
    Blessed - Gives the unit increased defense +1 and magic resistance +1.
    Blood Lust - Increases the unitīs attack +1 and damage +2, but minuses defense
    by 1.
    Cause Fear - Gives the unit the target unit the Panicked Handicap.
    Charge - When attacking, increasing the Damage +2 of the unitīs first melee
    strike.
    Cold Immunity - Renders the unit immune to cold-based attacks.
    Cold Protection - Reduces the damage inflicted upon the unit by cold-based
    attacks by 50%.
    Concealment - Allows the unit to travel unseen.
    Construct - Allows the unit to repair razed places, and build shipyards, roads
    or towers.
    Dark Gift - This enchantment gives a single unit death strike and +1 to damage.
    Death Immunity - Renders the unit immune to death-based attacks.
    Death Protection - Reduces the damage inflicted upon the unit by death-based
    attacks by 50%.
    Desert Concealment - Allows the unit to travel unseen in desert terrain.
    Dispel Magic 1-4 - Dispels magical enchantments. Dispel Magic 1 is the weakest
    and Dispel Magic 4 is the strongest.
    Dragon - The unit is a creature of the race of Dragons.
    Dragon Slaying - Enhanced attack ability against dragonkind.
    Enchanted Weapon - Gives the target unitīs melee strike with magical energy,
    and adds additional attack +1 and damage +1 power.
    Unholy Champion - Increases Attack +2 and Damage +2 against forces of good
    alignment.
    Extra Strike - Gives the unit an additional strike during melee combat.
    Fearless - Renders the unit immune to fear-based attacks.
    Fire Halo - Enchantment gives Fire Immunity and the ability to cross lava.
    Fire Immunity - Renders the unit immune to fire-based attacks.
    Fire Protection - Reduces the damage inflicted upon the unit by fire-based
    attacks by 50%.
    First Strike - When defending during melee, the unit will strike first.
    Fury - Increases attack +2 power but reduces defense by 1.
    Grass Concealment - Allows the unit to travel unseen in grassland terrain.
    Healing - Restores 5 Hitpoints to the target unit but can only be used once a
    day.
    Holy Champion - Increases Attack +2 and Damage +2 against forces of evil
    alignment.
    Holy Immunity - Renders the unit immune to holy-based attacks.
    Holy Protection - Reduces the damage inflicted upon the unit by holy-based
    attacks by 50%.
    Ignition - When angered by battle lets the unit set fire to the ground
    underneath it as it moves.
    Invisibility - Renders the unit impossible to see through normal means.
    Leadership - Give all units in the party additional attack +1.
    Life Stealing - Allows the unit to absorb 1 Hit point of damage inflicted
    through each melee strike.
    Lightning Immunity - Renders the unit immune to lightning-based attacks.
    Lightning Protection - Reduces the damage inflicted upon the unit by
    lightning-based attacks by 50%.
    Liquid Form - Bestows upon the unit Swimming and Physical Protection.
    Magic Immunity - Renders the unit immune to magic-based attacks.
    Magic Protection - Reduces the damage inflicted upon the unit by magic-based
    attacks by 50%.
    Marksmanship 1-4 - Give the unit increased ability with ranged attacks.
    Level 1 - Attack +1 /Damage +0
    Level 2 - Attack +1 /Damage +1
    Level 3 - Attack +2 /Damage +1
    Level 4 - Attack +2 /Damage +2
    Night Vision - Allows unit enhanced vision in dark place.
    Parry - Reduces the Attack -2 power of an enemy's first strike against the
    unit.
    Pass Wall - This ability lets you pass through solid walls.
    Path of Decay - Leave a trail of wasteland in the wake of the unit's passing.
    Path of Frost - Leave a trail of frozen terrain in the wake of the unit's
    passing.
    Path of Life - Leave a trail of lush grassland in the wake of the unitīs
    passing.
    Physical Immunity - Renders the unit immune to physical-based attacks.
    Physical Protection - Reduces the damage inflicted upon the unit by
    physical-based attacks by 50%.
    Poison Immunity - Renders the unit immune to poison-based attacks.
    Poison Protection - Reduces the damage inflicted upon the unit by poison-based
    attacks by 50%.
    Regeneration - Gives the unit an increased rate of healing.
    Snow Concealment - Allows the unit to travel unseen in snow-covered terrain.
    Spell Casting 1-5 - Allow the unit to cast spells at a certain level.
    Level 1 - Adds 10 to Mana pool and cast level one spells
    Level 2 - Adds 20 to Mana pool and cast up to level two spells
    Level 3 - Adds 30 to Mana pool and cast up to level three spells
    Level 4 - Adds 40 to Mana pool and cast up to level four spells
    Level 5 - Adds 50 to Mana pool and cast up to level five spells
    Steppe Concealment - Allows the unit to travel unseen in steppe terrain.
    Stone Skin - Renders unitīs skin tougher plus giving it stronger defense +2.
    Summoned - Describes a unit that has been summoned and requires mana to
    maintain.
    Trail of Darkness - Leaves a trail of unexplored terrain among enemies in the
    wake of the unitīs passing. (I haven't seen this happen)
    Transport - Allows the unit to carry several units across unfriendly terrain,
    such as mountains or over water. The number of units it is capable of
    transporting depends per unit.
    True Seeing - The normal visual range of the unit is enhanced, allowing it to
    see invisible and concealed units.
    Underground Concealment - Allows the unit to travel unseen in underground
    terrain.
    Vision 1-4 - Gives the units an increased visual range.
    Level 1 - +2 hexes
    Level 2 - +4 hexes
    Level 3 - +6 hexes
    Level 4 - +8 hexes
    Wall Climbing - Allows the unit to scale defensive walls.
    Wasteland Concealment - Allows the unit to travel unseen in wasteland terrain.
    Water Concealment - Allows the unit to travel unseen in water.
    
    >> Attack Powers <<
    These are the attack abilites that any unit may have or given threw magic or
    items.
    
    Archery - Enables the unit to use bow and arrows for attacking medium-ranged
    targets.
    Range: Medium Damage Type: Physical
    Attack: 4 Damage: 2 Repeat: 2
    
    Black Bolts - Projects death magic at medium-ranged targets.
    Range: Medium Damage Type: Physical
    Attack: 6 Damage: 3 Repeat: 1
    
    Black Breath - Delivers a blast of death over a short range.
    Range: Short Damage Type: Death
    Attack: 7 Damage: 5 Repeat: 1
    
    Call Flames - Strikes a unit with flames.
    Range: Medium Damage Type: Fire
    Attack: 5 Damage: 4 Repeat: 1
    
    Charm - Allows the unit to attempt to control another unit.
    Range: Touch Damage Type: Special
    Attack: 5 Damage: 0 Repeat: 1
    
    Cold Breath - Blasts a short-ranged area with extreme cold.
    Range: Short Damage Type: Cold
    Attack: 7 Damage: 5 Repeat: 1
    
    Cold Strike - Infuses melee strikes with cold energy.
    Range: Melee Damage Type: Physical, Cold
    Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2
    
    Death Strike - Infuses melee strikes with death energy.
    Range: Melee Damage Type: Physical, Death
    Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2
    
    Divine Breath - Releases a short-ranged blast of holy energy.
    Range: Short Damage Type: Holy
    Attack: 7 Damage: 5 Repeat: 1
    
    Dominate - Allows the unit to force their will upon others.
    Range: Touch Damage Type: Special
    Attack: 6 Damage: 0 Repeat: 1
    
    Doom Gaze - A long-range projection of death-based energy through the unitīs
    gaze.
    Range: Long Damage Type: Death
    Attack: 6 Damage: 5 Repeat: 1
    
    Entangle - Tries to entangle opponent with vines.
    Range: Tocuh Damage Type: Special
    Attack: 7 Damage: 0 Repeat: 1
    
    Enatangle Strike - Infuses melee strikes with the possibilty to entangle the
    opponent.
    Range: Melee Damage Type: Physical, Entangle
    Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2
    
    Fire Breath - Releases a short-ranged blast of fire.
    Range: Short Damage Type: Fire
    Attack: 7 Damage: 5 Repeat: 1
    
    Fire Cannon - Blasts walls or units across long ranges with powerful munitions.
    Range: Long Damage Type: Physical, Wall
    Attack: 5 Damage: 8 Repeat: 1
    
    Fire Musket - Fires a small highly forceful projectile at a unit across long
    distances.
    Range: Long Damage Type: Physical
    Attack: 7 Damage: 5 Repeat: 1
    
    Fire Strike - Infuses melee strikes with fire energy.
    Range: Melee Damage Type: Physical, Fire
    Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2
    
    Flame Throwing - Sprays a shower of flames over a short range, delivering
    intense fire damage.
    Range: Short Damage Type: Fire
    Attack: 4 Damage: 3 Repeat: 1
    
    Frost Bolts - Launches a bolt of ice at a medium-ranged target.
    Range: Medium Damage Type: Cold
    Attack: 6 Damage: 3 Repeat: 1
    
    Holy Bolts - Projects a bolt of Holy energy over medium range.
    Range: Medium Damage Type: Holy
    Attack: 6 Damage: 3 Repeat: 1
    
    Holy Strike - Infuses melee strikes with holy energy.
    Range: Melee Damage Type: Physical, Holy
    Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2
    
    Hurl Boulder - Launches a massive rock at a long-ranged wall or unit.
    Range: Long Damage Type: Physical, Wall
    Attack: 3 Damage: 7 Repeat: 1
    
    Hurl Stone - Throws small stones at a medium-ranged target.
    Range: Medium Damage Type: Physical
    Attack: 3 Damage: 1 Repeat: 4
    
    Invoke Death - Allows the unit to kill a target instantly with a successful
    attack.
    Range: Touch Damage Type: Death
    Attack: 6 Damage: 0 Repeat: 1
    
    Lightning Bolts - Strikes a tarket at medium-range with a bolt of lightning.
    Range: Medium Damage Type: Lightning
    Attack: 6 Damage: 3 Repeat: 1
    
    Lightning Strike - Infuses melee strikes with lightning energy.
    Range: Melee Damage Type: Physical, Lightning
    Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2
    
    Magic Bolts - Allows the unit to attack mid-ranged targets with a bolt of
    magic.
    Range: Medium Damage Type: Magic
    Attack: 7 Damage: 3 Repeat: 1
    
    Magic Strike - Infuses melee strikes with magic energy.
    Range: Melee Damage Type: Physical, Magic
    Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2
    
    Poision Darts - Fires poisoned darts at mid-ranged targets.
    Range: Medium Damage Type: Posion
    Attack: 4 Damage: 1 Repeat: 3
    
    Poision Strike - Infuses melee strikes with poison.
    Range: Melee Damage Type: Physical, Poison
    Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2
    
    Posses - Allows the unit to enter a target, and take over thier body.
    Range: Touch Damage Type: Special
    Attack: 5 Damage: 0 Repeat: 1
    
    Round Attack - Allows the unit to strike out at all around them.
    Range: Melee Damage Type: Physical
    Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2
    
    Seduce - Lets the unit attempt to warmly entice a target to follow them.
    Range: Touch Damage Type: Special
    Attack: 4 Damage: 0 Repeat: 1
    
    Self Destruct - Self-induced destuction of the unit, resulting in massive
    damage to all nearby.
    Range: Touch Damage Type: Fire, Wall
    Attack: 7 Damage: 6 Repeat: 1
    
    Shoot Black Javelin - Fires a long-ranged javelin tainted with death magic.
    Range: Long Damage Type: Physical, Death
    Attack: 5 Damage: 5 Repeat: 2
    
    Shoot Javelin - Fires a javelin at long-ranged targets.
    Range: Long Damage Type: Physical
    Attack: 5 Damage: 5 Repeat: 2
    
    Strike - Allows the unit to physically strike an enemy.
    Range: Melee Damage Type: Physical
    Attack: Unitīs Attack Damage: Unitīs Damage Repeat: 2
    
    Turn Undead 1-4 - Inflicts powerful damage upon Undead targets.
    Range: Touch Damage Type: Special
    Attack: 3 + per level Damage: 3 + Turn Level Repeat: 1
    
    Venomous Spit - Allows the unit to attack short-ranged targets with poisonous
    projectiles.
    Range: Short Damage Type: Posion
    Attack: 5 Damage: 4 Repeat: 1
    
    Wall Crushing - Enables a unit to crush walls.
    Range: Tocuh Damage Type: Wall
    Attack: 6 Damage: 6 Repeat: 1
    
    Web - Allows the unit to trap their target in a thick, gooey wab that restricts
    all movement.
    Range: Touch Damage Type: Special
    Attack: 4 Damage: 0 Repeat: 1
    
    >> Handicaps <<
    These are the handicaps that any unit may have. These effect a unit in a
    negative way.
    
    Animated - The unit has been animated.
    Burning - At the begining of every turn of combat the burning unit may be
    strike Attack 4 and Damage 1 by flames.
    Charmed - The unit now happily follows the orders of another.
    Cursed - Prevents the unit from healing normally.
    Decay - Eats away at the unit from within, clouding their mind, and inflicting
    1 point of Damage each turn until they die.
    Dominated - The unit mindlessly obeys the orders of another.
    Entangled - The unit is trapped in vines and cannot perform any actions.
    Fear - The unit is paralyzed with fear.
    Frozen - Unit is frozen and cannot perform actions.
    Paniked - The unit is paralyzed with fear.
    Poisioned - Poisoned units experience a decrease in all fundamental skills,
    until cured. -1 to Attack, Defense, Resistance and Damage.
    Posses - The unit is controlled from inside by a possessing unit.
    Resurrected - The unit has been brought back from the dead.
    Seduced - The unit is blinded by love, hearing only the orders of their
    seducer.
    Stunned - The unit is dazed, and cannot perform actions.
    Turned - The undead unit has been " Turned ", and cannot perform actions.
    Vetigo - Renders the unit less able to Attack by -2 and Defend by -2 for an
    entire day.
    Webbed - The unit is trapped in a Web, and cannot perform actions.
    
    
    >> Moving Abilities <<
    These are the abilites that a unit uses to move around the map.
    
    Cave Crawling - Allows the unit less restricted movement through caverns.
    Floating - Allows the unit to move across terrain on a cushion of air.
    Flying - Allows the unit to fly over and across terrain.
    Forestry - Allows the unit less restricted movement through forests.
    Free Movement - Allows the unit to travel across mountains, caverns and
    forests.
    Haste - Allows the unit to travel at twice the normal speed.
    Mountaineering - Enables the unit to travel over mountains.
    Sailing - Allows movement upon the seas.
    Swimming - Allows the unit to travel across water.
    Tunneling - Allows the unit to burrow a passageway through subterranean earth.
    Walking - Allows the unit to walk upon normal terrain.
    Water Walking - Enables the unit to walk upon the surface of the water.
    Wind Walking - Allows the unit to walk upon the wind, including walking over
    obstacles.
    
    || 5. Battling Tips ||
    This section gives you tips on the do's and don'ts in overall battles, castle
    sieges, and exploring caves or dungeons. If anyone has any tips that they want
    to submit, please E-mail me at Averman62@Hotmail.com. Don't worry, I'm forever
    updating this so don't be scared to submit a tip and you will get credit for
    it. I will mention in my FAQ when I will stop updating my FAQ.
    
    >> Overall Battles <<
    - Most importantly of all, be sure to pick battles you can win.
    - Put your leader in battles that he or she can win because if he or she falls,
    the game is over.
    - You stand to lose can lose allot units in Automatic Mode than in Tactical
    Mode.
    - You should bring at least two units with ranged attacks.
    - When selecting traits for my hero, I always pick wall crawling.  That way 
    you don't need battering rams to get inside castles.  It lets you build another
    unit instead of battering ram.  I hope this helps other players.  (Submitted by
    Jim Smith)
    
    >> Dungeon Battles <<
    - Bring plenty of archers and other units with high movement with you to hit
    those dungeon creatures from a far range.
    - Be sure to you really wanted to raid a dungeon with people trapped inside.
    Sometimes they could be of a race you don't get along with.
    - After you finish the battle, if you don't want to join the captives, click
    the "x" in the corner instead of accept or reject. That way you don't have to
    join them or fight them. But, if you change your mind, you have to explore the
    dungeon all over again.
    
    >> Castle Sieges <<
    This section is describes how to break down those walls and take over enemy
    towns.
    When attacking.....
    - Try to break as much of the castle wall as possible to let more of your units
    in.
    - Make sure your battering ram doesn't get destroyed or you fight will be for
    nothing. A catapult is a whole lot better because you can damage a wall from
    far away.
    - Fireball & Great Hail are excellent spells when you want to destroy a wall or
    take out a group of enemy units.
    When defending.....
    - Always have your archers set up close to the walls. By doing this you can
    take out many of the attacking units.
    - Have a few units, swordsman, attack some of the attacking units to slow them
    down and try to take out their battering ram. If it is a catapult your dealing
    with, prepare for some real trouble.
    
    || 6. Thanks, The List & The Warning ||
    I would like to thank everyone who uses or reads this FAQ.
    Thanks to SnaPnTaP911 for helping with the stats portion of this FAQ.
    Thanks to Shorty3788 for submiting a tip.
    Thanks to Jim Smith for submiting a tip.
    
    | The List |
    This section contains the links to sites that you can find my FAQ at. Keep in
    mind the updated versions of this FAQ can always be found at Gamefaqs.com or
    Neoseeker.com.
    
    Gamefaqs - http://www.gamefaqs.com
    Neoseeker - http://www.neoseeker.com
    Age of Wonder Heaven - http://aow.heavengames.com
    Cheat Code Central - http://www.cheatcc.com
    A2ZWeblinks - http://www.a2zweblinks.com
    
    | Warning |
    Anyone may reproduce this FAQ electronically, but don't sell it for money. If
    you want to use this FAQ for your website you must ask my permission, email me
    at AverMan62@Hotmail.com, and you must not modify it in any way and do it with
    this the Warning in it. Also specify that you want to use the Age of Wonders:
    Battle Tactics FAQ in your email. I can't stress this enough, PLEASE keep my
    FAQ updated.  If you do use it and I find out, trust me I WILL, you'll be in
    some serious legal trouble!!! Thanks to all who cooperate. ^^
    
    Age of Wonders is a trademark of Triumph Studios
    

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