Warlords Battlecry II (General and Daemon)
FAQ
TheManWhoCan
joeyolbean@hotmail.com
this FAQ is copyright Joe Soloway



Table of Contents


1. Introduction to the game
- backround info about game


2. Basics about game
- making hero
- starting out
- levelling up
- choosing profession
- choosing speciality


3. The Daemon Race
- buildings
- armies
- strategy using daemons
- strengths/weaknesses of daemons
- titan


4. In game info
- items
- campaign
- inventory screen
- spellbook
- hotkeys


5. Starting your army
- what race to choose
- how to start
- basics of a good army


6. Map Editor
- basics

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

1. Introduction to the game
- backround info about game

Welcome to the Warlords Battlecry II FAQ. It is generally about the 
Daemon 
race but it does have some things on other races. I'm writing this 
because 
there are no FAQ's on this game yet, partially due to the fact that 
there 
is documentation about the game already installed on your computer. 
In any case, hope this guide helps.

Warlords Battlecry II is not really a hugely popular game yet. I figure 
it should be because it is a great strategy game with elements of an 
RPG, 
mixed with great graphics and sound. In my opinion, it is one of the 
better strategy games out there and you will find yourself addicted 
to it after a short while.

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

2. Basics about game
- making hero
- starting out
- levelling up
- choosing profession
- choosing speciality


	
This section is about starting the game for the first time. Things start 
very slow in this game and your hero is no stronger then your strongest 
unit. He/she is basically a pushover.


Making Your Hero

The game has 12 races to choose from and each has their own 
strengths/weaknesses and different heros. The hero is broken down into 
four main groups at the right hand side of the screen:
Strength - combat, health, training, conversion

Dexterity - speed, health, resistance, morale

Intelligence - resistance, morale, training, command

Charisma - morale, merchant, conversion, command
		The four main ones are correct, but the breakup may not 
be, it;s close though.


Next, choose what mode to play in:
		
Normal Mode - gain normal experience, and it your hero dies, you still 
gain experience points
		
Bronzeman Mode - gain 25% more experience, but if you die, no 
experience for your hero
		
Ironman Mode - 50% more experience, but if you die you go back to the 
beginnig of your level
		
Ironman Mode - Double experience, but if you die, you stay dead
			
	
Those are the choices that you have. Whatever race you choose, is what 
those will apply to and what you hero will look like on screen. You 
then have to choose a portrait and a name for your hero. You portrait
does not change your hero model in the game. 



Starting Out

	
This part tells you how to start your game, what you need to do to 
win etc.

	
The game uses a different method of collecting resources. Instead of 
just mining your resources and returning them to your base, your hero, 
or one of his generals, must convert the resources, then the income 
starts. Converting basically means win over, or change. You have to
change the resources to your colour in order to start collecting. 
After that is done, you can send up to 8 builders into the mine to 
increase it's production. Enemies can come and convert your buildings 
any time they want, and if you have men in the resource when it gets 
converted, you lose them. 
	
Press "R" to display your command radius. Anything inside this can be 
converted excluding quest shrines. You can convert enemy buildings 
if you have a chance.
	
Every building that you build, adds 2 to your army limit with some 
exceptions. So in order to produce many units, you must have many 
buildings. Walls and resources do not add anything to the limit, 
but both are important.
	
Your hero can build. So even if your base gets destroyed, but you 
hero lives, you still have a hope of winning..........a small hope.
	
The resources are as follows:
		
Gold
		
Metal
		
Rock 
		
Crystal
	
The counters are located at the top right hand and are in that order, 
from left to right. Every race uses different amount of different 
resources, so converting what you need first is very important.
	
Your units gain experience as well and they gain levels. The higher 
the level, the better the unit.
	
Weather matters in this game. Certain weather gives bonuses to troops. 
Daemons like the rain.

	
That's about it. As long as you keep building and converting, there 
ins't much else you can do to speed up the process.



Levelling Up

	
This is the best part of the game by far. You get to pump up your hero 
and make him out to be exactally what you want. It's a good idea to 
make a well rounded hero instead of a lop sided hero. This way, if 
someone exploits a weakness, you have other strategies to help.

	
Levelling up occours when you reach a certain number of experience 
points. You earn experience by converting, and sending your hero 
into battle to kill enemies.

	
The levelling up screen is quite complicated and you should end up 
spending a lot of time debating on what to do.

	
Hero Strengths:
			
Strength - combat, health, training, conversion
			
Dexterity - speed, health, resistance, morale
			
Intelligence - resistance, morale, command, training
			
Charisma - command, merchant, morale, conversion

	
I'm not sure if these are right, but they are close. Each strength that 
you level up, adds a bonus to the above skills. These are generally 
more expensive to level up because they apply to 3 or 4 skills.

	
Hero Skills:
			
Combat - how well your hero performs in hand to hand combat.
- high combat means your hero will hit more often, and be hit less 
often.
			
Health - more hit points and faster regeneration of those points
			
Speed - how fast you hero moves and attacks
			
Magery - more mana, applies a casting bonus to all spheres of magic, 
mana regenerates at a faster rate and you start with more mana at the 
beginning of a battle.
			
Morale - how well your troops fight in your command radius, hit more
often, be hit less ofter etc. a very high morale rating applies a bouns 
to troops not in the raidus as well. also helps troops evercome 
psychological effects such as dragon fear, chaos etc.
			
Command - increases the command radius, which in turn increases the 
range of spell effects. also allows more troops to be in your retinue 
(available after a battle at the right hand side of screen)
			
Conversion - faster conversion for you hero. useful to convert enemy 
buildings and leave before attack. a low conversion has the opposite 
effect.
			
Merchant - lowers the cost of buildings and units.
			
Training - gives your hero more experience after a battle, gives more 
experience to every unit you produce, gives your hero extra ability 
points when levelling up.
			
Resistance - your hero's armor rating. the higher the armor, the less 
damage your hero will take. it also lowers the chance of assisanation.


	
Hero abilities:
			
The abilites of the hero are directly affected by the speciality of the 
hero. IE, Assasins have the ability "Killing Blow", this adds a 4% 
chance of killing anything on the battle field in one blow. Death 
Knights 
have the ability "Inhuman Strength", this adds 15+ melee damage. 
Every specaility has different abilities, but they do share some.


	
Hero Magic:
			
If your hero has magic, this is where your purchase magic spells. In 
order to get the last spell, all of the spells of that sphere must be 
purchased. There are about 11 spheres of magic, each having unique 
effects.
			
	
Chaos, Illusion, Nature, Ice, Summoning, Alchemy, Rune, Healing, 
Pyromancy, Necromany and common spells are the spheres of magic, each 
having about 10 spells within. Common spells are given when any hero 
gains magic ability.
			
Casting - this helps with the effectiveness of casting spells. the more 
casting ability, the higher percentage of success.



Choosing a Profession

	
You get to choose a profession for you hero. This means your hero 
becomes one of four professions:
		
Warrior
		
Wizard
		
Rogue
		
Priest
	
Each profession has strengths weaknesses. You are given bouses 
depending on your profession. IE, warriors gain a bonus in strength 
while wizards gain 5 to 10 + in intelligence or something like that.

	
Once you level up again, you get to choose a speciality.


Choosing a Speciality

	
This means your hero will be a master at a certain profession.

		
Warrior - Barbarian, Death Knight, Fighter
				
Barbarians and Fighters are tough in hand to hand combat but do not 
have much magic. Death Knights are much more powerful and have spells 
in 3 different spheres of magic (chaos, ice, summoning). However they 
are much slower, and their charisma is way lower. Ability points are 
also expensive.
		
		
Wizzard - Ice mage, Pyromancer, Necromancer, Illusionist etc.
				
Wizards are incredible spellcasters with a huge range of spells to 
choose from, especially if a race with extreme or high intelligence 
is selected. However they are very weak in hand to hand combat and 
if their mana is drained, they are usually pushovers.	
		
Rogue - Assasin, Merchant etc.
				
Rogue Assasins are very fast and have access to magic. On top of 
that, they can have up to a 20% chance of killing anything on the 
battlefield in one shot. This includes Heros and Titans. On the 
downside, they do not do much damage since they do not have access to 
spells the wizards do and they lack the strength the warriors do. 
They also have a low resistance rating and health rating, which can 
make them easy to kill.
		
	
Priest - Healers etc.
				
Priests are sort of in the middle. They have access to spells, and 
some can be strong. They cannot be very strong when compared to warriors 
but still have some  experience in spells, and they usually have 
decent speed. On the opposite side, they have average to low resistance, 
low health and damage.
	
I only have experience with a couple of different heros so there 
are a lot more. IE, Runemaster, Merchant, Ranger, Summoner, Bard, 
Paladin etc.

	
Each speciality provides a bonus to an appropriate hero strength 
indicated at the right hand side of the screen.

	
And so ends this section. Choosing a hero correctly will make or break 
you. The hero is by far the coolest part of this game because of the 
huge selection.

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


3. The Daemon Race
- buildings
- armies
- strategy using daemons
- strengths/weaknesses of daemons
- titan

	
Daemons are extremely strong in this game. They have the strongest 
units in the game by far, but have low dexterity and charisma..That 
means, low speed, low merchant, command, conversion. Lots of their 
units fly and can attack ground and air troops. This is an extremely 
good advantage as other races don't have many flyers that are strong, 
also, many other enemy units don't have the ability to attack flyers 
They are pretty good spellcasters and if they lose all of their mana, 
they are still a force to be reckoned with. They suck up resources 
like crazy and are pretty slow at building. From that description, it 
doesn't sound like they are a very good race so let me put it into 
perspective how strong they are.
	
Succubi leave souls for spellcasters. Souls, when devoured, replenish 
mana.
	
1 Salamander can kill the following:
			
3 Dark Elf Summoners
3 Aincient wisps
4 Skeletons
3 archers
	
at once. This has happenned before, so don't doubt it.


Buildings

	
A very important part of this game is knowing what buildings do what. 
Not having to stop and read what the upgrades are during battle is 
very important.

	
Doomspire
			
The command centre of the daemon race. Needed to build the rest of 
your buildings, so if you don't have this, you can't build anything. 
Can be upgraded to level 5.

	
Pit
		
This is where the units come from. One unit is built at a time so it 
is a good idea to have lots of these. No upgrades are given by the pit.

	
Gallows
			
This building gives resource upgrades. It give increases the income 
from all converted mines. 3 upgrades total.

	
Portal
			
Quite and important building. Adds 4+ to your army limit, allows the 
succubi to be produced, gives various upgrades:
			
Gives immunity to banish spell to all daemon units
Gives 3+ combat for all daemons
Gives 5+ damage for all daemons
Gives 3+ speed for all nightmares
Gives 3+ and 5+ viewing ranges for daemons

	
Lightning Spire
			
Shoots lightning at gound units at first, upgrades allow it to shoot 
at flyers. Changes weather to rain which gives bonuses to troops.

	
Eerie
			
Produces flyers. Gives upgrade for doombats to become almost immune to 
fire damage, and gives 3+ combat for harpies.

	
Summoning Tower
			
Prodcues Summoners. Gives upgrades:
						     
 Ability to summnon up to 8 quasits
 Daemons are produced 25% faster
 Daemons are produced 50% faster
 Summoned armies gain 25 more XP
 Summoned armies gain 40 more XP
						

	
Chaos Shrine
			
Produces Titan. Gives upgrades:
					
All daemons gain 1+ armor for all types of damage
All daemons gain 2+ armor for all types of damage
Mana regenerates at 50% normal rate

	
Daemon Tower
			
Can add generals or hero into the tower to strengthen it. Shoots at 
ground and air troops.

	
Daemon Wall
			
No upgrades. Provides protection for base.

	
Those are the daemon buildings. Get to know them off by heart to help 
win battles. The upgrades are listed from left to right in the upgrade
 menu of that building.



Daemon Armies

		
This is just as important as the buildings. Knowing what units to 
produce and when to produce them is crucial.

	
Quasits
		
Built from the Doomspire and are the builders of the daemons. They 
cause poison sometimes.

	
Imps
		
They can fly. They do magic damage and shoot pretty fast. About 20 
damage. First unit produced.

	
Nightmares
		
Fast daemon cavalry. Can only attack ground units but attack pretty 
fast. Lots of HP and pretty good resistance.

	
Succubi
		
Leave souls for spellcasters to devour. They fly. Strong, good 
resistance.

	
Salamander
		
Hits multiple enemies at once. High combat rating, great damage, up to 
80% resistance to fire damage. They can cause fear to enemy troops.
		
	
Daemon
		
Extremely strong units with high resistance. They can summon imps and 
they can fly. They cause chaos to enemy troops. They do double damage
against strong creatures.

	
Summoner
		
Generals of the daemons. They can convert, banish and summon daemons, 
attack ground and air units with 40 magic damage. Average resistance
for daemons.

	
Doombat
		
Fast producing bats that only attack other flyers and buildings. With 
the doombat upgrade, they are very useful for hunting down enemy 
dragons.
	
	
Harpies
		
Have the ability to drain all mana from anyone who has mana near the 
harpy. Fast producing, but relatively weak.

	
Dragon
		
Causes fear, 50 fire damage that does splash damage to near units and 
a high resistance rating make Dragons a great asset.

	
Balora
		
The daemon titan. Causes fear, ignores enemy armor, explodes after 
death, does great damage (about 135) , resistance ratings of 80% and a 
VERY high combat rating makes balora very difficult to hit and kill.

	
Those are the daemon units. It's a good idea to take squads that are 
mixed, as salamanders are not the greatest at taking out buildings, 
but are great against units, where as nightmares and succubi are great 
for taking out buildings. 
	
Take succubi with your spellcastes. A plentiful supply of souls insures 
that your spellcaster will never run out of mana. You can use spells 
to attack the souls as well, so if there are lots in your command 
radius, use a spell with a wide range of effect and you will hit the 
souls as well as enemies. You still gain mana back since the spell 
you cast usually does not cost anything over 70-80 mana, and the souls 
give something like 25-30 mana per soul.



Strategy Using Daemons

	
This section is geared to good strategies using daemons. If used 
correctly, they are an incredibly overwhelming opponnent and can walk 
over any race. On the other hand, if you use the wrong strategies, 
then you will usually get crushed before you start.

	
1. Make a well rounded hero. This is extremely important because if 
someone knows your handicap, they can exploite it, and then you will 
have nothing to fall back on. A daemon Death Knight is an incredible 
opponent since he does an outrageous amount of damage, and has access 
to 3 different spheres of magic.

	
2. Take lots of succubi with your hero. This way, lots of souls will be 
around you to devour/eat/attack. It's a pretty big advantage to be 
able to cast your biggest spell over and over again. Wildfire is an 
incredible spell as it hits everything inside the command radius that 
is not part of your army. This includes, enemies, walls, buildings, 
heros, towers, resources etc. This spell is definately the unit killer 
and should be used often.

	
3.Convert Quickly. Do not stop converting. If enemies come and convert 
your buildings, try to drive them away. Generally people will not want 
to fight your hero in the early stages of battle. Especially a Death 
Knight.
	
	
4. Use your power advantage. Daemons are the strongest race in the 
game. Try not to sit back and build up a massive attack. Cripple 
your opponent as quickly as possible. Send in a squad of succubi 
and nightmares as soon as you can. This will do a lot of damage. 
Since you are so much stronger then everyone else, you don't need 
to spend so much time building a giant squad of Salamanders and 
Daemons. You need to spend a lot of time converting, because daemons 
use up a lot of resources.

	
5. Build buildings fast. If you have the resources, use them. Don't 
save them. If you have 150 stone to build a pit, use the stone 
because it will replenish. You have to build everything quickly, 
becuase it takes a long time to build. If you don't believe me, play 
againt the computer daemons as they usually have 3 to 4 pits by their 
level 2 Doomspire.

	
6. Put quasits into mines. This is great to increase resource 
production, especially if resources are scarce.

	
7. Mix up your units. Do not take all one kind of unit because a single 
unit has weaknesses, and therefore your whole squad will share the 
weakness.


8. Take out the towers first. They do lots of damage and have good to 
great health. They can absouloutely smash your squads if there are 
lots of them.
	
	
9. Build lot of towers all over the place.

	
10. Build walls. During the match, it's a great idea to build walls to 
protect your base. Think of it, build 1 section of walls around your 
base, then line them with towers on the inside. Build 2 more sections 
of wall around that, then put towers in between. This tactic is 
extremely useful because the walls will have to be destroyed in order 
to get to your base. Walls also serve as a distration to units. Enemy 
units like to attack walls which does no harm to your base because 
your towers will be busy crushing them.

	
11. If your hero has to many spells, set his attitude to Magic 
Defender. Then you concentrate on your units.

	
12. When trying to uncover the map in the very beginning, set the 
formation to wide line. Your units cover the most ground this way and 
helps to uncover the map quicker. Also, use an imp or some other unit,
and set the attitude to scout.

	
13. Salamanders hit multiple units. Use this to your advantage. Send in 
some salamanders with succubi, to really crush enemy cavalry. Even 
though 
salamanders are great cavalry killers, they suck at killing towers and 
buildings. Don't get me wrong, they are still strong, but their speed 
is quite low and they can get pummeled while trying to kill towers.

	
15. Build lots of summoners. This gives you an instant supply of daemons 
if you need them to help defend your base. They can also convert.

	
16. Spend lots of points on training. High level units help a lot in 
the battle because they are stronger, but are built at the same speed 
as normal units.

	
17. Upgrade stuff quickly. Anything that helps boost your units stats 
is a good thing.

	
18. Send in squads from 2 different sides at the same time. This means 
the enemy has to split up their defences, and the lower the nubers that 
are attacking you, the better.

	
19. Succubi can kill the animals roaming around and they sometimes leave 
souls.

	
Note: For some reason, my Daemon Death Knight causes fear upon troops 
and so do my salamanders. I can't find anywhere this could be accounted 
for in stats. It doesn't say that salamanders cause fear or heros cause 
fear. If anyone has an idea why this happens, please e-mail me.

	
Well that's about it. There are plenty more strategies so if you have a 
good one, email it to me and I will add it here and give you credit 
for it.



Strengths/ Weaknesses of Daemons

	
The computer breaks up daemons as follows : 

Strength - extreme
Desterity - low
Intelligence - average
Charisma - low

	
This will go in depth more of those ratings.

	
Pros:
		
Strongest units in the game
Good spell casters
Extremely strong Heros
Very strong Titan
High combat ratings
Units can fly
Summonning chain - summoner summons daemons, daemons summon imps
Posibility of having almost unlimited mana if  Succubi leave enough 
souls

	
Cons
		
Slow builders
Slow unit producers
Use lots of resources 
Can be slow moving
Low charisma


Titan
	
Daemons titan is Balora. She can fly, she has a very high combat rating, 
very high resistance rating, and does pretty good damage ( 135 i think). 
She ignores enemy armor, causes fear, and explodes when defeated. 
Having her around is a great way to insure your heros safety if she 
is placed in the same unit due to the fact she causes fear. Fear 
doesn't allow enemy units to attack.

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

4. In game info
- items
- campaign
- inventory screen
- spellbook
- hotkeys


Items
	
There are a ton of items in this game, and then there are the special 
atrifacts. If you gain 3 of the same artifacts and they are worn, 
then they grant a special power. IE, Sirans Breastplate, Sirans 
Greatsword, and Sirans Shield grant double experience from all battles. 
Even though the artifacts are very rare, they are well worth the 
effort if you get them.
	
You don't have to be wearing the artifacts the whole match to gain 
their bonus. You can swith them on and off as you please and you still 
gain the bonus. This is good since there are a lot of great items 
in the game that are sometimes not worth the sacrafice. IE, Sacraficing 
The Mithril Armor of Warding (combat +3, Resistance +2), for Sirans 
Breastplate (Health +6) doesn't seem worth it to me. Usually you 
have to find good items in the campaign by duels and by sales, but 
stong high level heros also carry good items.


Campaign

The Campaign is one of the best parts of this game. Not only do you 
have the chance to gain incredible items and ancient artifacts, it 
also gives a great amount of experience and upgrades to your hero and 
units. 
	
The Orb Of Ethreia can be obtained by completing the campaign without 
accepting any of the resignations. If you bet the game, you get the 
Orb. Depending on your difficulty setting, and mode chosen, your orb 
becomes stronger. IE, a bronzeman hero, completing the campaign on 
easy will gain the silver Orb Of Ethrea which gives +6 in random 
skills. So as you can see, the orb is an incredibly powerful item and 
is definately something to strive for.


Inventory Screen
		
To access the inventory screen click on the bag or press "i" on the 
keyboard during gameplay. There are a bunch of different slots that 
you can fill with some great items. You can also carry up to 4 extra 
items that you can switch on an off at any time. But if your hero 
dies, you lose the extra items in you backpack, but keep the ones you 
equip. You can also drop any items that you don't want by moving them 
to the treasure chest at the bottom right. 
		
You can have a variety of different items. Helmets, armor, necklaces, 
staffs, swords, shields, bannars, two ring slots and boots. Helmets/ 
Crowns fit into the top, armor and necklaces fit into the second slot,
staffs and swords fit into the slot underneath, the first ring fits 
underneath that and the second is right beside it, shields are on top 
of the second ring slot and boots are at the very bottom. You can't 
have armor and neclaces equiped at the same time, or staffs + swords
etc, so you have to choose your items wisely, and always have room or 
be ready to drop an item if an ancient object comes your way. The Orb 
Of Ethrea fits into the first ring slot.


Spellbook
		
The spell book is accessed by clicking on the orb in your portrait, or 
by pressing "s". There is a list of all available spells highlited in 
yellow at the top of the book. When a spell is highlited, it tells you 
the effect and the cost of mana. You can also hotkey up to 8 spells 
using the F1 - F8 keys. Highlite a spell then press one of the F keys 
to hotkey it. If your hero has too many spells, hotkey the best ones 
or the ones used most, then set the attitude to Magic Defender. The AI 
will use spells when necessary, which is all the time basically, and 
sometimes it can get annoying because it casts spells that you would 
normally not cast in that situation. The Heroism spell is cast a lot
by the AI and so is the shield.


Hotkeys
		
Here are a list of hotkeys that I use the most.

			
F1 - F8 - spells
"i" - Inventory
Alt + i - current goals for mission
"a" - attack anyting on the way to a destination
"s" - spellbook
"p" - patrol an area
"g" - guard an area
"f" - formation
1 to 0 - select squad (double click number to centre on squad)
Crtl + C - convert (numpad 1 does this until you make a squad #1)
"b" - build
Crtl + Right Click on unit - list of attitudes
Shift + Click, "a", "p" etc. - sets up a list of commands for troops
Space - cycle through last messages (mouse wheel does this to)
		
		
That's what I use the most in the game. It covers the most important 
things. There are a bunch of spells that generals use that have hotkeys 
but I don't know them.

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


5. Starting your army
- what race to choose
- how to start
- basics of a good army



What Race to Choose
			
It's a good idea to choose the race that best fits your hero. If you 
have a daemon hero, you don't have to pick the daemon race all the 
time, but it does give you a bonus. Daemons also get a bonus by leading 
the Dark Elves. I'm not to sure exactally what the bonus is, but 
every little bit helps I guess. The important thing is to experiment 
with all of the races to find out which one you like. A quick way 
to do this is to make a temporary hero in the skirmish, then start to 
experiment. Not only does this give you experience about the game, 
it saves you from possibly losing your actual hero in battle, it helps 
choose you race and it gives you the ability to experiment with all 
of the different types of heros.

How to Start
		
I believe that you would want to choose a race that is rather strong 
in hand to hand combat first. This way, your troops can fight longer 
and kill more enemies while you are still figuring out what is 
happenning. 
Fast builders can take a little more skill because you have to 
constantly keep building to keep up with the numbers of units, and you 
can sometimes neglect your hero because you are constantly 
concentrating on building.


Basics of a Good Army
			
This is going to outline the basics of starting a daemon army.


	
Choosing Retinue
		
		
Depending on the number of points available, you should take one of your 
strongest units available, but still have enough points to take a 
Quasit or two with you. If the number is 18, then this is usually 
what I take

			
2 daemons
1 Succubi or 1 Salamander
1 or 2 quasits

	
Building the Army

1. Convert all the nearest resources available and build your Doomspire

2. Go find some more resources to convert, ideally rock and crystal

3. Find some more resources to convert, rock and crystal

4. Depening on the level of hero and conversion speed, your Doomspire 
should be about done.

5. When the Doomspire is done, build 5 quasits, and take the one that 
finished building, and make a Pit. 

6. Go find some more resources

7. Take the new quasit and make another pit and build 3 imps in the 
first pit 

8. Convert Resources

9. Your first pit should be about done, and now you can build another 
one.

10. Make up to 2 imps from your second pit.

11. Convert resources and wait for resources to build so you can level 
up to a level 2 Doomspire

12. When the Doomspire is levelled up, build 3 Nightmares from your 
first pit and make a Gallows. Also make a Portal.

13. Resources should be pretty slim right now so it could be a good 
idea to attack the enemy , just to slow them down some. Try not to lose 
any of your retinue, because the attack is just meant to slow down, or 
distract the enemy.

14. Send in your hero every now and then to distract the builders from 
building.

15. If the portal and gallows is done, build 3 succubi from a pit, 
and upgrade the first resource upgrade from the gallows.

16. Try to build as many units as you can with the resources that you 
have. Crystal should be pretty slim if the resoucres you converted are 
not all level 3's, so this means you could have metal and rock to spare. 
If you do, level up the second resources upgrade in the gallows or build 
a tower.

17. If you have any rock available, build another pit.

18. At this time you should have bout 3-5 Nightmares and Succubi or 
better 
and you are almost ready to launch an attack.


	That's about it. That's a good way to start out building your army 
but there is lots of room for improvements or changes. There are 
probably 
tons of different ways to start out building your army, so don't use 
this as the only way to start out because it will not work all the time 
so you have to adapt to the situation.


Campaign Editor

	
I'm not good at this editor nor any other editor but I do know how to 
make a basic map that is fun to play on. (this map is for 4 people)
	
	.
	
1. Choose terrain by click on the terrain button in the editor. Then 
choose any one you wish. All of them are not good for starting terrain, 
IE, all hils, so it's a good idea to choose one that is flat
	
2. Place resources all over the map. To do this, choose the buildings 
button and then scroll down. Start by placing 1 level 3 resource of each 
in the corners of the map. Then start placing any resource all over the 
place, then repeat with the other resources. Don't make them all level 3 
because once you get 2 level 3 resources of each, that's really all you 
need if you use them properly, plus, it takes away the whole challenge 
of converting while building.
	
3. Click on the sides menu. This menu allows you to choose the races 
that will be played, and give AI to the computer. It also allows you to 
choose how many opponents can be on the map at once.
- to get rid of a side, start with the bottom right and click on the 
star beside the name to get rid of that race.
	
4. Give Towers to you and your opponents. Make sure that they are 
the same colour as your team otherwise the game will start out by 
having everyone attack the towers and the towers attacking you. 
- the game will strengthen the towers depending on the strength of 
the heros.
	
5. Add quests by choosing them in the building menu
	
6. If you want any kind of different terrain, add it in
	
7. Choose start locations for everyone. It's a good idea to start 
yourself in one of the corners that the level 3 resources are
	
8. Add any kind of extra buildings that you want in, like neutral 
towers, or temples
	
9. Save your game
	
10. Change options for the game, IE, starting army points, fog of 
war, exposed map etc.
	
11. Change rules. IE, no towers, no titans etc.
	
12. Add Special effects. Choose the effect that you want, then place 
the condition on the map somewhere. All the condition does is tell the 
computer that something is going to happen when someone walks over the
spot.. You can also adjust the size of the condition. It gives the 
condition (little blue box with the question mark in it) a bigger 
radius.
		
Then choose the place of effect and what kind of effect you want. 
If you want a lightning bolt, click where you want the lightning bolt 
to be when the condition is met. Then enter the condition spot, to 
create the effect. If all of this is confusing, here's an example.

		
Condition is placed in the centre of the map.(move a hero over spot.... 
changeable in the condition menu) When a hero enters the condition box, 
a ring of fire (effect) will appear overtop of the hero (condition is 
met and effect happens). Hope that helped.

	
If you are still confused by the editor, e-mail me and I wil try to 
help.

	
And so ends the FAQ. IF anyone has any questions about this game, e-mail 
them to me and I will respond as soon as I can (within 2 days).

The following sites may use my FAQ - the rest must e-mail me first

gamefaqs.com
Neoseeker.com
Gamespot.com