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    FAQ by C-J

    Version: 1.2 | Updated: 09/02/08 | Search Guide | Bookmark Guide

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                                    Game Guide v1.2
                                      By: Warhead
                           E-mail: charlesjohan@gmail.com
                                   Copyright: 2008
                             Date Started: July 25, 2008
                           Latest Update: August 27, 2008
    -------------------------------------------------------------------------------
    
    
    o-----------------------------------------------------------------------------o
    |                            ..:: Introduction ::..                           |
    o-----------------------------------------------------------------------------o
    
    As a fan of the old DOS game Fantasy General by SSI I was exited to hear about 
    its spiritual successor, Fantasy Wars. After browsing around on the web 
    I was quite surprised to see that no guides were present for this russian made 
    gem, even though people seemed to want one. In light of this I decided to take 
    a shot at it myself, and perhaps in the doing, raising interest for the game as
    well.
    This is my first FAQ, so bare with me.
    
    The designers/translators seem to be a bit indecisive when it comes to spell 
    the word "armor" in the various descriptions, but at least it is spelled
    consistent.
    As a rule the headings are spelled "Armour" and in the text it is "Armor".
    I say potatoe and you say... 
    
    o-----------------------------------------------------------------------------o
    |                         ..:: Table of Contents ::..                         |
    o-----------------------------------------------------------------------------o
    
                   Version History ......................... [VHIST]
                   Campaigns
                      Human Campaign ....................... [HUMCA]
                      Orc Campaign ......................... [ORCCA]
                      Alliance Campaign .................... [ALICA]
                   Units
                      Human Units .......................... [HUMAR]
                         Light Infantery
                            Peasants ....................... [PESNT]
                            Spearmen ....................... [SPRMN]
                            Yeomen ......................... [YEMEN]
                         Heavy Infantery
                            Militia ........................ [MILTA]
                            Halberdiers .................... [HLBRS]
                            Swordsmen ...................... [SWRDM]
                            Royal Guards ................... [RGUAR]
                            Foot Knights ................... [FTKNI]
                         Scouts
                            Scouts ......................... [SCOTS]
                            Rangers ........................ [RNGRS]
                         Light Cavalry
                            Horse Yeomen ................... [HYEOM]
                            Hobilars ....................... [HBLRS]
                         Heavy Cavalry
                            Landless Knights ............... [LLKNI]
                            Feudal Knights ................. [FEKNI]
                            Royal Knights .................. [ROKNI]
                            Knights of Marcus .............. [KNIOM]
                            Champions of Marcus ............ [CHAOM]
                            Paladins ....................... [PLDNS]
                         Archers
                            Bowmen ......................... [BWMEN]
                            Crossbowmen .................... [CBWMN]
                            Yeomen Archers ................. [YARCH]
                            Royal Archers .................. [RARCH]
                            Arbalesters .................... [ARBRS]
                            War Machines
                            Ballista ....................... [BLIST]
                            Catapult ....................... [CTPLT]
                         Sky Hunter
                            Tamed Eagle .................... [TMEAG]
                            War Eagle ...................... [WEAGL]
                         Bomber
                            Eagle Rider .................... [EGLRI]
                         Heroes
                            Derrick Pfeil .................. [HDEPF]
                            Master Brennok ................. [HMABR]
                            Father Dexter .................. [HFADE]
                            King Victor .................... [HKINV]
                      Orc Units ............................ [ORCAR]
                         Light Infantery
                            Goblin Looters ................. [GOBLO]
                            Goblin Robbers ................. [GOBRO]
                            Goblin Killers ................. [GOBKI]
                            Goblin Crashers ................ [GOBCR]
                         Heavy Infantery
                            Orc Mobs ....................... [ORCMO]
                            Orc Stabbers ................... [ORCST]
                            Battle Orcs .................... [BTLOC]
                            Orc Mights ..................... [ORCMI]
                            Mads ........................... [MADS0]
                            Bad Mads ....................... [BMADS]
                            Wild Trolls .................... [WITRL]
                            War Trolls ..................... [WATRL]
                         Scouts
                            Goblin Runners ................. [GOBRU]
                            Goblin Sneakers ................ [GOBSN]
                            Goblin Stalkers ................ [GOBST]
                         Light Cavalry
                            Mounted Goblins ................ [MOGOB]
                            Goblin Raiders ................. [GBLRA]
                         Heavy Cavalry
                            Orcish Riders .................. [ORCRI]
                            Mighty Riders .................. [MIGRI]
                         Archers
                            Goblin Archers ................. [GBLAR]
                            Goblin Sharp-Eyes .............. [GBLSE]
                         War Machines
                            Spear Hurler ................... [SPHUR]
                            Stone Tosser ................... [STNTO]
                         Sky Hunter
                            Pteranodon Rider ............... [PTRID]
                         Bomber
                            Goblin Zeppelina ............... [GBLZP]
                         Heroes
                            Ugraum Grableg ................. [HUGGR]
                            Sho-doon ....................... [HSHDO]
                            Ash-hoon ....................... [HASHO]
                            Besargar ....................... [HBESA]
                      Alliance Units ....................... [ALIAR]
                         Light Infantery
                            Elven Swords ................... [ELVSW]
                            Flame Guards ................... [FLMGU]
                         Heavy Infantery
                            Dwarven Axemen ................. [DWAXE]
                            Dwarf Nobles ................... [DWNOB]
                         Archers
                            Dwarven Crossbowmen ............ [DWCRO]
                            Elven Bows ..................... [ELVBO]
                         War Machines
                            Dwarven Mobile Fort ............ [DWMOF]
                         Sky Hunter
                            Dragon ......................... [DRAGN]
                         Heroes
                            Teya ........................... [TEYA0]
                            Dwarnrock ...................... [DWRNR]
                      Summoned Units ....................... [XSUMA]
                         Shadow Boars ...................... [XSHBO]
                         Spectral Warriors ................. [XSPWA]
                         Spectral Wolves ................... [XSPWO]
                         Golem ............................. [XGOLM]
                         Flying Eye ........................ [XFLEY]
                   Perks ................................... [PRKS0]
                   States .................................. [STTES]
                   Terrain and Movement Tables
                      Terrain Bonuses in Defence ........... [TBIND]
                      Terrain Bonuses in Attack ............ [TBINA]
                      Movement Cost Table .................. [MOCOT]
                   Artifacts ............................... [ARTFT]
                   Tips & Tricks ........................... [TSNTR]
                   Cheats
                     Easier Experience ..................... [CEXPR]
                     Artifact Switching Cost ............... [CARTC]
                     Quick-Resting ......................... [CQRST]
                     Remove Fog-of-War ..................... [CRFOW]
                   Credits
    
    
    o-----------------------------------------------------------------------------o
    |                           ..:: Version History ::..                 [VHIST] |
    o-----------------------------------------------------------------------------o
    
    Version 1.0
      First version
    
    Version 1.1
      Added new tips and tricks
      Fixed formatting bug for unit statistics
      Added fog-of-war cheat
      Added missing unit price
      Added Flame Guards unit
    
    Version 1.2
      Fixed a bunch of ugly typos
    
    
    o-----------------------------------------------------------------------------o
    |                             ..:: Campaigns ::..                             |
    o-----------------------------------------------------------------------------o
    
    
    o-----------------------------------------------------------------------------o
    |      Human Campaign                                                 [HUMCA] |
    o-----------------------------------------------------------------------------o
    
    For a long time now Derrik Pfeil, the youngest son a poor noble family, has
    been making his living as a mercenary. His numerous victories have earned him
    the reputation of a great commander.
    
    Eventually Pfeil's army was hired on a long-term basis by the Trade Council of
    Sylent. But the neighboring kingdoms did not rush to attack the free town, and
    merchants felt really bad about paying the money to maintain the mercenaries.
    
    Pfeil's army was sent to Derenhalle. King Victor pays gold for tranquility of
    his southern boarders.
    
    
    1. Wind of the Steppes
    ----------------------
      Artifacts: Burning Sword (Ruined Chapel)
      
      Gold Victory:
        Gold: 300
        Unit: Militia
        Artifact: None
    
      Silver Victory:
        Gold: 300
        Unit: Peasants
      
      Bronze Victory:
        Gold: 300
    
    
    2. Against the Wind
    -------------------
      Artifacts: Eye of an Eagle (Dead Mage)
      
      Gold Victory:
        Gold: 400
        Unit: Halberdiers
        Artifact: Helm of Saint
    
      Silver Victory:
        Gold: 400
        Artifact: Helm of Saint
      
      Bronze Victory:
        Gold: 400
    
    
    3. Rapid Rescue
    ---------------
      Artifacts: Sphere of Cold (Altar)
      
      Gold Victory:
        Gold: 400
        Unit: Horse Yeomen
        Artifact: Amulet of the Fanatic
    
      Silver Victory:
        Gold: 400
        Unit: Horse Yeomen
      
      Bronze Victory:
        Gold: 400
    
    
    4. Back to Derenhalle
    ---------------------
      Artifacts: Banner of Valor (Ruined chapel)
      
      Gold Victory:
        Gold: 500
        Unit: Catapult
        Artifact: Lance of Glory
    
      Silver Victory:
        Gold: 500
        Artifact: Lance of Glory
      
      Bronze Victory:
        Gold: 500
    
    
    5. Freiburg's Destiny
    ---------------------
      Artifacts:
        Sword of Wrath (Old church)
        Relics of Marcus (Temple of Marcus' Blood)
      
      Gold Victory:
        Gold: 500
        Unit: Yeomen
        Artifact: Elixir of Life
    
      Silver Victory:
        Gold: 500
        Unit: Yeomen
      
      Bronze Victory:
        Gold: 500
    
    
    6. Plains of Leranse
    --------------------
      Artifacts:
        Sphere of Cold (Troll's cave)
        Horn of Horror (Killing the Goblin Hexer)
      
      Gold Victory:
        Gold: 600
        Unit: Royal Archers
        Artifact: Staff of the Eternal Flame
    
      Silver Victory:
        Gold: 600
        Unit: Royal Archers
      
      Bronze Victory:
        Gold: 600
    
    
    7. Generals of Leranse
    ----------------------
      Artifacts:
        Firkan's Map (Water mill)
      
      Gold Victory:
        Gold: 600
        Unit: Elite Ranger
        Artifact: Shield of the Ancients
    
      Silver Victory:
        Gold: 600
        Artifact: Shield of the Ancients
      
      Bronze Victory:
        Gold: 600
    
    
    8. Wings of Verson
    ------------------
      Artifacts:
        None
      
      Gold Victory:
        Gold: 700
        Unit: Paladins
        Artifact: Standard of High King
    
      Silver Victory:
        Gold: 700
        Unit: Paladins
      
      Bronze Victory:
        Gold: 700
    
    
    9. Deserted City
    ----------------
      Artifacts:
        None
      
      Gold Victory:
        Gold: 700
        Unit: Royal Archers
        Artifact: Cloak of a Saint
    
      Silver Victory:
        n/a
      
      Bronze Victory:
        n/a
    
    
    10. Bloody Waves (Last scenario)
    ----------------
      Artifacts:
        None
    
    
    o-----------------------------------------------------------------------------o
    |      Orc Campaign                                                   [ORCCA] |
    o-----------------------------------------------------------------------------o
    
    The quarreling between the orcs has been going on for ages. Clans decimate
    each other down to the last warrior, then new tribes come to inhabit the lands
    of those who have passed, and the wars continue. Hexers try to preserve the
    remnants of legends from the times when their tribes were powerful, but even
    legends end up dying in the endless bloodshed. Yet, everything changes...
    
    The young, strong chief Ugraum heard the hexer's word and grasped their
    meaning. He decided to unite the orcs into a great Horde, in order to give them
    the power the felt was their right. The orcs would rule the world! The first
    step would be to conquer Verk Wastes.
    
    
    1. Conquest of Goblins
    ----------------------
      Artifacts: Mummy Eye (Stone circle)
      
      Gold Victory:
        Gold: 500
        Unit: Goblin Robbers
        Artifact: None
    
      Silver Victory:
        Gold: 400
        Unit: Goblin Looters
      
      Bronze Victory:
        Gold: 300
    
    
    2. Reconnaissance in Force
    --------------------------
      Artifacts: Axe of Madness (Cave)
      
      Gold Victory:
        Gold: 400
        Unit: Orc Stabbers
        Artifact: Sphere of Cold
    
      Silver Victory:
        Gold: 400
        Unit: Orc Mobs
      
      Bronze Victory:
        Gold: 400
    
    
    3. Joining the majority
    -----------------------
      Artifacts: Night Stone (Troll's cave)
      
      Gold Victory:
        Gold: 400
        Unit: Stone Tosser
        Artifact: Horn of Fury
    
      Silver Victory:
        Gold: 400
        Artifact: Horn of Fury
      
      Bronze Victory:
        Gold: 400
    
    
    4. Fall of Irand
    ----------------
      Artifacts: Red Plate of Azurnash (Witch circle)
      
      Gold Victory:
        Gold: 500
        Unit: Goblin Sneakers
        Artifact: Horn of Horror
    
      Silver Victory:
        Gold: 500
        Unit: Goblin Sneakers
      
      Bronze Victory:
        Gold: 500
    
    
    5. Fall of Freiburg
    -------------------
      Artifacts: 
        Desecrated Relic (Old church)
        Ancient Crown (Killing King Victor)
    
      Gold Victory:
        Gold: 500
        Unit: Mounted Goblins
        Artifact: Staff of The Eternal Flame
    
      Silver Victory:
        Gold: 500
        Artifact: Artifact: Staff of The Eternal Flame
      
      Bronze Victory:
        Gold: 500
    
    
    6. Land Of Knights
    ------------------
      Artifacts:
        Lance of Glory (Kill the Foot Knights in the additional quest "Intercept
        the magic cargo"
      
      Gold Victory:
        Gold: 600
        Unit: War Trolls
        Artifact: Firkan's Map
    
      Silver Victory:
        Gold: 600
        Artifact: Firkan's Map
      
      Bronze Victory:
        Gold: 600
    
    
    7. War in The Air
    -----------------
      Artifacts: Staff of Meteors (Cave at Snake Swamp)
      
      Gold Victory:
        Gold: 600
        Unit: Orc Mights
        Artifact: Feather Boots
    
      Silver Victory:
        Gold: 600
        Unit: Orc Mights
      
      Bronze Victory:
        Gold: 600
    
    
    8. Trap for the King
    --------------------
      Artifacts: Staff of Eternity (The Black Altar)
      
      Gold Victory:
        Gold: 700
        Unit: Bad Mads
        Artifact: Big Banner of Ugraum
    
      Silver Victory:
        Gold: 700
        Unit: Bad Mads
      
      Bronze Victory:
        Gold: 700
    
    
    9. The Fall of Verson
    ---------------------
      Artifacts: None
      
      Gold Victory:
        Gold: 800
        Unit: Mighty Riders
        Artifact: Elixir of Life
    
      Silver Victory:
        Gold: 800
        Artifact: Elixir of Life
      
      Bronze Victory:
        Gold: 800
    
    
    10. To the Last Sea (Last scenario)
    -----------------------------------
      Artifacts:
        None
    
    
    o-----------------------------------------------------------------------------o
    |      Alliance Campaign                                              [ALICA] |
    o-----------------------------------------------------------------------------o
    
    Hundreds of years Glenderin Essente - head of the Great Council of Elves has
    been doing his best to help his people survive in Illis. Elves are reducing in
    numbers. In order to preserve their race the Elves have to constantly fight
    preventing big wars.
    
    All last time the Council chief is worried by the fact that somebody has
    started gathering Orcish tribes. Orcs must be weakened before their clans have
    formed a real Horde.
    
    Glenderin has summoned to Ildanor the Elven sorceress Teya, Speaking with
    Dragons.
    
    
    1. Secret mission
    -----------------
      Artifacts: Bow of Doom (Troll's cave)
      
      Gold Victory:
        Gold: 400
        Unit: None
        Artifacts: Lightning Bow, Elixir of Life
    
      Silver Victory:
        Gold: 400
        Artifact: Elixir of Life
      
      Bronze Victory:
        Gold: 400
    
    
    2. Ofris
    --------
      Artifacts:
        Staff of Eternity (Stone circle)
    
      Gold Victory:
        Gold: 400
        Unit: None
        Artifact: None
    
      Silver Victory:
        Gold: 400
        Unit: None
      
      Bronze Victory:
        Gold: 400
    
    
    3. Unmasking
    ------------
      Artifacts: None
      
      Gold Victory:
        Gold: 500
        Unit: None
        Artifacts: Staff of Meteors, Ring of True Sight
    
      Silver Victory:
        Gold: 500
        Artifacts: Ring of True Sight
      
      Bronze Victory:
        Gold: 500
    
    
    4. Breakthrough
    ---------------
      Artifacts:
      
      Gold Victory:
        Gold: 700
        Unit: None
        Artifact: None
    
      Silver Victory:
        Gold: 400
        Unit: None
      
      Bronze Victory:
        Gold: 200
    
    
    5. Knights of the Sword
    -----------------------
      Artifacts:
        Cloak of a Saint (Church of Saint Sacrifice)
      
      Gold Victory:
        Gold: 800
        Unit: None
        Artifact: None
    
      Silver Victory:
        Gold: 500
        Unit: None
      
      Bronze Victory:
        Gold: 200
    
    
    6. Ugraum's Revenge
    -------------------
      Artifacts: None
      
      Gold Victory:
        Gold: 1000
        Unit: None
        Artifact: None
    
      Silver Victory:
        Gold: 600
        Unit: None
      
      Bronze Victory:
        Gold: 200
    
    
    7. Desperate Drive
    ----------------------
      Artifacts: None
      
      Gold Victory:
        Gold: 700
        Unit: Flame Guards
        Artifact: Flameguard Token
    
      Silver Victory:
        Gold: 700
        Unit: None
      
      Bronze Victory:
        Gold: 700
    
    
    8. The Last Battle
    ----------------------
      Kill Farrakh and conclude the three campaigns.
    
    
    
    o-----------------------------------------------------------------------------o
    |                               ..:: Units ::..                               |
    o-----------------------------------------------------------------------------o
    
    
    o-----------------------------------------------------------------------------o
    |      Human Units                                                   [HUMAR]  |
    o-----------------------------------------------------------------------------o
    
    Peasants [PESNT]
    --------
      Strength... 15       Defence.... 10     Move....... 3 (Foot)
      Price...... 45       Melee...... 7      
      Sellback... 22       Sight...... 2
    
      Campaign availability: Start of human campaign
     
      Description:
        The peasants have it bad. They have poor armor, poor weapons, and they are
        poor warriors, too. Peasants are often sacrificed in big battles, when
        they're used to block massive assaults. But their life in peacetime is even
        harder so peasants often join the army willingly. Long years of working in
        a field can bring several coins, while in a war such sum may come within
        months - if such a poor warrior is lucky enough to survive that long.
    
      Default Perks: None
    
      Perks:
        Level 1: Brigandine Armour, Forest Ambushers, Highlander
        Level 2: Force March, Swamp Foxes
        Level 3: Storm Troops, Ford Seekers
        Level 4: Segmented Movement
        Level 5: Peoples Rage
    
      Possible Upgrades: All foot units + Horse Yeomen and Hobilars
    
    
    Militia [MILTA]
    -------
      Strength... 15       Defence.... 10     Move....... 3 (Foot)
      Price...... 120      Melee...... 7      
      Sellback... 60       Sight...... 2
    
      Campaign availability: Start of human campaign
     
      Description:
        A peasant is very lucky if he is recruited into a militia detachment by his
        lord. Militiamen get food and clothes, and there is even the chance that
        they'll earn a few coins. In peacetime, the militia is used to suppress
        frequent peasant riots, while in wartime, these detachments form  the core
        of the infantry. One would never say they are great soldiers, but the
        members of the militia really know how to survive in a difficult fight.
      
      Default Perks: None
    
      Perks:
        Level 1: Brigandine Armour, Shooting Protection, Highlander
        Level 2: Hard Drill, Derenhalle Blades
        Level 3: Force March, Ford Seekers
        Level 4: Famous, Attack Leaders
        Level 5: Light Equipment
    
      Possible Upgrades:
        Swordsmen, Spearmen, Halberdiers, Royal Guards, Foot knights, Yeomen
      
    
    Halberdiers [HLBRS]
    -----------
      Strength... 15       Defence.... 12     Move....... 3 (Foot)
      Price...... 210      Melee...... 10      
      Sellback... 105      Sight...... 2
    
      Campaign availability: Rapid Rescue
     
      Description:
        Mercenary halberdiers have always been the best of the best. They have
        fought in many battles, are disciplined, and have a strong understanding of
        battle tactics. Their clothes are all a similar color, emphasizing the
        cohesion of their units. Their service come at a price, but the power of
        their attack is worth the money spent. Furthermore, no other infantrymen
        can provide better protection against cavalry.
      
      Default Perks: Cavalry Protection, Armour Piercing (Melee)
    
      Perks:
        Level 1: Defensive Tactics, Shooting Protection, Close Order Formation
        Level 2: Hard Drill, Mail Armour
        Level 3: Force March, Storm Troops
        Level 4: Attack Leaders
        Level 5: Heavy Halberds
    
      Possible Upgrades: Royal Guards
    
    
    Swordsmen [SWRDM]
    ---------
      Strength... 15       Defence.... 12     Move....... 3 (Foot)
      Price...... 200      Melee...... 12      
      Sellback... 100      Sight...... 2
    
      Campaign availability: Rapid Rescue
     
      Description:
        Most swordsmen are wandering mercenaries, though some lords employ them to
        protect their family castles. Swordsmen are well-trained professionals
        excellent at handling a shield and a sword, and familiar with infantry
        tactics. Few can rival their efficiency and hardness.
      
      Default Perks: City Fighters
    
      Perks:
        Level 1: Mail Armour, Shooting Protection, Derenhalle Blades
        Level 2: Hard Drill, Highlander
        Level 3: Force March, Storm Troops
        Level 4: Cause Fear
        Level 5: Full Plate Armour
    
      Possible Upgrades: Foot Knights
    
    
    Spearmen [SPRMN]
    --------
      Strength... 15       Defence.... 11     Move....... 4 (All Terrain)
      Price...... 205      Melee...... 10      
      Sellback... 102      Sight...... 2
    
      Campaign availability: Rapid Rescue
     
      Description:
        Spearmen are chosen from among the most nimble militiamen. They are
        equipped with spears, shields, and leather armor. Their armor is not the
        strongest, but it affords some protection in battles. Due to the lightness
        of their armor, spearmen can travel fast to where support is most needed,
        and can swiftly pass through places where others may get stuck.
      
      Default Perks: None
    
      Perks:
        Level 1: Highlander, Shooting Protection, Forest Ambushers
        Level 2: Hard Drill, Swamp Foxes
        Level 3: Force March, Ford Seekers
        Level 4: Segmented Movement
        Level 5: Light Equipment
    
      Possible Upgrades: Yeomen
    
    
    Foot Knights [FTKNI]
    ------------
      Strength... 15       Defence.... 13     Move....... 3 (Foot)
      Price...... 330      Melee...... 14      
      Sellback... 165      Sight...... 2
    
      Campaign availability: Plains of Leranse
     
      Description:
        Often, swordsmen are knighted as a reward for their deeds in battle. The
        ones who do not receive land or war horses become foot knights. These
        professional infantrymen are used to fighting on the ground, and do not
        need horses. Tough shields and good armor make foot knights practically
        invincible. Wherever a detachment of these warriors appears, the enemy will
        face a difficult battle.
      
      Default Perks: Hard Target, City Fighters, Defensive Stance
    
      Perks:
        Level 1: Mail Armour, Shooting Protection, Derenhalle Blades
        Level 2: Hard Drill, Highlander
        Level 3: Force March, Storm Troops
        Level 4: Cause Fear
        Level 5: Full Plate Armour
    
      Possible Upgrades: None
    
    
    Royal Guards [RGUAR]
    ------------
      Strength... 15       Defence.... 14     Move....... 3 (Foot)
      Price...... 310      Melee...... 12      
      Sellback... 155      Sight...... 2
    
      Campaign availability: Plains of Leranse
     
      Description:
        Only experienced mercenaries, who have fought in many battles, can become
        members of the royal guard. They have earned fortunes for their services,
        which explains why they have the best clothes and uniforms, and their
        battle-axes are distinguishable for their expert workmanship. Commanders
        turn a blind eye to these excesses because Royal Guards are the most
        efficient defence against anyone foolish enough to attack their bristling
        ranks.
      
      Default Perks: Cavalry Protection, Armour Piercing (Melee), Defence Mainstay
    
      Perks:
        Level 1: Defensive Tactics, Shooting Protection, Close Order Formation
        Level 2: Hard Drill, Mail Armour
        Level 3: Force March, Storm Troops
        Level 4: Attack Leaders
        Level 5: Heavy Halberds
    
      Possible Upgrades: None
    
    
    Yeomen [YEMEN]
    ------
      Strength... 15       Defence.... 13     Move....... 4 (All Terrain)
      Price...... 345      Melee...... 12      
      Sellback... 172      Sight...... 3
    
      Campaign availability: Plains of Leranse
     
      Description:
        Becoming a yeoman is the best thing a peasant can hope for when he joins
        his lord's army. Armed with light spears, axes and short swords, protected
        by shields and leather armor, and capable of moving quickly on any terrain,
        yeomen represent a serious threat to any enemy. In peaceful times this
        force can be used to train militia.
      
      Default Perks: Invisible Stance
    
      Perks:
        Level 1: Highlander, Shooting Protection, Forest Ambushers
        Level 2: Hard Drill, Swamp Foxes
        Level 3: Force March, Ford Seekers
        Level 4: Segmented Movement
        Level 5: Light Equipment
    
      Possible Upgrades: None
    
    
    Bowmen [BWMEN]
    ------
      Strength... 10       Defence.... 6      Move....... 3 (Foot)
      Price...... 125      Melee...... 4      Missile.... 5 (Range 2)
      Sellback... 62       Sight...... 2
    
      Campaign availability: Start of human campaign
      
      Description:
        Archers are needed in any war. Peasants know that well. That's why
        farsighted fathers teach their sons not only to work in a field, but also
        archery. Who knows, during a war a son might make enough money to feed his
        whole family. And when there is no war, there's always prey in the lord's
        forest. 
    
      Default Perks: None
    
      Perks:
        Level 1: Brigandine Armour, Counter Attack (Missile), Bodkin Arrows
        Level 2: Ralin Boots, Hills Archers
        Level 3: Eagle Eye, Merry Men
        Level 4: Wooden Stakes
        Level 5: Elven Bowstrings
    
      Possible Upgrades:
        Crossbowmen, Yeomen Archers, Arbalesters, Royal Archers
    
    
    Crossbowmen [CBWMN]
    -----------
      Strength... 10       Defence.... 10     Move....... 3 (Foot)
      Price...... 220      Melee...... 5      Missile.... 7 (Range 2)
      Sellback... 110      Sight...... 2
    
      Campaign availability: Rapid Rescue
      
      Description:
        Crossbowmen is a relative new weapon, but it has already become quite
        popular among mercenaries. However, only the richest can afford to buy
        one. Crossbowman units present quite a spectacle to the enemy. Every
        fighter tries to emphasize his wealth and outdo his fellow warriors by the
        finery of his dress. Commanders usually turn a blind eye to their
        presumptuous behavior and lack of discipline, because of their
        effectiveness in battle. A volley of crossbow bolts can knock down even the
        most heavily armoured regiment of knights.
    
      Default Perks: Armour Piercing (Missiles)
    
      Perks:
        Level 1: Brigandine Armour, Counter Attack (Missile), Steel Bolts
        Level 2: Slayer, Hills Archers
        Level 3: Crippling Shot, Siege Shooters
        Level 4: Eagle Eye
        Level 5: Heavy Crossbow
    
      Possible Upgrades: Arbalesters
      
    
    Yeomen Archers [YARCH]
    --------------
      Strength... 10       Defence.... 7      Move....... 3 (All Terrain)
      Price...... 230      Melee...... 5      Missile.... 8 (Range 2)
      Sellback... 115      Sight...... 2
    
      Campaign availability: Rapid Rescue
      
      Description:
        These warriors are much more disciplined and highly-trained than ordinary
        peasant archers. Loyal to their lord and hardened by battle experience,
        yeomen archers are indeed very dangerous. In melee combat, they use axes
        and clubs, but they do much more harm to the enemy with their longbows,
        accurately shooting arrows 300 paces.
    
      Default Perks: Expert Huntsmen
    
      Perks:
        Level 1: Brigandine Armour, Counter Attack (Missile), Bodkin Arrows
        Level 2: Ralin Boots, Hills Archers
        Level 3: Eagle Eye, Merry Men
        Level 4: Wooden Stakes
        Level 5: Elven Bowstrings
    
      Possible Upgrades: Royal Archers
    
    
    Royal Archers [RARCH]
    -------------
      Strength... 10       Defence.... 9      Move....... 3 (All Terrain)
      Price...... 340      Melee...... 6      Missile.... 10 (Range 2)
      Sellback... 170      Sight...... 2
    
      Campaign availability: Generals of Leranse
      
      Description:
        Becoming an archer in the royal guard is the ultimate goal of any archer,
        but few will ever attain this position. Once a year, archery tournaments
        are held at large midsummer fairs, and the winner are offered a place in
        the regiment of these elite warriors. Others marvel at the size of their
        salaries, their luxurious uniforms and outfits. But mainly, it's the
        accuracy of their bows that sets them apart from the other bowmen.
    
      Default Perks: Expert Huntsmen, Multiple Support
    
      Perks:
        Level 1: Brigandine Armour, Counter Attack (Missile), Bodkin Arrows
        Level 2: Ralin Boots, Hills Archers
        Level 3: Eagle Eye, Merry Men
        Level 4: Wooden Stakes
        Level 5: Elven Bowstrings
    
      Possible Upgrades: None
    
    
    Arbalesters [ARBRS]
    -----------
      Strength... 10       Defence.... 12     Move....... 3 (Foot)
      Price...... 330      Melee...... 6      Missile.... 9 (Range 2)
      Sellback... 165      Sight...... 2
    
      Campaign availability: Generals of Leranse
      
      Description:
        These mercenaries are the true elite of crossbowmen. Their skill level is
        similar to other crossbowmen, but their equipment is far superior. Armorers
        are paid well to employ the most excellent steel for their armor and
        crossbows. These warriors generally demand substantial salaries for their
        services.
    
      Default Perks: Armour Piercing (Missiles), City Fighters
    
      Perks:
        Level 1: Brigandine Armour, Counter Attack (Missile), Steel Bolts
        Level 2: Slayer, Hills Archers
        Level 3: Crippling Shot, Siege Shooters
        Level 4: Eagle Eye
        Level 5: Heavy Crossbow
    
      Possible Upgrades: None
    
    
    Scouts [SCOTS]
    ------
      Strength... 10       Defence.... 8      Move....... 4 (All Terrain)
      Price...... 190      Melee...... 4      Skirmish... 7 
      Sellback... 95       Sight...... 3
    
      Campaign availability: Start of human campaign
    
      Description:
        Many peasants roam in their lord's forests at night carrying bows and
        spears, in the hope that they may be able to kill something to eat. The
        punishment for poaching is death, but if a hunter gets caught, a timely war
        may save him from the gallows pole. Poachers make the best scouts. Why not
        allow them to pay for their crimes by providing the lord with valuable but
        dangerous service?
    
      Default Perks: Segmented Movement
    
      Perks:
        Level 1: Forest Like Home, Poisoned Attack, Firestarters
        Level 2: Eagle Eye, Brigandine Armour
        Level 3: Swamp Foxes, Ford Seekers
        Level 4: Cause Fear
        Level 5: Light Equipment
    
      Possible Upgrades: Rangers, Horse Yeomen, Elite Rangers, Hobilars
    
    
    Rangers [RNGRS]
    -------
      Strength... 10       Defence.... 9      Move....... 4 (All Terrain)
      Price...... 280      Melee...... 5      Skirmish... 8 
      Sellback... 95       Sight...... 3
    
      Campaign availability: Back to Derenhalle
    
      Description:
        These warriors have forgotten that they were once common poachers. They've
        long since redeemed themselves with their glorious deeds an the
        battlefield. To relegate warriors with such incredible skill and training
        to simple field work would be a thoughtless waste. They are no longer
        common scouts, they are rangers. They can live alone in the woods for
        months, they move as silently as wild animals, and they are highly skilled
        with throwing spears and daggers.
    
      Default Perks: Concealment, Harassers, Segmented Movement
      
      Perks:
        Level 1: Forest Like Home, Poisoned Attack, Firestarters
        Level 2: Eagle Eye, Brigandine Armour
        Level 3: Swamp Foxes, Ford Seekers
        Level 4: Cause Fear
        Level 5: Light Equipment
    
      Possible Upgrades: Elite Rangers
    
    
    Elite Rangers [ERNGR]
    -------------
      Strength... 10       Defence.... 10     Move....... 4 (All Terrain)
      Price...... 390      Melee...... 6      Skirmish... 10 
      Sellback... 195      Sight...... 3
    
      Campaign availability: Generals of Leranse
    
      Description:
        Elite. The best of the best. These warriors have survived hundreds of
        battles, and have devoted their lives to mastering the art of silently
        killing the enemy. Even an elf needs all his skill to see these warriors in
        a forest. And he also needs all his luck to survive their attack.
    
      Default Perks: Concealment, Harassers, Segmented Movement, Pathfinder
      
      Perks:
        Level 1: Forest Like Home, Poisoned Attack, Firestarters
        Level 2: Eagle Eye, Brigandine Armour
        Level 3: Swamp Foxes, Ford Seekers
        Level 4: Cause Fear
        Level 5: Light Equipment
    
      Possible Upgrades: None
    
    
    Horse Yeomen [HYEOM]
    ------------
      Strength... 10       Defence.... 9      Move....... 5 (Mounted)
      Price...... 285      Melee...... 6      Skirmish... 9 
      Sellback... 142      Sight...... 3
    
      Campaign availability: Back to Derenhalle
    
      Description:
        Some scouts are given the honor of becoming horsemen. Their duty include
        escorting the landlord on the hunt and catching runaway peasants. In
        wartime, horse yeomen are engaged in reconnaissance and carrying out raids
        behind enemy lines. For this purpose, they are equipped with light throwing
        spears and protected by leather armor. Of course, these cavalrymen cannot
        rival professional warriors, but they may cause a lot of trouble for
        baggage trains and light infantry.
    
      Default Perks: Segmented Movement, Shooting Protection: Fast Riding
      
      Perks:
        Level 1: Evaders, Poisoned Attack, Firestarters
        Level 2: Eagle Eye, Brigandine Armour
        Level 3: Trail Seekers, Ford Seekers
        Level 4: Defensive Stance (Skirmish)
        Level 5: Light Equipment
    
      Possible Upgrades: Hobilars
    
    
    Hobilars [HBLRS]
    --------
      Strength... 10       Defence.... 11     Move....... 5 (Mounted)
      Price...... 395      Melee...... 7      Skirmish... 11 
      Sellback... 197      Sight...... 3
    
      Campaign availability: Generals of Leranse
    
      Description:
        Experienced horse yeomen must serve in hobilar ranks, together with
        mercenaries. It is unclear who knows more about the art of war, but such
        mixed units work well in combat. Javelins with long, sharp tips,
        reinforced leather armor, good swords and fast horses make these light
        horsemen a rather troublesome enemy.
    
      Default Perks:
        Segmented Movement, Shooting Protection: Fast Riding, Restless Raiders
      
      Perks:
        Level 1: Evaders, Poisoned Attack, Firestarters
        Level 2: Eagle Eye, Brigandine Armour
        Level 3: Trail Seekers, Ford Seekers
        Level 4: Defensive Stance (Skirmish)
        Level 5: Light Equipment
    
      Possible Upgrades: 
    
    
    Tamed Eagle [TMEAG]
    -----------
      Strength... 10       Defence.... 7      Move....... 6 (Flight)
      Price...... 230      Air Melee.. 6      
      Sellback... 115      Sight...... 3
    
      Campaign availability: Rapid Rescue
     
      Description:
        These powerful birds have attracted the attention of people from time
        immemorial. Humans have since learned to tame the eagles living in the
        mountains of Leranse and turn them into perfect soldiers. Air hunters offer
        huge advantages to the armies they serve. Aside from having a bird's eye
        view of targets unavailable to land observers, eagles can fight both on
        earth and in the air using their beaks and claws.
      
      Default Perks: None
    
      Perks:
        Level 1: Sky Dancer, Shadow of a Vulture, Hunter Instincts
        Level 2: Shooting Protection: High Altitude, Segmented Movement
        Level 3: Iron Feathers, Light Wings
        Level 4: Eagle Eye
        Level 5: Flying Death
    
      Possible Upgrades: War Eagle, Eagle Rider
    
    
    War Eagle [WEAGL]
    ---------
      Strength... 10       Defence.... 9      Move....... 6 (Flight)
      Price...... 330      Air Melee.. 9      
      Sellback... 165      Sight...... 3
    
      Campaign availability: Plains of Leranse
     
      Description:
        War eagles were initially bred from wild birds for hunting and to entertain
        the nobility back in the times of the old empire. New rulers now appreciate
        their strength in battle. Their mighty beaks and long claws can tear any
        enemy to pieces in a few moments. The only weakness of these feathered
        hunters is that they're vulnerable to shooters.
      
      Default Perks: None
    
      Perks:
        Level 1: Sky Dancer, Shadow of a Vulture, Hunter Instincts
        Level 2: Shooting Protection: High Altitude, Segmented Movement
        Level 3: Iron Feathers, Light Wings
        Level 4: Eagle Eye
        Level 5: Flying Death
    
      Possible Upgrades: None
    
    
    Eagle Rider [EGLRI]
    -----------
      Strength... 10       Defence.... 8      Move....... 5 (Flight)
      Price...... 310      Melee...... 4      Bombardment 9
      Sellback... 155      Sight...... 3
    
      Campaign availability: Plains of Leranse
     
      Description:
        Certain young eagles impress the royal falconers with their size. Such
        nestlings are taught to wear harnesses straight away, and usually, once
        they've grown up, they are strong enough to lift a rider with a load of
        stones or bombs into the air. The warriors who fly on the backs of these
        giant birds and throw deadly rounds down with precision on their enemies
        call themselves eagle riders.
      
      Default Perks: None
    
      Perks:
        Level 1: Sky Dancer, Shadow of a Vulture, Skilled Bomber
        Level 2: Shooting Protection: High Altitude, Rational Payload
        Level 3: Armour Plates, Flame Ammo
        Level 4: Cause Fear
        Level 5: Stealth Bomber
    
      Possible Upgrades: None
    
    
    Ballista [BLIST]
    --------
      Strength... 10       Defence.... 5      Move....... 3 (Wheeled)
      Price...... 260      Melee...... 3      Bolt....... 9 (Range 3)
      Sellback... 130      Sight...... 1
    
      Campaign availability: Rapid Rescue
      
      Description:
        They say that a spear launched by a ballista can kill an entire detachment.
        The stories about the might of these war machines may be slightly
        exaggerated, but their effectiveness has been proven time and time again in
        battle. A ballista is capable of sending its shells an enormous  distance.
        The only serious drawback of this war machine is its vulnerability once the
        enemy draws near.
    
      Default Perks: Armour Piercing (Bolt)
    
      Perks:
        Level 1: Slayer, Forward Observer, Target Practice (Bolt)
        Level 2: Long Range Thrower, Combat Training
        Level 3: Iron Hoop Wheels, Force March
        Level 4: Cause Fear
        Level 5: Counter Attack (Bolt)
    
      Possible Upgrades: None
      
    
    Catapult [CTPLT]
    --------
      Strength... 10       Defence.... 5      Move....... 3 (Wheeled)
      Price...... 275      Melee...... 3      Stone...... 10 (Range 3)
      Sellback... 137      Sight...... 1
    
      Campaign availability: Rapid Rescue
      
      Description:
        A catapult is a powerful war machine capable of attacking fortified cities
        and fortresses. To control a catapult you need experience and an accurate
        eye, rather than strength and dexterity. One catapult shot can cause
        tremendous damage and even a troll will have a hard time if hit by a stone
        round. However, a catapult is easily destroyed in a melee.
    
      Default Perks: Armour Piercing (Stone)
      
      Note:
        This unit's attack value against a unit that has a base strength of 15 will
        be multiplied by 1.67.
    
      Perks:
       Level 1: Garrison Atrillery, Forward Observer, Target Practice (Stone Throw)
       Level 2: Heavy Artillery, Combat Training
       Level 3: Iron Hoop Wheels, Force March
       Level 4: Cause Fear
       Level 5: Explosive Ammo
    
      Possible Upgrades: None
      
    
    Landless Knights [LLKNI]
    ----------------
      Strength... 10       Defence.... 9      Move....... 4 (Mounted)
      Price...... 185      Melee...... 8      Charge..... 9
      Sellback... 92       Sight...... 2
    
      Campaign availability: Rapid Rescue
    
      Description:
        These noblemen are unlucky. The younger sons of rich and honorable families
        get nothing except their title and the right to wear the coat of arms. They
        can never expect money or hereditary land. These landless knights spend
        their lives fighting, taking part in whatever skirmishes they come across.
        For them, fighting is the only way they can earn their living and perhaps
        even attain some land by the way of a grant from the king.
    
      Default Perks: Impetuous, Hard Target
    
      Perks:
        Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances
        Level 2: Derenhalle Blades, Thoroughbred Horse
        Level 3: Full Plate Armour, Seneschal
        Level 4: Counter Attack (Charge)
        Level 5: Sacred Steel
    
      Possible Upgrades:
        Feudal Knights, Royal Knights, Knights of Marcus, Champions of Marcus,
        Paladins
    
    
    Feudal Knights [FEKNI]
    --------------
      Strength... 10       Defence.... 10     Move....... 4 (Mounted)
      Price...... 235      Melee...... 9      Charge..... 10
      Sellback... 117      Sight...... 2
    
      Campaign availability: Back to Derenhalle
    
      Description:
        Thanks to the revenue of they receive from hereditary lands, knights can
        afford good armor, arms and excellent war horses. Thus equipped, most
        knights do not evade battles, as they are an excellent way to increase
        their fortunes. Certain of their superiority, they rush to attack,
        disregarding traditional tactics. Only a few can withstand their dreadful,
        unpredictable strikes.
    
      Default Perks: Impetuous, Hard Target
    
      Perks:
        Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances
        Level 2: Derenhalle Blades, Thoroughbred Horse
        Level 3: Full Plate Armour, Seneschal
        Level 4: Counter Attack (Charge)
        Level 5: Sacred Steel
    
      Possible Upgrades:
        Royal Knights, Knights of Marcus, Champions of Marcus, Paladins
    
    
    Royal Knights [ROKNI]
    -------------
      Strength... 10       Defence.... 12     Move....... 4 (Mounted)
      Price...... 310      Melee...... 10     Charge..... 13
      Sellback... 155      Sight...... 2
    
      Campaign availability: Generals of Leranse
    
      Description:
        From childhood onward, boys in noble families are bred to become warriors
        and to bravely defend the honor of their native kingdom. After reaching the
        age of majority they are recruited to join the royal cavalry. A unit of
        such knights presents a colorful spectacle - pennants, badges, arms, gilt,
        silver embroidery, inlays, gems on sheaths, plumes on helmets. Some deem
        them too flashy and vain, but an attack by these splendid horsemen is sure
        to bury all doubt surrounding their ability to fight.
    
      Default Perks: Impetuous, Hard Target, Cause Fear
    
      Perks:
        Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances
        Level 2: Derenhalle Blades, Thoroughbred Horse
        Level 3: Full Plate Armour, Seneschal
        Level 4: Counter Attack (Charge)
        Level 5: Sacred Steel
    
      Possible Upgrades: Paladins
    
    
    Knights of Marcus [KNIOM]
    -----------------
      Strength... 10       Defence.... 12     Move....... 4 (Mounted)
      Price...... 315      Melee...... 10     Charge..... 12
      Sellback... 157      Sight...... 2
    
      Campaign availability: Generals of Leranse
    
      Description:
        Knights of Marcus are distinguished by their extraordinary discipline,
        which is why they are much more dangerous in battle than their secular
        fellows. Only the most experienced warriors are chosen to protect the
        faith. All of them carry shields with the brotherhood blazon as a sign of
        membership in the holy order. The church may rely on their heavy spears as
        the decisive argument in any theological polemic.
    
      Default Perks: Hard Target, Imperturbable, Iron Discipline
    
      Perks:
        Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances
        Level 2: Derenhalle Blades, Thoroughbred Horse
        Level 3: Full Plate Armour, Temple Defenders
        Level 4: Counter Attack (Charge)
        Level 5: Sacred Steel
    
      Possible Upgrades: Champions of Marcus
    
    
    Champions of Marcus [CHAOM]
    -------------------
      Strength... 10       Defence.... 14     Move....... 4 (Mounted)
      Price...... 440      Melee...... 11     Charge..... 14
      Sellback... 220      Sight...... 2
    
      Campaign availability: Deserted City
    
      Description:
        Champions of Marcus are elite knights who differ from their common fellows
        in strength and experience. Rumors abound that these knights know secret
        ways to fight the undead. These knights on white horses set an example of
        valor, discipline and faith for their brothers-in-arms, and symbolize
        horror and death for their enemies. Few can measure up to these symbols of
        holiness in battle.
    
      Default Perks:
        Hard Target, Imperturbable, Segmented Movement, Iron Discipline
    
      Perks:
        Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances
        Level 2: Derenhalle Blades, Thoroughbred Horse
        Level 3: Full Plate Armour, Temple Defenders
        Level 4: Counter Attack (Charge)
        Level 5: Sacred Steel
    
      Possible Upgrades: None
    
    
    Paladins [PLDNS]
    --------
      Strength... 10       Defence.... 14     Move....... 4 (Mounted)
      Price...... 430      Melee...... 11     Charge..... 15
      Sellback... 215      Sight...... 2
    
      Campaign availability: Deserted City
    
      Description:
        The glory of the paladins is known throughout the kingdoms of humans. They
        follow only faith, truth, and the king, their deeds inspire trust, and 
        their appearance causes admiration all around. Marvelous clothes, gilded
        armor, huge spears and heavy swords - those who have seen them once will
        never forget. Thanks to their unrivaled power and incredible skill,
        paladins are the first ones to claim victory in battles with monsters.
        No one other dares to stand in the way of these knights.
    
      Default Perks:
        Impetuous, Hard Target, Cause Fear, Slayer
    
      Perks:
        Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances
        Level 2: Derenhalle Blades, Thoroughbred Horse
        Level 3: Full Plate Armour, Seneschal
        Level 4: Counter Attack (Charge)
        Level 5: Sacred Steel
    
      Possible Upgrades: None
    
    
    Derrick Pfeil (Hero) [HDEPF]
    --------------------
      Strength... 10       Defence.... 12     Move....... 4 (Mounted)
      Price...... n/a      Melee...... 9      Charge..... 6
      Sellback... n/a      Sight...... 3
    
      Campaign availability: Start of human campaign
      
      Description:
        Captain Derrik Pfeil is a good commander for any mercenary army. His cold
        judgment and sternness work in combination with his knowledge and tactical
        mastery. During his years of command, Pfeil has never lost a single battle.
        The service of his army are not cheap, but he never lacks customers ready
        to pay for their safety. A descendant of an ancient family, Pfeil inherited
        honor, nobility, excellent manners and the secret of his ancestor's fencing
        school. One would be hard-pressed to find a more dangerous enemy than him
        throughout all the kingdoms.
    
      Default Perks: Commander
    
      Perks:
        Level  1: Master Crafted Armour, First Seneschal, Jouster
        Level  2: Fearless, Ford Seekers, Tactician
        Level  3: Siege Master, Counter Attack (Charge)
        Level  4: Defensive Order
        Level  5: Inspire to Defend
        Level  6: Order to March
        Level  7: Armour Piercing, Inspire to Attack
        Level  8: Fencers
        Level  9: Royal Steed
        Level 10: Slayer
    
      Possible Upgrades: n/a
    
    
    Master Brennok (Hero) [HMABR]
    ---------------------
    
      Strength... 10       Defence.... 8      Move....... 3 (Foot)
      Price...... n/a      Melee...... 6      Missile.... 10 (Range 2)
      Sellback... n/a      Sight...... 3
    
      Campaign availability: Rapid Rescue
    
      Description:
        When you look at this broad-shouldered man, it's hard to believe that he
        is really Alfred Brennok, head of the mage academy, Licvetur. It seems as
        though armor would suit him better then the gown of a rector. Long ago the
        master was a sergeant of the guards, and one has to wonder who was more
        frightened of him, his enemies or the recruits placed under his command.
        Brennok's fate changed drastically when he was accused of practicing black
        magic. Naturally, the inquisitor were furious when his shackles fell to the
        ground on their own. The former Sergeant gradually learned to accept his
        gift for magic, and after many years of roaming, he settled down in the
        free town of Sylent, where he founded a mage academy.
      
      Default Perks: Fireball
    
      Perks:
        Level  1: Wizard Eye, Freeze, Battle Mage
        Level  2: Summon Spectral Warriors, Water Walk, Magic Armour
        Level  3: Lightning, Magic Flare
        Level  4: Rust
        Level  5: Tornado
        Level  6: Magic Boots
        Level  7: Meteor Fall, Summon Golem
        Level  8: Archmage's Shield
        Level  9: Word of Death
        Level 10: -
    
      Possible Upgrades: n/a
    
    
    Father Dexter (Hero) [HFADE]
    --------------------
    
      Strength... 10       Defence.... 12      Move....... 4 (Foot)
      Price...... n/a      Melee...... 10      Charge..... 10
      Sellback... n/a      Sight...... 3
    
      Campaign availability: Back to Derenhalle
    
      Description:
        Father Dexter is not someone people would like to meet, even though they
        would probably learn much from an encounter with him. Everyone who
        eventually befriends the father is astonished by his fine mind, excellent
        diplomatic skills, broad knowledge and impeccable manners. But most often,
        people's first impression are shaped by his strong will, firm faith, and
        fanatic longing for the truth. The authority of the Great Priest is
        unbelievably vast. Kings and even the Pope himself take his advice into
        account.
      
      Default Perks: Slayer
    
      Perks:
        Level  1: Fearless, Bless, Armour Piercing
        Level  2: Righteous Fury, Force March, Sanctified Armour
        Level  3: Cause Fear, Heal
        Level  4: Strike of Marcus
        Level  5: Mass Heal
        Level  6: Ralin Boots
        Level  7: Fencers, Resurrect
        Level  8: Mass Blessing
        Level  9: Holy Crusade
        Level 10: -
    
      Possible Upgrades: n/a
    
    
    King Victor (Hero) [HKINV]
    ------------------
    
      Strength... 10       Defence.... 13      Move....... 4 (Foot)
      Price...... n/a      Melee...... 9       Charge..... 12
      Sellback... n/a      Sight...... 3
    
      Campaign availability: Bloody Waves
    
      Description:
        The king of Derenhalle is a true warrior. He is accustomed to ruling from
        the saddle, not the throne. During his younger years, Victor survived
        dozens of battles with the orcs who continually attacked his land. Military
        experience taught him to take case of his subjects, which is why King
        Victor prefers to use mercenary armies to sort out unpleasant situations
        on the borders of Derenhalle.
      
      Default Perks: Hard Target
    
      Perks:
        Level  1: Master Crafted Armour, First Seneschal, Jouster
        Level  2: Fearless, Ford Seekers, Tactician
        Level  3: Siege Master, Counter Attack (Charge)
        Level  4: Defensive Order
        Level  5: Inspire to Defend
        Level  6: Order to March
        Level  7: Armour Piercing, Inspire to Attack
        Level  8: Fencers
        Level  9: Royal Steed
        Level 10: Slayer
    
      Possible Upgrades: n/a
    
    
    o-----------------------------------------------------------------------------o
    |      Orc Units                                                     [ORCAR]  |
    o-----------------------------------------------------------------------------o
    
    Goblin Looters [GOBLO]
    --------------
      Strength... 15       Defence.... 5      Move....... 4 (All Terrain)
      Price...... 40       Melee...... 5      
      Sellback... 20       Sight...... 2
    
      Campaign availability: Conquest of Goblins
    
      Description:
        No matter where orc clans go, no matter where they fight, hordes of goblins
        can be found lurking nearby. Orcs think these creatures are perfectly
        suited for different dirty jobs. Even at war goblins may be useful. They
        loot the dead and can even sack a village of unarmed peasants.
    
      Default Perks: Lazy
    
      Perks:
        Level 1: Quiky Mold, Shooting Protection, Forest Ambushers
        Level 2: Iron Things, Enthusiastic Retreat
        Level 3: Froggy, Lil Boss
        Level 4: Segmented Movement
        Level 5: Deathcup Beer
    
      Possible Upgrades: All goblin units
    
    
    Goblin Robbers [GBLRO]
    --------------
      Strength... 15       Defence.... 10     Move....... 4 (All Terrain)
      Price...... 140      Melee...... 7      
      Sellback... 70       Sight...... 2
    
      Campaign availability: Joining the majority
      
      Description:
        Goblin robbers are not very strong warriors. Dressed in old, worn-out
        leather armor, and armed with crude spears, these goblins follow the orc
        hordes wherever they venture. Dozens of skilled warriors will easily defeat
        an equal amount of robbers, but the teared armor of those who underestimate
        these small warriors may be added to the robbers' collection.
    
      Default Perks: Lazy
    
      Perks:
        Level 1: Quiky Mold, Shooting Protection, Forest Ambushers
        Level 2: Iron Things, Enthusiastic Retreat
        Level 3: Froggy, Lil Boss
        Level 4: Segmented Movement
        Level 5: Deathcup Beer
    
      Possible Upgrades: 
        Goblin Killers, Goblin Crashers
    
    
    Goblin Killers [GBLKI]
    --------------
      Strength... 15       Defence.... 11     Move....... 4 (All Terrain)
      Price...... 200      Melee...... 10     
      Sellback... 100      Sight...... 2
    
      Campaign availability: Fall of Freiburg
      
      Description:
        An enemy is making a mistake if he thinks he can easily cope with a unit
        of these goblins. They are not just simple looters or robbers, but true
        masters of quick fighting, a nightmare haunting the forests and swamps
        they inhabit. They have armor, helmets, shields and iron weapons, which
        they took from the enemy bodies they left in huge numbers on the
        battlefield. The victims are numerous in any fight involving goblin
        killers.
    
      Default Perks: Lazy, Invisible Stance
    
      Perks:
        Level 1: Quiky Mold, Shooting Protection, Forest Ambushers
        Level 2: Iron Things, Enthusiastic Retreat
        Level 3: Froggy, Lil Boss
        Level 4: Segmented Movement
        Level 5: Deathcup Beer
    
      Possible Upgrades:
        Goblin Crashers
    
    
    Goblin Crashers [GBLCR]
    ---------------
      Strength... 15       Defence.... 13     Move....... 4 (All Terrain)
      Price...... 320      Melee...... 13     
      Sellback... 160      Sight...... 3
    
      Campaign availability: War in The Air
      
      Description:
        It's difficult to find anyone who can honestly say that they've seen a
        goblin crasher. Crashers kill everyone they can run down, and run from
        anyone they can't kill. It is said, that crashers rarely run away. Even
        orcs prefer not to mess with these goblins. It is far too dangerous to try
        to take their weapons and armor.
    
      Default Perks: Lazy, Invisible Stance, Force March
    
      Perks:
        Level 1: Quiky Mold, Shooting Protection, Forest Ambushers
        Level 2: Iron Things, Enthusiastic Retreat
        Level 3: Froggy, Lil Boss
        Level 4: Segmented Movement
        Level 5: Deathcup Beer
    
      Possible Upgrades: None
    
    
    Orc Mobs [ORCMO]
    --------
      Strength... 15       Defence.... 7      Move....... 3 (All Terrain)
      Price...... 60       Melee...... 7      
      Sellback... 30       Sight...... 2
    
      Campaign availability: Conquest of Goblins
    
      Description:
        Orc Mobs are terrifying mainly because of their size, not their power.
        Armed only with crude wooden or bone clubs, clothed in leather jackets,
        they are dangerous because of their great number. There are so many of
        them that their clans don't even bother to count the victims after a
        battle. There always will be another mob as a replacement.
    
      Default Perks: None
    
      Perks:
        Level 1: Thick Armour, Shooting Protection, Fine Stabza
        Level 2: Orcish Beer, Horse Eaters
        Level 3: Wild Temper, Force March
        Level 4: Cause Fear
        Level 5: Dirty Tricks
    
      Possible Upgrades:
        Orc Stabbers, Battle Orcs, Orc Mights, Mads, Bad Mads, Orcish Riders,
        Mighty Riders
    
    
    Orc Stabbers [ORCST]
    ------------
      Strength... 15       Defence.... 8      Move....... 3 (Foot)
      Price...... 120      Melee...... 11      
      Sellback... 60       Sight...... 2
    
      Campaign availability: Reconnaissance in Force
    
      Description:
        Mighty orcs who emerge from within the orcish ranks. They are the ones who
        have survived the savage selection process of battle after battle. Hardened
        by endless fights with their fellow orcs, armed with metal weapons and
        shields, stabzas are the core might of orc hordes. No man can hope to kill
        an orc stabza with ease, because these orcs are larger and stronger than
        any human warrior.
    
      Default Perks: None
    
      Perks:
        Level 1: Thick Armour, Shooting Protection, Fine Stabza
        Level 2: Orcish Beer, Horse Eaters
        Level 3: Wild Temper, Force March
        Level 4: Cause Fear
        Level 5: Dirty Tricks
    
      Possible Upgrades:
        Battle Orcs, Orc Mights, Mads, Bad Mads, Orcish Riders, Mighty Riders
    
    
    Battle Orcs [BTLOC]
    -----------
      Strength... 15       Defence.... 10     Move....... 3 (Foot)
      Price...... 220      Melee...... 13     
      Sellback... 110      Sight...... 2
    
      Campaign availability: Fall of Irand
    
      Description:
        Battle orcs are veterans of many battles. They are better protected and
        armed, and by far more dangerous than most fighters in the horde. Notable
        strength and unrivaled discipline (for orcs) enable battle orcs to fight
        even foot knights, and their durable armor saves them from bowmen.
    
      Default Perks: Hard Target, City Fighters
    
      Perks:
        Level 1: Pha-lansa, Shooting Protection, Fine Stabza
        Level 2: Orcish Beer, Horse Eaters
        Level 3: Thick Armour, Force March
        Level 4: Cause Fear
        Level 5: Dirty Tricks
    
      Possible Upgrades: Orc Mights
    
    
    Orc Mights [ORCMI]
    ----------
      Strength... 15       Defence.... 12     Move....... 3 (Foot)
      Price...... 320      Melee...... 15     
      Sellback... 160      Sight...... 2
    
      Campaign availability: Trap for the King
    
      Description:
        Every orc might can become a clan chief. You cannot miss these orcs among
        the ranks of a horde. Incredibly tall, dressed in the best armor with the
        heaviest swords and axes, they are easily distinguishable from afar. Orc
        mights will form an indestructible wall on their enemy's warpath. They can
        turn the tide even in the harshest battle situations.
    
      Default Perks: Hard Target, City Fighters, Defensive Stance
    
      Perks:
        Level 1: Pha-lansa, Shooting Protection, Fine Stabza
        Level 2: Orcish Beer, Horse Eaters
        Level 3: Thick Armour, Force March
        Level 4: Cause Fear
        Level 5: Dirty Tricks
    
      Possible Upgrades: None
    
    
    Mads [MADS0]
    ----
      Strength... 15       Defence.... 9      Move....... 4 (Foot)
      Price...... 230      Melee...... 13     Charge..... 5
      Sellback... 115      Sight...... 2
    
      Campaign availability: Fall of Irand
    
      Description:
        Only hexers know the secret of how to brew the concoction for madness. Once
        a year they choose the best young orcs, and on Magdar night they make them
        drink this concoction. Surviving orcs become berserks. They become mad:
        voices and visions urge them to kill, tear and trample. Attacks by these
        orcs are violent and horrible. Berserks simply wipe out enemies who engage
        them in combat.
    
      Default Perks: Impetuous, Cause Fear
    
      Perks:
        Level 1: Commanding Eminence, Armour Piercing (Melee), Fine Stabza
        Level 2: Claustrophobia, Horse Eaters
        Level 3: Wild Temper, Force March
        Level 4: Frenzied Regeneration
        Level 5: Dirty Tricks
    
      Possible Upgrades: Bad Mads
    
    
    Bad Mads [BMADS]
    --------
      Strength... 15       Defence.... 10     Move....... 4 (Foot)
      Price...... 320      Melee...... 15     Charge..... 6
      Sellback... 160      Sight...... 2
    
      Campaign availability: Trap for the King
    
      Description:
        After surviving dozens of fights with wild animals, trolls and humans, mads
        become even more dangerous. Frequent use of concoctions has taught them to
        fall into a violent rage without any potions. Each bad mad is larger and
        faster than a common berserk and can hold a two-hand stabza with one hand.
        A single unit of these fighters can litter the entire battlefield with dead
        bodies.
    
      Default Perks: Impetuous, Cause Fear, Slayer
    
      Perks:
        Level 1: Commanding Eminence, Armour Piercing (Melee), Fine Stabza
        Level 2: Claustrophobia, Horse Eaters
        Level 3: Wild Temper, Force March
        Level 4: Frenzied Regeneration
        Level 5: Dirty Tricks
    
      Possible Upgrades: None
    
    
    Orcish Riders [ORCRI]
    -------------
      Strength... 10       Defence.... 11     Move....... 4 (Mounted)
      Price...... 280      Melee...... 11     Charge..... 10
      Sellback... 140      Sight...... 2
    
      Campaign availability: Fall of Irand
    
      Description:
        Wild animals can serve for more than just food! In ancient times, orcs that
        lived in forests decided their strongest warriors should battle on bulls'
        backs. Descendants of those old families preserved the tradition and now
        form the core of the bull cavalry. Bulls have always been the main weapon
        of these riders. Mighty animals are not afraid of hot battles, and can
        penetrate the most durable armor with one strike of their horns.
    
      Default Perks: Hard Target, Imperturbable
    
      Perks:
        Level 1: Almost Round Shields, Armour Piercing (Charge), Iron Horns
        Level 2: Fine Stabza, Ford Seekers
        Level 3: Bull Trails, Cause Fear
        Level 4: Counter Attack (Charge)
        Level 5: Beast Temper
    
      Possible Upgrades: Mighty Riders
    
    
    Mighty Riders [MIGRI]
    -------------
      Strength... 10       Defence.... 13     Move....... 4 (Mounted)
      Price...... 410      Melee...... 12     Charge..... 12
      Sellback... 205      Sight...... 2
    
      Campaign availability: Trap for the King
    
      Description:
        Mighty Riders sit in the saddles of only the most powerful bulls. The blood
        lust of these animals worries even the goblins that tend to them. One wrong
        move and they'll end up dead! These bulls are always ready to rush into
        battle to skewer enemies with their horns and trample whoever stands in
        their way- Their eyes are bloodshot and their hoarse breathing resembles
        the roar of their riders.
    
      Default Perks: Hard Target, Imperturbable, Segmented Movement
    
      Perks:
        Level 1: Almost Round Shields, Armour Piercing (Charge), Iron Horns
        Level 2: Fine Stabza, Ford Seekers
        Level 3: Bull Trails, Cause Fear
        Level 4: Counter Attack (Charge)
        Level 5: Beast Temper
    
      Possible Upgrades: None
    
    
    Mounted Goblins [MOGOB]
    ---------------
      Strength... 10       Defence.... 10     Move....... 5 (Mounted)
      Price...... 280      Melee...... 6      Skirmish... 9
      Sellback... 140      Sight...... 3
    
      Campaign availability: Fall of Irand
    
      Description:
        Only goblins from the forest tribe that have lived and hunted together
        with hyenas for centuries are able to place saddles on their backs. Goblins
        realize that it is not they who dominate the rider-hyena relation. Anyway,
        together these fierce animals and their riders serve well as light cavalry
        on the plains and in the forests.
    
      Default Perks:
        Segmented Movement, Shooting Protection: Fast Riding, Hyena Mount,
        Furry Boss
    
      Perks:
        Level 1: Almost Round Shields, Poisoned Attack, Trail Seekers
        Level 2: Animal Scent, Pack Hunting
        Level 3: Evaders, Ford Seekers
        Level 4: Defensive Stance (Skirmish)
        Level 5: Soft Paws
    
      Possible Upgrades: Goblin Raiders
    
    
    Goblin Raiders [GBLRA]
    --------------
      Strength... 10       Defence.... 12     Move....... 5 (Mounted)
      Price...... 390      Melee...... 7      Skirmish... 11
      Sellback... 195      Sight...... 3
    
      Campaign availability: Land of Knights
    
      Description:
        At war you need not to care about feeding the predators accompanying your
        army: combat hyenas hunt as they fight. Experienced animals chase down and
        finish off weakened enemy units and engage in quick devastating raids
        behind enemy lines. The riders get rich cleaning up after their steeds, as
        hyenas are interested in neither weapons nor armor.
    
      Default Perks:
        Segmented Movement, Shooting Protection: Fast Riding, Hyena Mount,
        Restless Raiders, Furry Boss
    
      Perks:
        Level 1: Almost Round Shields, Poisoned Attack, Trail Seekers
        Level 2: Animal Scent, Pack Hunting
        Level 3: Evaders, Ford Seekers
        Level 4: Defensive Stance (Skirmish)
        Level 5: Soft Paws
    
      Possible Upgrades: None
    
    
    Wild Trolls [WITRL]
    -----------
      Strength... 15       Defence.... 10     Move....... 3 (Big Foot)
      Price...... 270      Melee...... 9       
      Sellback... 135      Sight...... 1
    
      Campaign availability: Fall of Irand
    
      Description:
        Mages have studied trolls and concluded that they are wild animals with
        only a slight trace of intellect. Also, the mages found that trolls prefer
        to live in mountains, and aren't very friendly creatures. Orcs are not
        concerned about whether or not trolls have an intellect. They use trolls
        for their great strength and vitality. In a battle, wild trolls don't carry
        weapons; they simply crush their enemies with their rock-hard fists.
    
      Default Perks: Hard Target, Awfully Huge, Regenerate
    
      Perks:
        Level 1: Thick Hide, Cause Fear, Taste for Fresh Meat
        Level 2: Wall Breaker, Horse Eaters
        Level 3: Wild Strength, Imperturbable
        Level 4: Big Steps
        Level 5: Shooting Protection: Hardhead
    
      Possible Upgrades: War Trolls
    
    
    War Trolls [WATRL]
    ----------
      Strength... 15       Defence.... 12     Move....... 3 (Big Foot)
      Price...... 450      Melee...... 14       
      Sellback... 225      Sight...... 2
    
      Campaign availability: War in The Air
    
      Description:
        A trained troll is a very destructive weapon. This monster can break
        through almost any defence. Enemies should not feel safe even behind city
        walls if they are attacked by these living war machines. A trained troll is
        also capable of resisting a storm of deadly arrows.
    
      Default Perks: Hard Target, Awfully Huge, Regenerate, Stone Form
    
      Perks:
        Level 1: Thick Hide, Cause Fear, Taste for Fresh Meat
        Level 2: Wall Breaker, Horse Eaters
        Level 3: Wild Strength, Imperturbable
        Level 4: Big Steps
        Level 5: Shooting Protection: Hardhead
    
      Possible Upgrades: None
    
    
    Goblin Runners [GBLRU]
    --------------
      Strength... 10       Defence.... 7      Move....... 4 (All Terrain)
      Price...... 170      Melee...... 4      Skirmish... 7
      Sellback... 85       Sight...... 3
    
      Campaign availability: Joining the majority
      
      Description:
        Some goblin robbers show astonishing quickness. They are much more quicker
        than their fellows in finding what can be stolen, running away, and never
        giving others a chance to relive them of their stolen loot. They have
        mastered the art of running so that not even thick forests and swamps slow
        them down. Their obvious talent was awarded by service in the Horde 
        vanguard as scouts.
    
      Default Perks: Lazy, Segmented Movement
    
      Perks:
        Level 1: Quiky Mold, Poisoned Attack, Bark Eaters
        Level 2: Eagle Eye, Enthusiastic Retreat
        Level 3: Froggy, Lil Boss
        Level 4: Cause Fear
        Level 5: Determined Killers
    
      Possible Upgrades:
        Goblin Sneakers, Goblin Stalkers, Mounted Goblins, Goblin Raiders
    
    
    Goblin Sneakers [GBLSN]
    ---------------
      Strength... 10       Defence.... 8      Move....... 4 (All Terrain)
      Price...... 265      Melee...... 5      Skirmish... 9
      Sellback... 132      Sight...... 3
    
      Campaign availability: Fall of Irand
      
      Description:
        These goblins inherited stealthy footsteps and the ability to vanish into
        thin air from their ancestors. Sneakers originate from tribes that remained
        independent from orcs longer than others, hiding in forests, skillfully
        disguising their dwelling and covering up their tracks. Those times are
        long gone, but the Sneakers have retained their skulls. They are armed only
        with slings and bone knives, but their presence alone is enough to make the
        enemy nervous.
    
      Default Perks: Lazy, Brave Hiding, Harassers, Segmented Movement
    
      Perks:
        Level 1: Quiky Mold, Poisoned Attack, Bark Eaters
        Level 2: Eagle Eye, Enthusiastic Retreat
        Level 3: Froggy, Lil Boss
        Level 4: Cause Fear
        Level 5: Determined Killers
    
      Possible Upgrades: Goblin Stalkers
    
    
    Goblin Stalkers [GBLST]
    ---------------
      Strength... 10       Defence.... 9      Move....... 4 (All Terrain)
      Price...... 370      Melee...... 6      Skirmish... 11
      Sellback... 185      Sight...... 3
    
      Campaign availability: Land of Knights
      
      Description:
        The main characters of those terrifying stories nurses tell children to
        frighten them are not cruel orcs or mighty trolls but noiseless goblin
        stalkers. It is said they are able to enter into guarded castles unnoticed!
        And the swords of these demonic creatures can kill enemies with poison at a
        distance. Stalkers would be surprised to hear what horrible rumors get
        spread because of their habit of quietly robbing hen-houses in the nearest
        village. But a commander that takes those stories as odd fables risk dying
        in his sleep at the hands of stalkers.
    
      Default Perks:
        Lazy, Brave Hiding, Harassers, Segmented Movement, Pathfinder
    
      Perks:
        Level 1: Quiky Mold, Poisoned Attack, Bark Eaters
        Level 2: Eagle Eye, Enthusiastic Retreat
        Level 3: Froggy, Lil Boss
        Level 4: Cause Fear
        Level 5: Determined Killers
    
      Possible Upgrades: None
    
    
    Goblin Archers [GBLAR]
    --------------
      Strength... 15       Defence.... 5      Move....... 4 (All Terrain)
      Price...... 160      Melee...... 4      Missile.... 5 (Range 2)
      Sellback... 80       Sight...... 2
    
      Campaign availability: Conquest of Goblins
      
      Description:
        Goblins who have only recently learned how to handle a bow call themselves
        archers. They are so proud of their new role, they hardly bother to aim
        their arrows at their enemies. The sheer number of these archers
        compensates for their lack of skill, and some arrows still find their
        targets.
    
      Default Perks: Lazy, Bark Eaters
    
      Perks:
        Level 1: Quiky Mold, Counter Attack (Missile), Straight Arrows
        Level 2: Poisoned Arrows, Hills Archers
        Level 3: Invisible Stance, Lil Boss
        Level 4: Eagle Eye
        Level 5: Bone Bows
    
      Possible Upgrades: Goblin Sharp-Eyes
    
    
    Goblin Sharp-Eyes [GBLSE]
    -----------------
      Strength... 15       Defence.... 6      Move....... 4 (All Terrain)
      Price...... 270      Melee...... 5      Missile.... 8 (Range 2)
      Sellback... 135      Sight...... 2
    
      Campaign availability: Land of Knights
      
      Description:
        Goblins can learn to aim, and are even smart enough to make allowances for
        the wind. The orc' educational methods are surprisingly efficient. They
        know that after a couple of swift kicks to their ribs, goblins will begin
        to master anything a lot more quickly. The same applies to accurate
        shooting. These goblins bowmen have become real marksmen, and their arrows
        are unerring. Well, almost unerring.
    
      Default Perks: Lazy, Bark Eaters, Multiple Support
    
      Perks:
        Level 1: Quiky Mold, Counter Attack (Missile), Straight Arrows
        Level 2: Poisoned Arrows, Hills Archers
        Level 3: Invisible Stance, Lil Boss
        Level 4: Eagle Eye
        Level 5: Bone Bows
    
      Possible Upgrades: None
    
    
    Pteranodon Rider [PTRID]
    ----------------
      Strength... 10       Defence.... 9      Move....... 6 (Flight)
      Price...... 340      Air Melee.. 10     
      Sellback... 170      Sight...... 3
    
      Campaign availability: War in The Air
     
      Description:
        Taming preranodons is a dangerous business. Only the most daring goblins
        are up to the task. These goblins have learned to hop into the saddle
        while avoiding tail lashes, and to hold their legs up in flight in case the
        animal suddenly turns his head. Pteranodons need special training, or else
        they will eat their riders. The hight and speed of their flight, combined
        with their predator's rage makes it possible to use pteranodons both for
        scouting and for hunting enemies from the air.
      
      Default Perks: None
    
      Perks:
        Level 1: Sky Dancer, Shadow of a Vulture, Hunter Instincts
        Level 2: Shooting Protection: High Altitude, Segmented Movement
        Level 3: Poison Tail, Lasher
        Level 4: Looking Glazz
        Level 5: Flying Death
    
      Possible Upgrades: None
    
    
    Goblin Zeppelina [GBLZP]
    ----------------
      Strength... 10       Defence.... 7      Move....... 5 (Flight)
      Price...... 240      Melee...... 4      Bombardment 8
      Sellback... 120      Sight...... 3
    
      Campaign availability: Fall of Irand
     
      Description:
        Amazingly, goblins are capable of mighty enterprises, even if they are
        generally lazy creatures. They have figured out how to inflate a leather
        balloon with swamp gas, attach a basket with paddles and a rudder, and fly.
        They soon realized they could throw stones and bombs down on their enemies
        from a great height! Their ingenuity is astonishing, however they are often
        cursed for being so clever.
      
      Default Perks: None
    
      Perks:
        Level 1: Metal Pod, Shadow of a Vulture, Skilled Bomber
        Level 2: Shooting Protection: High Altitude, Propeller
        Level 3: Balloon Armour, Flame Ammo
        Level 4: Cause Fear
        Level 5: Extra Payload
    
      Possible Upgrades: None
    
    
    Spear Hurler [SPHUR]
    ------------
      Strength... 10       Defence.... 5      Move....... 3 (Wheeled)
      Price...... 230      Melee...... 3      Bolt....... 9 (Range 3)
      Sellback... 115      Sight...... 1
    
      Campaign availability: Fall of Irand
      
      Description:
        A big spear or just a log - it makes no difference to goblins what they use
        to load their war machine. It remains a mystery how the goblins manage to
        assemble such a powerful machine and how the machine remains intact after
        unleashing its ammunition with such devastating force. The Spear Hurler
        throws one missile after another at the rows of enemies. However, if the
        enemy attacks, the Hurler will likely not even survive a couple of good
        blows in close combat.
    
      Default Perks: Bad Wheels, Armour Piercing (Bolt)
    
      Perks:
        Level 1: Big Shields, Forward Observer, Target Practice (Bolt)
        Level 2: Long Range Thrower, Round Wheels
        Level 3: Camouflage, Force March
        Level 4: Cause Fear
        Level 5: Counter Attack (Bolt)
    
      Possible Upgrades: None
    
    
    Stone Tosser [STNTO]
    ------------
      Strength... 10       Defence.... 5      Move....... 3 (Wheeled)
      Price...... 250      Melee...... 3      Stone...... 10 (Range 3)
      Sellback... 175      Sight...... 1
    
      Campaign availability: Land Of Knights
      
      Description:
        The tosser can shell the enemy from distant approaches, breach castle walls
        and defeat whole units of knights. The slowness of the catapult and its
        weakness in a melee will not stop orcs from using such a powerful weapon,
        especially since it's only goblins who end up manning the tosser. If some
        of them are killed, others will take their place. And the tosser will
        continue to smash the enemy.
    
      Default Perks: Bad Wheels, Armour Piercing (Stone)
    
      Note:
        This unit's attack value against a unit that has a base strength of 15 will
        be multiplied by 1.67.
    
      Perks:
        Level 1: Big Shields, Forward Observer, Target Practice (Stone Throw)
        Level 2: Heavy Artillery, Round Wheels
        Level 3: Camouflage, Force March
        Level 4: Cause Fear
        Level 5: Explosive Ammo
    
      Possible Upgrades: None
    
    
    Ugraum Grableg (Hero) [HUGGR]
    ---------------------
    
      Strength... 10       Defence.... 12       Move....... 4 (Foot)
      Price...... n/a      Melee...... 10       Charge..... 5
      Sellback... n/a      Sight...... 3
    
      Campaign availability: Conquest of Goblins
    
      Description:
        Ugraum Grableg is a strong and clever leader. Over time he has fought his
        way to the title of chief of the clan, but he is still hungry for more
        conquest. With the knowledge that orcs are invincible if they are united
        under one banner, Ugraum began to assemble the Horde. The leader had enough
        power and talent to turn the horde into a mighty army. The news from scouts
        about a new orcish leader didn't cause much concern among the leaders of
        the kingdoms. But underestimating Ugraum's power is a fatal mistake.
      
      Default Perks: Warleader
    
      Perks:
        Level  1: Force March, Big Boss, Wild Temper
        Level  2: Orcish Beer, Ford Seekers, Strong Armour
        Level  3: Siege Master, Defensive Stance
        Level  4: Commanding Eminence
        Level  5: Inspire to Attack
        Level  6: Order to March
        Level  7: Armour Piercing, Inspire to Defend
        Level  8: Tactician
        Level  9: Stolen Ralin Boots
        Level 10: Slayer
    
      Possible Upgrades: n/a
    
    
    Sho-doon (Hero) [HSHDO]
    ---------------
    
      Strength... 10       Defence.... 8        Move....... 3 (Foot)
      Price...... n/a      Melee...... 5        Missile.... 7 (Range 2)
      Sellback... n/a      Sight...... 3
    
      Campaign availability: Reconnaissance in Force
    
      Description:
        The hexer Sho-doon hasn't had much luck in life. He was born a goblin,
        forced to live among giant, strong orcs who paid little attention to his
        unusual talents. What's the use of dark magic and knowledge of various
        poisons, if you run the risk of being killed in a simple scuffle? Sho-doon
        is always on the lookout for a strong protector, someone who will defend
        him so that he can continue developing his black business.
      
      Default Perks: Healing Mold
    
      Perks:
        Level  1: Big Boss, Bang Mold, Spittler
        Level  2: Drop of Poison, Stolen Ralin Boots, Quiky Mold
        Level  3: Mad Mold, Heal
        Level  4: Bark Skin Mold
        Level  5: Summon Wolves
        Level  6: Horror
        Level  7: Gnat Swarm, Brave Hiding
        Level  8: Distilled Quiky Mold
        Level  9: Resurrect
        Level 10: -
    
      Possible Upgrades: n/a
    
    
    Ash-hoon (Hero) [HASHO]
    ---------------
    
      Strength... 10       Defence.... 9        Move....... 3 (Foot)
      Price...... n/a      Melee...... 7        Missile.... 9 (Range 2)
      Sellback... n/a      Sight...... 3
    
      Campaign availability: Fall of Irand
    
      Description:
        As the first hexer of the orcs, Ash-hoon can safely wander around in the
        lands of any clan in Wastes. Nobody dares stand in his way. Ash-hoon is
        unrivaled in his knowledge of potions and deadly spells. But perhaps more
        importantly, he knows how to achieve his goals. The First hexer engages in
        bribery, intimidation, and murder - any means are justifiable if they
        obtain the desired result.
      
      Default Perks: Bang Mold
    
      Perks:
        Level  1: Big Boss, Freeze, Vengeful Spirits
        Level  2: Summon Eye, Stolen Ralin Boots, Quiky Mold
        Level  3: Summon Boars, Horror
        Level  4: Bark Skin Mold
        Level  5: Dead Bones
        Level  6: Fear Discipline
        Level  7: Gnat Swarm, Tornado
        Level  8: Heal
        Level  9: Word of Death
        Level 10: -
    
      Possible Upgrades: n/a
    
    
    Besargar (Hero) [HBESA]
    ---------------
    
      Strength... 10       Defence.... 11       Move....... 4 (Foot)
      Price...... n/a      Melee...... 10       Charge..... 7
      Sellback... n/a      Sight...... 3
    
      Campaign availability: Fall of Irand
    
      Description:
        The name if Besargar is known both in Werks Wastes an in the human
        kingdoms. His clan has carried out many devastating raids. The leader of
        Beserks is so strong and quick that very few of those who have ever
        challenged him have survived. For Besarg everything is easy in life, he
        respects only strength. The armor and weapons of those who tried to gain
        his respect are piled up inside the sanctuary of his clan.
      
      Default Perks: Armour Piercing
    
      Perks:
        Level  1: Force March, Orcish Beer, Wild Temper
        Level  2: Defensive Stance, Ford Seekers, Horse Eaters
        Level  3: Siege Master, Cause Fear
        Level  4: Commanding Eminence
        Level  5: Slayer
        Level  6: Stolen Ralin Boots
        Level  7: Big Flask, Frenzied Regeneration
        Level  8: Dirty Tricks
        Level  9: Contagious Madness
        Level 10: -
    
      Possible Upgrades: n/a
    
    
    o-----------------------------------------------------------------------------o
    |      Alliance Units                                                [ALIAR]  |
    o-----------------------------------------------------------------------------o
    
    
    Elven Bows [ELVBO]
    ----------
      Strength... 10       Defence.... 10     Move....... 4 (All Terrain)
      Price...... 410      Melee...... 8      Missile.... 13 (Range 2)
      Sellback... 205      Sight...... 3
    
      Campaign availability: Secret mission
      
      Description:
        Fabulous accuracy is nothing extraordinary for elven bow masters. Is it
        really difficult to hit a dry blade of grass caught by a sudden gust of
        wind? Certainly not! Even less so if a shooter has had several centuries of
        training. Only those who engage these bow masters in melee combat will have
        some chance of beating them. However, it's never easy to approach these
        shooters.
    
      Default Perks: Hunting Tradition
    
      Perks:
        Level 1: Counter Attack (Missile), Eagle Eye, Bold Archers
        Level 2: Segmented Movement, Multiple Support
        Level 3: Concealment, True Elven Bowstrings
        Level 4: Harassers
        Level 5: Slayer
    
      Possible Upgrades: None
    
    
    Elven Swords [ELVSW]
    ------------
      Strength... 10       Defence.... 15     Move....... 4 (All Terrain)
      Price...... 360      Melee...... 19      
      Sellback... 180      Sight...... 3
    
      Campaign availability: Secret mission
     
      Description:
        Rumors of the mastery of these swordsmen abound. They are said to amuse
        themselves by slicing a silk handkerchief thrown up in the air into tiny
        scraps. Sadly for Quendaylon's enemies, most of what is said is true. On
        the battlefield one sword master is worth several knights or battle orcs.
        Aside from having an excellent command of swords, these elves are quick
        runners and good pathfinders in forests.
      
      Default Perks: None
    
      Perks:
       Level 1: Hard Drill, Force March, Forest Ambushers
       Level 2: Aggressive Style, Defensive Style
       Level 3: Segmented Movement, Force March, Shooting Protection: Sword Masters
       Level 4: Defensive Stance
       Level 5: Slayer
    
      Possible Upgrades: None
    
    
    Flame Guards [FLMGU]
    ------------
      Strength... 10       Defence.... 24     Move....... 4 (All Terrain)
      Price...... n/a      Melee...... 16      
      Sellback... 285      Sight...... 3
    
      Campaign availability: Gold victory in scenario Desperate Drive
     
      Description:
        The ancient Order of Flame Guards has protected the Great Council of Elves
        since time immemorial. Each of its female warriors is distinguished by her
        excellent training and good command of weapons. But this is not the main
        concern for those who meet them in combat. Their magic practices enable
        these female warriors to heal all types of wounds, even those that appear
        to be fatal. If at least one female warrior is alive, the flame guards will
        continue to heal themselves and rejoin their ranks.
      
      Note:
        The unit will automatically resurrect back to full strength at the
        beginning of each turn.
      
      Default Perks: Cavalry Protection, Cause Fear, Phoenix Resurrection
    
      Perks:
        Level 1: Defensive Stance, Hard Drill, Forest Ambushers
        Level 2: Segmented Movement, Shooting Protection
        Level 3: Slayer, Force March
        Level 4: Armour Piercing (Melee)
        Level 5: Heavy Halberds
    
      Possible Upgrades: None
    
    
    Dwarven Axemen [DWAXE]
    --------------
      Strength... 15       Defence.... 13     Move....... 3 (Foot)
      Price...... 250      Melee...... 14      
      Sellback... 125      Sight...... 2
    
      Campaign availability: Secret mission
     
      Description:
        Dwarves are people born for labor and war. Sturdy, strong and accustomed to
        exhausting work in mines, dwarves are capable of turning the tide of any
        battle. Their hammers flatten metal in the smithy shop and enemy helmets on
        the battlefield with the same ease. No armor will withstand the strike of a
        accustomed to tunneling through hard rock.
      
      Default Perks: Hard Target, Highlander, Hill Walker
    
      Perks:
        Level 1: Mail Armour, Shooting Protection, Armour Piercing (Melee)
        Level 2: Hard Drill, City Fighters
        Level 3: Force March, Defensive Stance
        Level 4: Rune Axes
        Level 5: Ofris Master Armor
    
      Possible Upgrades: None
    
    
    Dwarven Nobles [DWNOB]
    --------------
      Strength... 15       Defence.... 15     Move....... 3 (Foot)
      Price...... 360      Melee...... 16      
      Sellback... 180      Sight...... 2
    
      Campaign availability: Unmasking
     
      Description:
        Dwarves have always considered military science to be an honorable
        occupation. When militias approach each clan for their best fighters, dwarf
        nobles are often the first to respond. In a bid to earn the respect of
        their fellow warriors, they rush into the thick of battle. Units of dwarf
        nobles strike fear into the hearts of their enemies with their array of
        weapons and their tremendous power and stamina.
      
      Default Perks: Hard Target, Highlander, Hill Walker, Dwarven Nobles
    
      Perks:
        Level 1: Mail Armour, Shooting Protection, Armour Piercing (Melee)
        Level 2: Hard Drill, City Fighters
        Level 3: Force March, Defensive Stance
        Level 4: Rune Axes
        Level 5: Ofris Master Armor
    
      Possible Upgrades: None
    
    
    Dwarven Crossbowmen [DWCRO]
    -------------------
      Strength... 10       Defence.... 10     Move....... 3 (Foot)
      Price...... 330      Melee...... 8      Missile.... 10 (Range 2)
      Sellback... 165      Sight...... 2
    
      Campaign availability: Ofris
     
      Description:
        Crossbows designed by dwarf blacksmiths easily pierce the heavy armor worn
        by their enemies. Although some joke about the terrible accuracy of dwarven
        crossbowmen, the sound of a shower of steel bolts from their crossbows is
        enough to make their enemies take them seriously. Any enemy that engages
        them in battle is usually frustrated by their solid armor and the crushing
        blow of these dwarven warriors.
      
      Default Perks: Hard Target, Highlander, Hill Walker
    
      Perks:
        Level 1: Mail Armour, Counter Attack (Missile), Armour Piercing (Missiles)
        Level 2: Slayer, Hills Archers
        Level 3: Force March, Steel Bolts
        Level 4: Multiple Support
        Level 5: Heavy Crossbow
    
      Possible Upgrades: None
    
    
    Dwarven Mobile Fort [DWMOF]
    -------------------
      Strength... 10       Defence.... 12     Move....... 3 (Wheeled)
      Price...... 540      Melee...... 8      Stone...... 10 (Range 3)
      Sellback... 270      Sight...... 1
    
      Campaign availability: Unmasking
      
      Description:
        Dwarven engineers can work wonders. It is hard to believe this huge machine
        moves without magic. It is capable of throwing heavy steel shots as well as
        the best catapult while its crew remains safe, protected within its robust
        armor. Dwarves themselves call their creation a mobile fort, a name it
        truly deserves.
    
      Default Perks: Armour Piercing, Hard Target
      
      Note:
        This unit's attack value against a unit that has a base strength of 15 will
        be multiplied by 1.67.
    
      Perks:
       Level 1: Extra Armor, Forward Observer, Cause Fear
       Level 2: Rough Terrain Mod, Explosive Ammo
       Level 3: Master Crafted Engine, Counter Attack (Shoot)
       Level 4: Slayer
       Level 5: Crack Crew
    
      Possible Upgrades: None
    
    
    Dragon [DRAGN]
    ------
      Strength... 10       Defence.... 15     Move........ 6 (Flight)
      Price...... 600      Air Melee.. 12     Flame breath 7
      Sellback... 300      Sight...... 3
    
      Campaign availability: Breakthrough
     
      Description:
        Few elves who can speak with dragons remain, partly because the dragons
        themselves are so scarce. They are majestic, smart and lethal animals, and
        nothing can save the enemy from their mighty claws and teeth, and their
        fire-spitting breath. Yet dragons are mortal. The last known dragons who
        survive obey the commands of one female elf, Teya. Only Teya can summon
        them to the battlefield.
      
      Default Perks: Cause Fear
    
      Perks:
        Level 1: Hard Target, Shadow of a Vulture, Armour Piercing
        Level 2: Shooting Protection: High Altitude, Eagle Eye
        Level 3: Sizzling Flame, Strong Wings
        Level 4: Segmented Movement
        Level 5: Flying Death
    
      Possible Upgrades: None
    
    
    Teya (Hero) [TEYA0]
    -----------
      Strength... 10       Defence.... 11     Move....... 4 (Foot)
      Price...... n/a      Melee...... 10     Missile.... 11
      Sellback... n/a      Sight...... 4
    
      Campaign availability: Secret mission
     
      Description:
        It's no use asking the Elven sorceress Teya Essente about her age. Why
        count years if you've been alive for more centuries than you can remember?
        For years Teya fought in distant lands, defending the peace in the woods of
        Quendaylon. Now, together with her faithful warriors, she fulfills the
        special orders of the Great Council of the Elders. Teya is the last of the
        Dragon speakers. She possesses powers unknown to even the most skillful
        elven mages.
      
      Default Perks: Freeze
    
      Perks:
        Level  1: Wizard Eye, Heal, Concentration
        Level  2: Lightning, Water Walk, Magic Armour
        Level  3: Tornado, Rejuvenation
        Level  4: Guarded by Woods
        Level  5: Magic Flare
        Level  6: Order to March
        Level  7: Expert Arcanist, Regrowth
        Level  8: Archmage's Shield
        Level  9: Nature Intervention
        Level 10: Dragon Slave
    
      Possible Upgrades: n/a
    
    
    Dwarnrock (Hero) [DWRNR]
    ----------------
      Strength... 10       Defence.... 14     Move....... 4 (Foot)
      Price...... n/a      Melee...... 10     Charge..... 5
      Sellback... n/a      Sight...... 3
    
      Campaign availability: Secret mission
     
      Description:
        Dwarnrock is the thane of a mighty dwarf clan. Despite his small stature,
        he possesses unbelievable strength. No human can lift his war hammer. Like
        all underground dwarves Dwarnrock values honor and duty above all. A dwarf
        never betrays a friend and never breaks a vow. And Dwarnrock expects the
        same from the others who he meets. He never forgives an offence. Only a mad
        person, who has no appreciation for his own life, would dare to deceive
        him.
      
      Default Perks: Hard Target, Highlander, Hill Walker
    
      Perks:
        Level  1: Force March, Fearless, Armour Piercing
        Level  2: Defensive Stance, Ralin Boots, Rune of Resilience
        Level  3: Siege Master, Tactician
        Level  4: Slayer
        Level  5: Inspire to Attack
        Level  6: Order to March
        Level  7: Rune of Devastation, Inspire to Defend
        Level  8: Ofris Master Armor
        Level  9: Rune of Endurance
        Level 10: -
    
      Possible Upgrades: n/a
    
    
    o-----------------------------------------------------------------------------o
    |      Summoned Units                                                [XSUMA]  |
    o-----------------------------------------------------------------------------o
    
    Summoned units are typically created from spells or artifacts.
    Even though summoned units tend to last a very short time span it is
    possible for them to obtain perks.
    
    The following perks are available for these units.
    
    Level 1: Defence Bonus, Shooting Protection, AttackBonus
    Level 2: Hard Drill, Segmented Movement
    Level 3: Defensive Stance, Move Bonus
    Level 4: Cause Fear
    Level 5: Dirty Tricks
    
    
    Shadow Boars [XSHBO]
    ------------
      Strength... 10       Defence.... 10     Move....... 4 (All Terrain)
      Price...... n/a      Melee...... 7      Charge..... 7
      Sellback... n/a      Sight...... 2
    
      Default Perks: None
    
      Spell: Summon Boars
      Lasts: 1 turn
      
      Description:
        You can see them, you can touch them, and they can kill you. However,
        these phantoms who resemble living creatures were brought to life by the
        power of spells. When these creatures are killed in battle, or their term
        of being expires, they disappear, becoming pure magic once again.
    
    
    Spectral Warriors [XSPWA]
    -----------------
      Strength... 15       Defence.... 9      Move....... 3 (Foot)
      Price...... n/a      Melee...... 9      
      Sellback... n/a      Sight...... 2
    
      Default Perks: None
    
      Spell: Summon Spectral Warriors
      Lasts: 1 turn
      
      Description:
        You can see them, you can touch them, and they can kill you. However,
        these phantoms who resemble living creatures were brought to life by the
        power of spells. When these creatures are killed in battle, or their term
        of being expires, they disappear, becoming pure magic once again.
    
    
    Spectral Wolves [XSPWO]
    ---------------
      Strength... 15       Defence.... 8      Move....... 5 (All Terrain)
      Price...... n/a      Melee...... 8      
      Sellback... n/a      Sight...... 3
    
      Default Perks: None
    
      Spell: Summon Wolves
      Lasts: 1 turn
      
      Description:
        You can see them, you can touch them, and they can kill you. However,
        these phantoms who resemble living creatures were brought to life by the
        power of spells. When these creatures are killed in battle, or their term
        of being expires, they disappear, becoming pure magic once again.
    
    
    Golem [XGOLM]
    -----
      Strength... 10       Defence.... 15     Move....... 3 (Big Foot)
      Price...... n/a      Melee...... 10      
      Sellback... n/a      Sight...... 1
    
      Default Perks: Hard Target
    
      Spell: Summon Golem
      Lasts: 1 turn
      
      Description:
        You can see them, you can touch them, and they can kill you. However,
        these phantoms who resemble living creatures were brought to life by the
        power of spells. When these creatures are killed in battle, or their term
        of being expires, they disappear, becoming pure magic once again.
    
      Note:
        This unit has a willpower of 20 which means that it normally never will be
        broken or retreat.
    
    
    Flying Eye [XFLEY]
    ----------
      Strength... 10       Defence.... 3      Move....... 5 (Flight)
      Price...... n/a      Air Melee.. 3       
      Sellback... n/a      Sight...... 3
    
      Default Perks: None
    
      Spell: Summon Eye
      Lasts: 1 turn
      
      Description:
        You can see them, you can touch them, and they can kill you. However,
        these phantoms who resemble living creatures were brought to life by the
        power of spells. When these creatures are killed in battle, or their term
        of being expires, they disappear, becoming pure magic once again.
    
    
    o-----------------------------------------------------------------------------o
    |                               ..:: Perks ::..                       [PRKS0] |
    o-----------------------------------------------------------------------------o
    
    
    Forest Ambushers [FOAMB]
    ----------------
    Effect:
      Defence +1, Melee +2 in forest
    
    Description:
      How beautiful this forest is! The birds are singing, the leaves, which will
      soon be drenched in blood, rustling in the breeze. These fighters appreciate
      the forest in their own way. Soft shadows, muted sounds and the thick
      branches of trees. This is real paradise for ambush masters. None compare to
      them in their ability to attack and defend in the thick of forest.
    
    Obtainable by:
      Peasants (level 1), Yeomen (level 1), Spearmen (level 1),
      Goblin Looters (level 1), Goblin Killers (level 1), Elven Swords (level 1),
      Flame Guards (level 1)
    
    
    Highlander [HILAN]
    ----------
    Effect:
      Defence +1, Melee +2 in hills
    
    Description:
      Nothing is dearer to highlanders than the smooth slopes of hills and steep
      mountain peaks. Their home, where the green slopes reach for the sky, is
      where they breathe easier and fight more fiercely.
    
    Obtainable by:
      Dwarven Axemen (default), Dwarnrock (default), Dwarven Crossbowmen (default),
      Dwarven Nobles (default), Peasants (level 1), Militia (level 1),
      Yeomen (level 1), Spearmen (level 1), Swordsmen (level 2),
      Foot Knights (level 2)
    
    
    Force March [FOMAR]
    -----------
    Effect:
      Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 2
      Move points +2
    
    Description:
      At crucial moment warriors can use this spell to greatly increase their
      normal daily travel distance.
    
    Obtainable by:
      Goblin Crashers (default), Ugraum Grableg (level 1), Besargar (level 1),
      Elven Swords (level 1), Dwarnrock (level 1), Father Dexter (level 2),
      Peasants (level 2), Militia (level 3), Halberdiers (level 3),
      Royal Guards (level 3), Swordsmen (level 3), Foot Knights (level 3),
      Yeomen (level 3), Spearmen (level 3), Ballista (level 3), Catapult (level 3),
      Orc Mobs (level 3), Orc Stabbers (level 3), Spear Hurler (level 3),
      Stone Tosser (level 3), Battle Orcs (level 3), Mads (level 3),
      Orc Mights (level 3), Bad Mads (level 3), Elven Swords (level 3),
      Dwarven Axemen (level 3), Dwarven Crossbowmen (level 3),
      Dwarven Nobles (level 3), Flame Guards (level 3)
    
    
    Storm Troops [STTRO]
    ------------
    Effect:
      Melee +2 in urban
    
    Description:
      These warriors have received special training. They can mount an ambush in a
      town or city, sneak around the enemy to attack from behind, and use every
      building for their attacks.
    
    Obtainable by:
      Peasants (level 3), Halberdiers (level 3), Swordsmen (level 3),
      Foot Knights (level 3), Royal Guards (level 3)
    
    
    Peoples Rage [PRAGE]
    ------------
    Effect:
      Defence -1
      Melee +5
    
    Description:
      Very few warriors treat peasants seriously in a war. They think to
      themselves, what purpose can an untrained and poorly armed crowd serve on the
      battlefield? But to think this way is to underestimate the value of morale.
      One furious man with a pitchfork can be very dangerous A whole crowd of
      people intoxicated with rage is capable of scattering a unit of professional
      warriors.
    
    Obtainable by:
      Peasants (level 5)
    
    
    Segmented Movement [SEGMO]
    ------------------
    Effect:
      Moves free passing by enemy units
      Segmented movement
    
    Description:
      Whether it's being used by a unit, a flyer or a war machine, this ability
      allows the unit to stop, resume movement, or change direction at their 
      discretion during one move.
    
    Obtainable by:
      Scouts (default), Rangers (default), Elite Rangers (default), 
      Horse Yeomen (default), Champions of Marcus (default),
      Mounted Goblins (default), Goblin Runners (default),
      Goblin Sneakers (default), Goblin Stalkers (default),
      Goblin Raiders (default), Mighty Riders (default), Tamed Eagle (level 2),
      War Eagle (level 2), Pteranodon Rider (level 2), Summoned units (level 2),
      Elven Bows (level 2), Flame Guards (level 2), Elven Swords (level 3),
      Peasants (level 4), Yeomen (level 4), Spearmen (level 4),
      Goblin Looters (level 4), Goblin Killers (level 4), Dragon (level 4)
    
    
    Forest Like Home [FOLHO]
    ----------------
    Effect:
      Defence +2 when in forest
    
    Description:
      Scouts know the woods so well that the old saying, my forest is my castle.
      applies to them perhaps more than to anyone else. It is hard to fight in a 
      forest against those who know every tree and every leaf.
    
    Obtainable by:
      Scouts (level 1), Rangers (level 1)
    
    
    Poisoned Attack [POISA]
    ---------------
    Effect:
      All wounded become killed
    
    Description:
      The enemy uses all possible means to win, so why shouldn't archers? Just 
      apply a drop of virulent poison on the tip of an arrow, and any scratch will
      be fatal.
    
    Obtainable by:
      Scouts (level 1), Rangers (level 1), Horse Yeomen (level 1),
      Goblin Runners (level 1), Goblin Sneakers (level 1),
      Mounted Goblins (level 1), Goblin Stalkers (level 1),
      Goblin Raiders (level 1)
    
    
    Firestarters [FISTA]
    ------------
    Effect:
      Skirmish +1
    
    Description:
      Scouts never march in columns, carry banners, scream out battle cries or wait
      until the enemy form ranks. They suddenly appear at the edge of the battle-
      field, attack, and vanish before the enemy has time to answer. The only trace
      of them is the trail of dead bodies they leave in their wake.
    
    Obtainable by:
      Scouts (level 1), Rangers (level 1), Horse Yeomen (level 1)
    
    
    Eagle Eye [EAGEY]
    ---------
    Effect:
      See invisble
      Sight +1
    
    Description:
      Such warriors are said to have the eyes of an eagle and the ears of a wolf.
      Nobody can pass them unnoticed. These warriors see their enemies even when
      they may feel they are safely out of view.
    
    Obtainable by:
      Elven Bows (level 1), Scouts (level 2), Rangers (level 2),
      Horse Yeomen (level 2), Goblin Runners (level 2), Goblin Sneakers (level 2),
      Goblin Stalkers (level 2), Dragon (level 2), Bowmen (level 3),
      Crossbowmen (level 4), Yeomen Archers (level 3), Tamed Eagle (level 4),
      War Eagle (level 4), Goblin Archers (level 4), Goblin Sharp-Eyes (level 4)
    
    
    Brigandine Armour [BRGAR]
    -----------------
    Effect:
      Defence +1
    
    Description:
      Only a fool would rush into battle with no armour. Light leather armour with
      metallic plates can save a soldier from a counterstrike or the impact of an 
      arrow. Acquiring this armour will definitely extend the lifetime of fighters
      in the unit.
    
    Obtainable by:
      Peasants (level 1), Militia (level 1), Bowmen (level 1), 
      Crossbowmen (level 1), Yeomen Archers (level 1), Scouts (level 2),
      Rangers (level 2), Horse Yeomen (level 2)
    
    
    Swamp Foxes [SWFOX]
    -----------
    Effect:
      Defence +3 in swamp or river
    
    Description:
      Swamps are not good places for battle. It is even dangerous to walk through
      them without a guide. Yet, these warriors wind their way through the swamps
      with ease, and use the quagmire to protect themselves.
    
    Obtainable by:
      Peasants (level 2), Scouts (level 3), Rangers (level 3), Yeomen (level 2),
      Spearmen (level 2)
    
    
    Ford Seekers [FOSES]
    ------------
    Effect:
      Movement cost through river is set to 100%
    
    Description:
      A river is no longer an obstacle for this unit. Heavy armor will not pull
      them down to the bottom and their feet will not slip on mossy stones. These
      fighters can ford even in the deepest river.
    
    Obtainable by:
      Derrick Pfeil (level 2), Ugraum Grableg (level 2), Besargar (level 2),
      Orcish Riders (level 2), Mighty Riders (level 1), Peasants (level 3),
      Militia (level 3), Scouts (level 3), Rangers (level 3),
      Horse Yeomen (level 3), Yeomen (level 3), Spearmen (level 3),
      Mounted Goblins (level 3), Goblin Raiders (level 3)
    
    
    Cause Fear [CAFEA]
    ----------
    Effect:
      Attacked enemy always retreats
    
    Description:
      This unit's attack is so sweeping that it terrifies the enemy. Every warrior
      knows that frightening an opponent will lead you toward victory.
    
    Obtainable by:
      Royal Knights (default), Paladins (default), Mads (default),
      Dragon (default), Flame Guards (default), Bad Mads (level 1),
      Wild Trolls (level 1), War Trolls (level 1), Dwarven Mobile Fort (level 1),
      Father Dexter (level 3), Besargar (level 3), Orcish Riders (level 3),
      Mighty Riders (level 3), Swordsmen (level 4), Foot Knights (level 4),
      Scouts (level 4), Rangers (level 4), Catapult (level 4),
      Eagle Rider (level 4), Orc Mobs (level 4), Orc Stabbers (level 4),
      Goblin Runners (level 4), Spear Hurler (level 4), Goblin Zeppelina (level 4),
      Stone Tosser (level 4), Battle Orcs (level 4), Goblin Sneakers (level 4),
      Summoned units (level 4), Goblin Stalkers (level 4), Orc Mights (level 4)
    
    
    Light Equipment [LIEQU]
    ---------------
    Effect:
      Move points +1
      Defence -1
    
    Description:
      Preferring to wear lighter armor and carry lighter weapons into a fight,
      these warriors have somewhat weaker defences. But high mobility offsets this
      weakness.
    
    Obtainable by:
      Militia (level 5), Scouts (level 5), Rangers (level 5),
      Horse Yeomen (level 5), Yeomen (level 5), Spearmen (level 5)
    
    
    Counter Attack (Missile) [CAMIS]
    ------------------------
    Effect:
      Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
      Use all attacks while defending 
    
    Description:
      When the enemy tries to attack, a storm of arrows will rain down on him. If
      these archers notice an enemy preparing to attack, they shoot first.
    
    Obtainable by:
      Bowmen (level 1), Crossbowmen (level 1), Yeomen Archers (level 1),
      Goblin Archers (level 1), Goblin Sharp-Eyes (level 1), Elven Bows (level 1),
      Dwarven Crossbowmen (level 1)
    
    
    Bodkin Arrows [BODAR]
    -------------
    Effect:
      Missile +1
    
    Description:
      Bodkin arrows are designed to attack well-protected targets. They can pierce
      even heavy armor. However, experienced archers say that special training is
      needed to be truly successful when you shoot these arrows.
    
    Obtainable by:
      Bowmen (level 1), Yeomen Archers (level 1)
      
    
    Ralin Boots [RABOO]
    -----------
    Effect:
      Move points +1
    
    Description:
      Superb boots of finely worked cowhide. Although a little bit expensive, only
      poor, new recruits would argue that the money is too much to spend. Veterans
      who have breathed the dust of many roads know that good footwear is essential
      on a march.
    
    Obtainable by:
      Bowmen (level 2), Yeomen Archers (level 2), Dwarnrock (level 2),
      Father Dexter (level 6)
    
    
    Hills Archers [HIARC]
    -------------
    Effect:
      Range +1 in hills
    
    Description:
      It is often more difficult to judge the distance to a target in the hills 
      than on a plain. It is also quite hard to find a place where the wind and
      the height of the land will allow your arrows to fly farther than usual.
      These archers have mastered this skill.
    
    Obtainable by:
      Crossbowmen (level 2), Bowmen (level 2), Yeomen Archers (level 2),
      Goblin Archers (level 2), Goblin Sharp-Eyes (level 2),
      Dwarven Crossbowmen (level 2)
    
    
    Merry Men [MEMEN]
    ---------
    Effect:
      Defence +2 and Missile +1 in forest
    
    Description:
      Forests have always been good shelter for those not happy with their
      overlord. If tax collectors ever dared to enter the forest they would be
      surprised by the number of people living there. It looks like these archers
      have also passed the school of freelance shooters. Each tree is a fortress
      for them and everyone who dares to attack them in the thick of forest wish
      they hadn't.
    
    Obtainable by:
      Bowmen (level 3), Yeomen Archers (level 3)
    
    
    Wooden Stakes [WOSTA]
    -------------
    Effect:
      Protection from charge
      Defence +1
    
    Description:
      Archers are not often protected by infantry. In order to avoid becoming an
      easy target, these archers spare very little time getting into position.
      Sharpened wooden stakes dug into the earth in front of them offer good 
      protection against any cavalry charge. Such fences are useful against other
      types of attacks, as well.
    
    Obtainable by:
      Bowmen (level 4), Yeomen Archers (level 4)
    
    
    Elven Bowstrings [EBOWS]
    ----------------
    Effect:
      Missile -1
      Range +1
    
    Description:
      The strings of these bows are made by the delicate hands of elves. An
      experienced archer can send arrows over a greater distance, spreading death
      among enemy units, before they are even aware they are under attack.
    
    Obtainable by:
      Bowmen (level 5), Yeomen Archers (level 5)
    
    
    Commander [COMDR]
    ---------
    Effect:
      Willpower +10% for neighbor friends
    
    Description:
      This renowned hero inspires confidence in warriors' hearts by his very
      appearance. No unit near him will withdraw even if they are outnumbered by
      the enemy.
    
    Obtainable by:
      Derrick Pfeil (default)
    
    
    Master Crafted Armour [MCRAR]
    ---------------------
    Effect:
      Defence +3
      All attacks -1
    
    Description:
      Even dwarves recognize the quality of siege armor made by human craftsmen
      during the age of empire. Such armor is so strong that its protection comes
      at a price, though: constrained movement makes it impossible to attack
      quickly.
    
    Obtainable by:
      Derrick Pfeil (level 1)
    
    
    First Seneschal [FISEN]
    ---------------
    Effect:
      Melee +1
      Negates "Impetous" perk for neighbor friends
    
    Description:
      This hero is a born leader. When nearby units of knights see him they forget
      about their arrogance and stop attacking units without orders.
    
    Obtainable by:
      Derrick Pfeil (level 1), Landless Knights (level 3), Feudal Knights (level 3)
    
    
    Seneschal [SENCH]
    ---------
    Effect:
      Negates "Impetous" perk
    
    Description:
      A unit without a good commander is no unit. Even arrogant knights realize
      this, even though they are not likely to accept anyone as their leader.
      Only the most experienced knight, a winner of many contests, the strongest
      of the strong and the noblest of the noble, can become a commander. With him
      in charge, the knights will not rush at their enemies without an order.
    
    Obtainable by:
      Landless Knights (level 3), Feudal Knights (level 3)
    
    
    Jouster [JOUTR]
    -------
    Effect:
      Charge +3 in plains
    
    Description:
      Being always fit for battle is hard work that requires thousands of hours of
      sweaty training. This can turn a common man into a real warrior, one who
      knows that even the smallest deviation of a weapon can make the difference 
      between winning or losing. This hero's blow is always properly targeted and
      terrifying.
    
    Obtainable by:
      Derrick Pfeil (level 1)
    
    
    Fearless [FLESS]
    --------
    Effect:
      Willpower +10%
      Immune to fear
    
    Description:
      They say that these warriors' hearts are forged from steel. They have no
      fear. Violent attacks of even the most dreadful enemies do not frighten
      them.
    
    Obtainable by:
      Dwarnrock (level 1), Father Dexter (level 1), Derrick Pfeil (level 2)
    
    
    Tactician [TACTN]
    ---------
    Effect:
      Defence +1 to neighbor frieds
    
    Description:
      The art of tactics teaches warriors to win battles without numerical
      superiority, powerful armament or an experienced army to back them.
      Fulfilling the orders of an experienced tactician, all nearby units begin to
      build up their defences in a more regular manner, thus moving closer to
      overall victory.
    
    Obtainable by:
      Derrick Pfeil (level 2), Dwarnrock (level 3), Ugraum Grableg (level 8)
    
    
    Siege Master [SMAST]
    ------------
    Effect:
      Melee +3 in urban
    
    Description:
      He is almost unrivaled in combat on city streets. Hardly anyone can recall a
      fortress that could withstand attacks coordinated by the siege master for
      more than a couple of days.
    
    Obtainable by:
      Derrick Pfeil (level 3), Ugraum Grableg (level 3), Besargar (level 3),
      Dwarnrock (level 3)
    
    
    Counter Attack (Charge) [CACHA]
    -----------------------
    Effect:
      Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
      Use all attacks while defending 
    
    Description:
      If you are always alert, it is much easier to predict the intentions of your
      enemy. Just as the enemy is beginning to form his ranks for an offensive
      attack, you will strike.
    
    Obtainable by:
      Derrick Pfeil (level 3), Landless Knights (level 4),
      Feudal Knights (level 4), Orcish Riders (level 4)
    
    
    Defensive Order [DEFOR]
    ---------------
    Effect:
      Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 3
      All attacks -3
      Defence +5
    
    Description:
      A good commander knows when to send units into battle and when it is better
      to assume a defensive position. Sometimes an opportunity to attack must be
      sacrificed to maintain a strong defence. Fighters will carry out a
      commander's order to strengthen the defenses without question.
    
    Obtainable by:
      Derrick Pfeil (level 4)
    
    
    Inspire to Defend [ITODE]
    -----------------
    Effect:
      Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 2
      Defence +3 for neighbor friends
    
    Description:
      When it's necessary to prepare for an upcoming enemy attack, an experienced
      commander will engage himself in building up fortifications. Nearby units,
      inspired by his example, will set to work with renewed energy. It would be
      difficult to break through such defenses!
    
    Obtainable by:
      Derrick Pfeil (level 5), Father Dexter (level 7), Dwarnrock (level 7)
    
    
    Order to March [OTOMA]
    --------------
    Effect:
      Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 2
      Move points +2
    
    Description:
      Sometimes speed can determine the course of a battle. The first unit to take
      the best positions are likely to win the battle. These fighters are ready for
      any forced march as soon as they receive an order from their commander. They
      will reach their destination no matter how distant.
    
    Obtainable by:
      Derrick Pfeil (level 6), Ugraum Grableg (level 6), Dwarnrock (level 6),
      Teya (level 6)
    
    
    Armour Piercing [ARMPI]
    ---------------
    Effect:
      All attacks are armor piercing
    
    Description:
      These warriors are able to overcome any armoured targets they encounter.
      Whatever armor their enemies possess, the warriors always find a way through
      it.
    
    Obtainable by:
      Besargar (default), Dwarven Mobile Fort (default), Father Dexter (level 1),
      Dwarnrock (level 1), Dragon (level 1), Derrick Pfeil (level 7),
      Ugraum Grableg (level 7)
    
    
    Inspire to Attack [ITOAT]
    -----------------
    Effect:
      Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 2
      All attacks +3 for neighbor friends
    
    Description:
      After calling all the nearest units together for an attack, the commander
      advises the best course of action in the battle. These units are ready to 
      show the enemy what they are worth.
    
    Obtainable by:
      Urgaum Grableg (level 5), Dwarnrock (level 5), Derrick Pfeil (level 7)
    
    
    Fencers [FENRS]
    -------
    Effect:
      Defence +1
      Melee +1
    
    Description:
      Who can follow a sword that is as quick as a snake? Any breach in defenses
      will be spotted, and any split in an armor will result in a deadly wound.
      Fencers at this level are fearful opponents in a melee.
    
    Obtainable by:
      Derrick Pfeil (level 8), Father Dexter (level 7)
    
    
    Royal Steed [RSTEE]
    -----------
    Effect:
      Move points +1
    
    Description:
      A good battle horse is the most important ally a rider has in combat, and a
      royal Leranse runner has always been the best. These noble snow white horses
      have unrivalled speed. Only kings and paladins ride them into battle.
    
    Obtainable by:
      Derrick Pfeil (level 9)
    
    
    Slayer [SLYER]
    ------
    Effect:
      Bonus against monsters and heroes
    
    Description:
      For such warriors, the stronger the opponent the more desirable the fight.
      The heat of battle and the violence of a fight have given meaning to their
      existence. They know how to kill superior warriors, and neither a mighty
      hero, nor a giant troll, nor even a dragon can stop them.
    
    Obtainable by:
      Father Dexter (default), Paladins (default), Bad Mads (default),
      Ballista (level 1), Crossbowmen (level 2), Dwarven Crossbowmen (level 2),
      Flame Guards (level 3), Dwarnrock (level 4), Dwarven Mobile Fort (level 4),
      Besargar (level 5), Elven Bows (level 5), Elven Swords (level 5),
      Derrick Pfeil (level 10), Ugraum Grableg (level 10)
    
    
    Armour Piercing (Missiles) [ARPIM]
    --------------------------
    Effect:
      Armor-piercing missile attack
    
    Description:
      Armoured targets are best fought against with bodkins, arrows with narrow
      heads made of the finest steel. Such arrows are twice the price, but a good
      archer knows they are worth every penny. Launched by a steady hand, they
      can bring death even through heavy armor.
        
    Obtainable by:
      Crossbowmen (default), Arbalesters (default), Dwarven Crossbowmen (level 1)
    
    
    Steel Bolts [SBOLT]
    -----------
    Effect:
      Missile +1
    
    Description:
      Steel missiles inflict severe damage on the enemy's rank. Commanders do not
      spare expenses when they buy iron for arrows and bolts, knowing that they
      are worth more than their weight in gold during battle.
      
    Obtainable by:
      Crossbowmen (level 1), Dwarven Crossbowmen (level 3)
    
    
    Crippling Shot [CRSHO]
    --------------
    Effect:
      Apply status: Crippled
    
    Description:
      Efficient combat techniques are useful in a war. Crossbowmen are capable of
      shooting accurately at the enemies' legs just below their shields. The
      warriors with broken legs will not get very far.
      
    Obtainable by:
      Crossbowmen (level 3)
      
      
    Siege Shooters [SISHO]
    --------------
    Effect:
      Missile +2 in urban
    
    Description:
      Good shooters are worth their weight in gold during a siege. Their accuracy
      often determines whether the assault will be successful or whether  it will
      be repulsed. This unit consists of warriors with an unmatched skill for
      peeping from behind their cover for a second, taking aim, and firing a
      deadly missile before the enemy is aware of their position.
      
    Obtainable by:
      Crossbowmen (level 3)
      
    
    Heavy Crossbow [HYCRW]
    --------------
    Effect:
      Missile +2
      Melee -2
    
    Description:
      With its powerful arc, a steel bowstring, and a grip properly matching the
      hand, a good heavy crossbow is quite efficient in battle. Bolts fired from
      such weapons will sow death with every shot. The weight of this weapon
      somewhat impedes a man in a melee, but an experienced archer would never
      part with this weapon.
      
    Obtainable by:
      Crossbowmen (level 5), Dwarven Crossbowmen (level 5)
      
      
    Expert Huntsmen [EXHUN]
    ---------------
    Effect:
      Missile +1 in hills or forest
    
    Description:
      A huntsman will easily spot any game in the woods or in the thick grass of
      the hills. If such shooters are gathered within one unit, the enemy will
      soon understand what it feels like to be stalked by an expert huntsman.
      
    Obtainable by:
      Yeomen Archers (default), Royal Archers (default)
      
      
    Armour Piercing (Stone) [APSTO]
    -----------------------
    Effect:
      Armour-piercing stone attack
    
    Description:
      A missile launched by a combat machine is so heavy that it can crush any
      armor it strikes. Even armor made my the best craftsmen cannot protect its
      owner of a point-blank hit of such a missile.
      
    Obtainable by:
      Catapult (default), Stone Tosser (default)
      
    
    Garrison Artillery [GARTY]
    ------------------
    Effect:
      Defence +3 in urban
    
    Description:
      Soldiers from the garrison catapult crew do not often enjoy any rest. If
      there is no war they constantly train with sword or spear and in building
      field fortifications. Their discipline helps them in battle. It is not easy
      for an enemy to damage a combat machine guarded by these well-trained
      warriors.
      
    Obtainable by:
      Catapult (level 1)
    
    
    Forward Observer [FWOBS]
    ----------------
    Effect:
      Sight +2
    
    Description:
      In experienced war machine crews one member is always assigned a lookout.
      The rest have no time to keep watch, as there is always a need to fix or
      fasten something. However, with a lookout posted, it is more difficult to
      catch them off guard and during an attack these machines can manage without
      any assistance from other units. They can also locate targets by themselves.
      
    Obtainable by:
      Catapult (level 1), Ballista (level 1), Spear Hurler (level 1),
      Stone Tosser (level 1), Dwarven Mobile Fort (level 1)
    
    
    Target Practice (Stone Throw) [TPSTO]
    -----------------------------
    Effect:
      Stone +1
    
    Description:
      An experienced artillerist cannot rely on intuition alone. Estimating the
      proper distance and making corrections for wind will considerably improve
      the chances of hitting a target, and hence the efficiency of the combat
      machine.
      
    Obtainable by:
      Catapult (level 1), Stone Tosser (level 1)
      
    
    Heavy Artillery [HARTY]
    ---------------
    Effect:
      Move points -1
      Stone +2
    
    Description:
      After some adjustments a combat machine is capable of throwing heavier
      missiles and inflicting more damage on the enemy. Yet such adjustments make
      the mechanism heavier and slow down the machine.
      
    Obtainable by:
      Catapult (level 2), Stone Tosser (level 2)
      
      
    Iron Hoop Wheels [IWEEL]
    ----------------
    Effect:
      Move points +1
    
    Description:
      Pay a little more money to the blacksmith and he will equip your wheels with
      steel crowns. After that you will move across open terrain as quickly as you
      would along a smooth road.
      
    Obtainable by:
      Ballista (level 3), Catapult (level 3)
      
      
    Explosive Ammo [EXAMO]
    --------------
    Effect:
      Defence -2
      Stone +3
    
    Description:
      A good military leader never tries to save money when buying ammunition,
      even if the cost of war machine bombs is high. Explosive powder is very hard
      to produce, and thus it's expensive. Nevertheless, bombs do great damage to
      enemies. However, in an attempt to prevent the fragile bomb reserve from
      blowing up, the gun crew is never overzealous in its response to an enemy
      attack on the war machine.
      
    Obtainable by:
      Catapult (level 5), Stone Tosser (level 5), Dwarven Mobile Fort (level 2)
      
      
    Combat Training [CMBTR]
    ---------------
    Effect:
      Defence +1
      Melee +1
    
    Description:
      Combat machines are not designed for a melee, but if the enemies should
      fight their way to its base, the specially trained crew will provide them
      with an unpleasant surprise. The crew of the combat machine will fight
      courageously to defend the machine and their own lives.
      
    Obtainable by:
      Ballista (level2), Catapult (level 2)
    
    
    Armour Piercing (Bolt) [APBLT]
    ----------------------
    Effect:
      Armour-piercing bolt attack
    
    Description:
      A bolt launched by a war machine pierces armor as if it were parchment.
      Even the strongest shields and armor made of the finest steel cannot stop
      it. What armor could stop a missile that can break through a castle gate?
      
    Obtainable by:
      Ballista (default), Spear Hurler (default)
    
    
    Target Practice (Bolt) [TPBLT]
    ----------------------
    Effect:
      Bolt +1
    
    Description:
      An experienced artillerist cannot rely on intuition alone. Estimating the
      proper distance and making corrections for wind will considerably improve
      the chances of hitting a target, and hence the efficiency of the combat
      machine.
      
    Obtainable by:
      Ballista (level 1), Spear Hurler (level 1)
      
    
    Long Range Thrower [LRTRW]
    ------------------
    Effect:
      Bolt range +1
    
    Description:
      Some minor improvements to the mechanism of the machine combined with the
      use of higher quality materials significantly increases the firing range.
      The effect of this innovation can hardly be overestimated. The enemy has
      grown to dislike it.
      
    Obtainable by:
      Ballista (level 2), Spear Hurler (level 2)
      
      
    Counter Attack (Bolt) [CABLT]
    ---------------------
    Effect:
      Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
      Use all attacks while defending 
    
    Description:
      Sentries will warn you when the enemy has begun his attack and the ballista
      will fire a precise shot at the enemy. A huge bolt discharged by this war
      machine will thin the enemy's ranks considerably.
      
    Obtainable by:
      Ballista (level 5), Spear Hurler (level 5)
      
      
    Cavalry Protection [CVPRT]
    ------------------
    Effect:
      Protection from charge
    
    Description:
      A cavalry attack is dangerous, but it is possible to defend oneself against
      it. The key is not to get frightened of the rushing lava of riders, and to
      stay in formation. When the enemy riders hit the lance points at a full
      gallop, the attack will break like a wave against a coastal rock.
      
    Obtainable by:
      Halberdiers (default), Royal Guards (default), Flame Guards (default)
      
      
    Armour Piercing (Melee) [APMEL]
    -----------------------
    Effect:
      Armor-piercing melee attack
    
    Description:
      In a melee, these warriors pierce even very strong armor with their
      seemingly charmed weapons. However, it is not a matter of wizardry or the
      hardness of steel but simply their skill in finding a weak spot in the
      enemy's armor.
        
    Obtainable by:
      Halberdiers (default), Royal Guards (default), Mads (level 1),
      Bad Mads (level 1), Dwarven Axemen (level 1), Dwarven Nobles (level 1),
      Flame Guards (level 4)
    
    
    Defensive Tactics [DEFTC]
    -----------------
    Effect:
      Defence +2
      All attacks -1
    
    Description:
      Halberdiers are known masters of defence. They stand close to each other so
      that any warrior in a unit can easily defend his neighbor. Such thick ranks
      are not always convenient in an attack, but reduced losses make it
      worthwhile.
        
    Obtainable by:
      Halberdiers (level 1), Royal Guards (level 1)
      
    
    Shooting Protection [SHPRT]
    -------------------
    Effect:
      Protection from shooters
    
    Description:
      These warriors have mastered the art of protecting themselves against range
      attacks. The warriors cover themselves with shields, and the most
      experienced ones are capable of deflecting an arrow with their weapon. Some
      say that these warriors can predict where an arrow will hit when an archer
      draws it from his quiver.
        
    Obtainable by:
      Militia (level 1), Halberdiers (level 1), Swordsmen (level 1),
      Foot Knights (level 1), Royal Guards (level 1), Yeomen (level 1),
      Spearmen (level 1), Goblin Looters (level 1), Orc Mobs (level 1),
      Orc Stabbers (level 1), Battle Orcs (level 1), Summoned units (level 1),
      Goblin Killers (level 1), Orc Mights (level 1), Dwarven Axemen (level 1),
      Dwarven Nobles (level 1), Flame Guards (level 2)
      
      
    Close Order Formation [COFRM]
    ---------------------
    Effect:
      Melee +2 in plains
    
    Description:
      If infantry rush into battle like a flock of sheep, any experienced enemy
      can easily divide them up and destroy them one by one. But this becomes far
      more difficult if the warriors recall their training, close ranks and stand
      together, shoulder to shoulder. A double wall of halberds will show any 
      enemy that they're facing experienced veterans who know how to defend
      themselves and their fellows in battle.
        
    Obtainable by:
      Halberdiers (level 1), Royal Guards (level 1)
      
    
    Hard Drill [HDRIL]
    ----------
    Effect:
      Willpower +10%
      Immune to fear
    
    Description:
      All those who consider continuous training to be the wim of overzealous
      commanders have never been to a real battle. Only when fighting becomes
      instinctual can a warrior prevent himself from freezing in fear at the sight
      of a fellow's death. A well-drilled soldier is never distracted by such
      trifles. He is moved by faith in victory and habitual does his job.
        
    Obtainable by:
      Elven Swords (level 1), Flame Guards (level 1), Militia (level 2),
      Halberdiers (level 2), Swordsmen (level 2), Foot Knights (level 2),
      Royal Guards (level 2), Yeomen (level 2), Spearmen (level 2),
      Summoned units (level 2), Dwarven Axemen (level 2), Dwarven Nobles (level 2)
      
    
    Mail Armour [HDRIL]
    -----------
    Effect:
      Defence +1
    
    Description:
      An experienced warrior will never neglect his own safety. A light but solid
      chain armor made by Derenhalle's masters may save its owner's life on the
      battlefield. Certainly, it is not as effective as plated armor, but it
      doesn't constraint movement nearly as much, and it's much cheaper.
        
    Obtainable by:
      Landless Knights (level 1), Feudal Knights (level 1), Swordsmen (level 1),
      Foot Knights (level 1), Dwarven Axemen (level 1), 
      Dwarven Crossbowmen (level 1), Dwarven Nobles (level 1),
      Halberdiers (level 2), Royal Guards (level 2)
      
      
    Attack Leaders [ATLED]
    --------------
    Effect:
      Melee +1 for neighbor friends
    
    Description:
      Experienced warriors can become true leaders even if they are not from the
      highest ranks. All the units near a leader who is capable of inspiring them
      to fight will attack the enemy much more fiercely.
     
    Obtainable by:
      Militia (level 4), Halberdiers (level 4), Royal Guards (level 4)
    
    
    Heavy Halberds [HVHAL]
    --------------
    Effect:
      Defence -2
      Melee +4
    
    Description:
      Only the most experienced warriors can fight with these halberds. They know
      how to use the inertia of this weapon to their benefit and to bring about
      their enemy's death, although it is not always easy do deflect the enemy's
      blows with a heavy halberd.
     
    Obtainable by:
      Halberdiers (level 5), Royal Guards (level 5), Flame Guards (level 5)
      
      
    Derenhalle Blades [DBLAD]
    -----------------
    Effect:
      Melee +1
    
    Description:
      What a warrior really needs is a good combat weapon! Even dwarves can
      appreciate Derenhalle blades. A good sword provides an experienced warrior
      with a strong advantage during battle.
     
    Obtainable by:
      Swordsmen (level 1), Foot Knights (level 1), Militia (level 2),
      Landless Knights (level 2), Feudal Knights (level 2)
      
      
    Famous [FAMOS]
    ------
    Effect:
      Experience +200
    
    Description:
      A novice recruit will never be admitted into the ranks of this glorious
      unit. Its commander can afford to enlist experienced veterans instead of
      fresh recruits. The more so, given that they long to serve under his 
      glorious banner.
     
    Obtainable by:
      Militia (level 4)
      
      
    Impetuous [IMPUS]
    ---------
    Effect:
      Impetousity (unit will attack random neighbor unit after move)
    
    Description:
      These warriors believe they are the strongest on the battlefield. They are
      also the most arrogant. They rush into battle as soon as they spot the
      enemy, without waiting for an order. Often their actions just add to their
      commanders' concern.  
    
    Obtainable by:
      Landless Knights (default), Feudal Knights (default), Paladins (default),
      Mads (default), Bad Mads (default)
      
      
    Hard Target [HTARG]
    -----------
    Effect:
      Unit is armored
    
    Description:
      It is far from easy to wound these warriors. Strong armor make them a hard 
      target. They are almost impossible to stop in a melee, a charge, or even
      with a shower of arrows.
    
    Obtainable by:
      King Victor (default), Landless Knights (default), Feudal Knights (default)
      Foot Knights (default), Paladins (default), Wild Trolls (default),
      Battle Orcs (default), Orcish Riders (default), War Trolls (default),
      Orc Mights (default), Mighty Riders (default), Dwarven Axemen (default),
      Dwarnrock (default), Dwarven Crossbowmen (default),
      Dwarven Mobile Fort (default), Dwarven Nobles (default), Dragon (level 1)
      
      
    Armour Piercing (Charge) [APCHG]
    ------------------------
    Effect:
      Armor-piercing charge
    
    Description:
      No one can withstand these warriors' charge. Whatever armor their enemies
      put on, it is too weak to protect them against this sweeping attack.
      
    Obtainable by:
      Landless Knights (level 1), Feudal Knights (level 1),
      Mighty Riders (level 1)
      
      
    Heavy Lances [HLANS]
    ------------
    Effect:
      Charge +2 on plains
    
    Description:
      Unlike a common one, a knight's heavy lance will not break after a strong
      blow. Only the most skillful riders can use a kinght's heavy lance, because
      if they make any minor mistake, the weapon will drag them right out of the
      saddle. During fighting on a level battlefield, a knight can break through
      even the strongest armor during a charge, and skewer the enemy on his lance.
      
    Obtainable by:
      Landless Knights (level 1), Feudal Knights (level 1)
      
      
    Thoroughbred Horse [TBHOR]
    ------------------
    Effect:
      Move points +1
    
    Description:
      Not every horse is capable of carrying a knight in heavy armor. It might be
      quite all right at a parade or a ceremony, but it takes a certain horse to
      carry a rider into the heat of battle. Only truly strong horses can
      withstand such loads. Thoroughbred knight horses seem to be oblivious of
      the heavy burden. They easily cover large distances and are able to go into
      combat even after a long march.
      
    Obtainable by:
      Landless Knights (level 2), Feudal Knights (level 2)
      
    
    Full Plate Armour [FPARM]
    -----------------
    Effect:
      Defence +4
      Move points -1
    
    Description:
      A complete suit of armor is something every knight desires. After all good
      armor forged by a master costs a tremendous amount of money. But it will pay
      for itself a hundred times over. Capable of turning the deadliest blow into
      a light scratch, such armor preserves the thing of greatest value, the
      warrior's life.
      
    Obtainable by:
      Landless Knights (level 3), Feudal Knights (level 3), Swordsmen (level 5),
      Foot Knights (level 5)
      
    
    Sacred Steel [SCSTE]
    ------------
    Effect:
      Defence -2
      Melee +4
    
    Description:
      Knights often ask priests to sprinkle their combat weapons with sacred
      water. Faith gives force to the warriors. Sometimes as they fiercely attack
      their enemies they fully rely on their faith to protect them.
      
    Obtainable by:
      Landless Knights (level 5), Feudal Knights (level 5)
      
      
    Sky Dancer [SKDAN]
    ----------
    Effect:
      Defence +1
    
    Description:
      Try hitting an enemy performing pirouettes in the air. The result will
      hardly be impressive. An air hunter's life depends on his ability to defend
      himself, and so he learns to dance in the air.
      
    Obtainable by:
      Tamed Eagle (level 1), War Eagle (level 1), Eagle Rider (level 1),
      Pteranodon Rider (level 1)
      
      
    Shadow of a Vulture [SWVLT]
    -------------------
    Effect:
      All attacks -1 to neighbor enemies
    
    Description:
      The vulture's large wings cover the sun, and their ominous shadow casts
      itself upon the opponent, arousing uncertainty in the enemies' hearts.
      
    Obtainable by:
      Tamed Eagle (level 1), War Eagle (level 1), Eagle Rider (level 1),
      Goblin Zeppelina (level 1), Pteranodon Rider (level 1), Dragon (level 1)
      
      
    Hunter Instincts [HUTIN]
    ----------------
    Effect:
      Air melee +1
    
    Description:
      Of course, hunters are taught proper fighting techniques. But sometimes it
      is easier for the flying assassins to trust the predetorial instincts hiding
      in their blood.
      
    Obtainable by:
      Tamed Eagle (level 1), War Eagle (level 1), Pteranodon Rider (level 1)
      
      
    Shooting Protection: High Altitude [SPHIA]
    -----------------------------------
    Effect:
      Protection from shooters
    
    Description:
      These flyers work best of all at high altitudes. If they are attacked from
      the ground, they merely fly up to where arrows cannot reach them.
      
    Obtainable by:
      Tamed Eagle (level 2), War Eagle (level 2), Eagle Rider (level 2),
      Goblin Zeppelina (level 2), Pteranodon Rider (level 2), Dragon (level 2)
      
    
    Iron Feathers [IRFEA]
    -------------
    Effect:
      Defence +2
      Air melee -1
    
    Description:
      Protective metal plates cover the most vounerable parts of an air hunter's
      body, his stomach and his heart. Those who fail to wear them will regret it
      bitterly when they find themselves the target of a hail of enemy arrows.
      
    Obtainable by:
      Tamed Eagle (level 3), War Eagle (level 3)
      
      
    Light Wings [LIWIN]
    -----------
    Effect:
      Move points +1
    
    Description:
      Wide wings enable these birds to catch the slightest puff of wind and soar
      for hours, saving their strength for a moment when they will need all they
      have. Thanks to this capacity they are able to fly long distances.
      
    Obtainable by:
      Tamed Eagle (level 3), War Eagle (level 3)
      
      
    Flying Death [FLYDE]
    ------------
    Effect:
      Defence -2
      Air melee +4
    
    Description:
      These flying hunters pose a very serious problem for their opponents.
      Fighting violently, breaking through the most refined defences, and striking
      many blows, he will cause death to many enemies. But while striking with
      such ferocity, it is easy to forget about defending oneself.
      
    Obtainable by:
      Tamed Eagle (level 5), War Eagle (level 5), Pteranodon Rider (level 5),
      Dragon (level 5)
      
    
    Fireball [SFIRE]
    --------
    Effect:
      Type: Spell, Target enemy, Uses per scenario: 3
      Battle spell, strength 10
    
    Description:
      Fireball is one of the most efficient and powerful spells used by mages. If
      a ball of burning fire hits a unit of warriors, nothing will remain of them
      except a few charred bones.
    
    Obtainable by:
      Master Brennok (default)
      
    
    Concealment [CNCLM]
    -----------
    Effect:
      Invisibility
    
    Description:
      How can you attack an enemy you cannot see? These fighters have mastered the
      art of concealment perfectly, and can vanish from their enemy's sight even
      when they are standing on a bare field.
      
    Obtainable by:
      Rangers (default), Elite Rangers (default), Elven Bows (leve1 3)
      
      
    Harassers [HRSRS]
    ---------
    Effect:
      Apply status: Harassed
    
    Description:
      Suddenly attacking the enemy when he does not expect it, inflicting the
      maximum damage possible, and vanish instantly. The enemy will be wary
      knowing that a unit of merciless assassins is hiding somewhere nearby.
      
    Obtainable by:
      Rangers (default), Elite Rangers (default), Goblin Sneakers (default),
      Goblin Stalkers (default), Elven Bows (level 4)
      
    
    Bless [SBLSS]
    -----
    Effect:
      Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 3
      Defence +1
      All attacks +1
    
    Description:
      May you be blessed in the name of Marcus! May he bestow upon you strength to
      fight the sinners and protection from their black deeds! Amen! The words of
      this blessing make the air sparkle with divine grace. Those believers who
      hear become invincible warriors, as the combat power and skill of Marcus
      himself fills their bodies. It only lasts long enough to accomplish his
      will.
    
    Obtainable by:
      Father Dexter (level 1)
      
    
    Righteous Fury [SRIFU]
    --------------
    Effect:
      Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 3
      Defence -2
      Melee +4
    
    Description:
      An Inquisitor may light a fire in the soul of every warrior. Driven by this
      righteous fury a unit will rush toward the enemy, crushing everything in its
      way. Nobody thinks if defending his own life when the cause of faith is in
      peril!
    
    Obtainable by:
      Father Dexter (level 2)
      
    
    Sanctified Armour [SSAAR]
    -----------------
    Effect:
      Defence +1
    
    Description:
      Special sanctified armor is made for Inquisitors. Long rituals make ir
      particularly strong and durable. Though nobody had dared to compare this
      chain mail with the more temporal kind, it is known for sure that sanctified
      armor never rusts.
      
    Obtainable by:
      Father Dexter (level 2)
      
    
    Heal [SHEAL]
    ----
    Effect:
      Type: Spell, Target friend, Uses per scenario: 3
      Restores all wounded
    
    Description:
      Magic heals wounds and knits bones without any special potions. A healed
      warrior will take up his weapons again and rejoin the ranks.
    
    Obtainable by:
      Teya (level 1), Father Dexter (level 3), Sho-doon (level 3),
      Ash-hoon (level 8)
      
    
    Strike of Marucs [SSOMA]
    ----------------
    Effect:
      Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 2
      All attacks -2
    
    Description:
      A priest is a mediator between Marcus and his stray children. If they are
      living an improper life, the priest can simply point at these miserable
      creatures to discharge the rage of Heaven upon them. Its sign is a huge
      shining sword falling from the sky. Those touched by the sword begin to
      loose power and the most sinful of them soon die beneath the vengeful hand
      of the Lord.
    
    Obtainable by:
      Father Dexter (level 4)
    
    
    Mass Heal [SMHEA]
    ---------
    Effect:
      Type: Spell, Target friends in radius, Uses per scenario: 2
      Restores wounded
    
    Description:
      Not everyone is granted the power for great healing by Saint Marcus. Only
      two people capable of it are said to remain. These include the Pope himself
      and the Great Priest of the Sword. The former quite rarely leaves his
      residence while the latter has repeatedly practiced this miracle on the
      battlefield. A sincere prayer from Dexter may resurrect fallen warriors in
      several units at once.
    
    Obtainable by:
      Father Dexter (level 5)
      
    
    Resurrect [SRECT]
    ---------
    Effect:
      Type: Spell, Target friend, Uses per scenario: 2
      Restores full hitpoints
    
    Description:
      This is the most difficult of all spells. It requires great power and
      tremendous skill. Many sorcerers know how to take life away, but only a
      select few can restore it.
    
    Obtainable by:
      Father Dexter (level 7), Sho-doon (level 9)
    
    
    Mass Blessing [SMBLS]
    -------------
    Effect:
      Type: Spell, Target friends in radius, Lasts 1 turn, Uses per scenario: 1
      Defence +1
      All attacks +1
    
    Description:
      Words of divine benediction bless both the parishes of the capital's
      cathedrals and units of fighters on the battlefield. The prayer turn those
      who hear the holy words into mighty warriors.
    
    Obtainable by:
      Father Dexter (level 8)
    
    
    Holy Crusade [SHOCR]
    ------------
    Effect:
      Type: Spell, Target friends in radius, Lasts 1 turn, Uses per scenario: 1
      Defence -2
      Melee +4
    
    Description:
      One Inquisitor's words may be enough to inspire multiple units for a holy
      crusade. The hearts of warriors blaze with a flame of holy rage. With the
      name of Saint Marcus on their lips they rush into battle to wipe out their
      enemies.
    
    Obtainable by:
      Father Dexter (level 9)
    
    
    Wizard Eye [WISEY]
    ----------
    Effect:
      Sight +1
      See invisible
    
    Description:
      For a mage it is essential to see the target of his spell. Otherwise it may
      fail. That's why mages study special techniques that enable them to spot
      distant and concealed objects. Wizard eye is in fact a permanently acting
      spell that grants mage an eagle's sight. With it he is able to make out the
      tiniest details and locate any enemy even from a huge distance. Humans
      borrowed this technique from famous elven mages of old times, as well.
      
    Obtainable by:
      Master Brennok (level 1), Teya (level 1)
    
    
    Freeze [SFREZ]
    ------
    Effect:
      Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 2
      Battle spell, strength 6
      All attacks -1
      Move points -2
    
    Description:
      The words of this spell are as cold as ice. When a mage pronounces them,
      his face and lips often end up covered with hoarfrost. However, those chosen
      to be his victims feel the sting far worse. They are frozen by the awful
      cold. Their bodies freeze right through; clothes can shatter and iron armor
      and weapons bite at the touch. Who can fight like this? The victims are
      obsessed with the need to find warmth and attacks or forced marches are
      impossible until the spell wears off. Warriors still defend themselves
      somehow, but are unable to return many blows.
    
    Obtainable by:
      Teya (default), Master Brennok (level 1), Ash-hoon (level 1)
    
    
    Battle Mage [BMAGE]
    -----------
    Effect:
      Missile +1
    
    Description:
      It doesn't matter how successful a wizard is in his study of combat spells
      at the academy, he cannot call himself a true battle mage until he has taken
      part in a real battle. Skill comes with experience, and self-confidence
      comes with skill. The attacks of a real battle mage have immense power.
    
    Obtainable by:
      Master Brennok (level 1)
    
    
    Summon Spectral Warriors [SSSWA]
    ------------------------
    Effect:
      Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2
      Summons a Spectral Warrior
    
    Description:
      Students at the magic academy are forbidden to use this spell. Icy death
      breath can kill careless students, so only experienced mages are provided
      with the knowledge to open the door to this other world.
    
    Obtainable by:
      Master Brennok (level 2)
    
    
    Water Walk [WATWA]
    ----------
    Effect:
      Movement cost through river and swamp is set to 100%
    
    Description:
      Long ago, the elves learned how to harness the power of the woods and the
      water. Now, human wizards have learned from the elves how to walk on water.
      A water walking spell makes it possible for a human to cross shallow water
      as if it's solid ground. Neither a rushing river nor a rotten bog will stand
      in the way of warriors who possess this magic.
    
    Obtainable by:
      Master Brennok (level 2), Teya (level 2)
    
    
    Magic Armour [MAGAR]
    ------------
    Effect:
      Defence +2
      All attacks -1
    
    Description:
      One of the first spells mages learn during the first year at the academy is
      how to create a magic barrier around themselves. The barrier protect the
      adepts from blows and arrows just like strong, plated armor. It is said that
      this spell was adopted from elven wizards.
    
    Obtainable by:
      Master Brennok (level 2), Teya (level 2)
    
    
    Lightning [SLIGT]
    ---------
    Effect:
      Type: Spell, Target enemy, Uses per scenario: 2
      Battle spell, strength 15, Armour-piercing
    
    Description:
      Magic lightning can hit one place as many times as a mage wants. Every time
      lightning strikes the enemy, it kills several creatures or inflicts terrible
      wounds on monsters. The simple fact that a mage commands such awesome air 
      power should be enough to place him on your list of enemies requiring
      immediate elimination.
    
    Obtainable by:
      Teya (level 2), Master Brennok (level 3)
    
    
    Magic Flare [SMFLR]
    -----------
    Effect:
      Type: Spell, Target enemies in radius, Uses per scenario: 2
      Battle spell, strength 7
    
    Description:
      Flame rains down from the skies and rises from cracks in the ground. This
      magic flare covers a large area burning everyone within the range of the
      spell.
    
    Obtainable by:
      Master Brennok (level 3), Teya (level 5)
    
    
    Skilled Bomber [BOMBR]
    --------------
    Effect:
      Bombardment +1
    
    Description:
      The art of the air strike has a lot in common with painting. You need to
      foresee what effect your brushstrokes is going to have on the canvas. 
      Ideally, it should fall directly on the enemy. A good bomb thrower may be a
      poor infantryman, but such a talent should not be wasted. His element of
      choice is the air and the whistle of deadly rounds falling on the heads of
      enemies is his favorite sound.
      
    Obtainable by:
      Eagle Rider (level 1), Goblin Zeppelina (level 1)
    
    
    Rational Payload [RPAYL]
    ----------------
    Effect:
      Move points +1
      Bombardment -1
    
    Description:
      This eagle is loaded to carry fewer missiles than usual. The damage from his
      bombardments has decreased, but his flight distance  has improved
      considerably.
      
    Obtainable by:
      Eagle Rider (level 2)
    
    
    Armour Plates [APLAT]
    -------------
    Effect:
      Defence +3
      Move points -1
    
    Description:
      Steel plates are attached to the eagles' breast and wings. Such protection
      helps it to survive bow attack, but it is too heavy to carry for long
      flights.
      
    Obtainable by:
      Eagle Rider (level 3)
    
    
    Flame Ammo [FLAMM]
    ----------
    Effect:
     Bombardment +2 in urban
    
    Description:
      A heavy missile, tar and fire. This is a general recipe for victory when the
      time comes to bombard a town or city. When a burning missile hits a 
      building, it not only inflicts severe damage but also ignites a great fire.
      
    Obtainable by:
      Eagle Rider (level 3), Goblin Zeppelina (level 3)
    
    
    Stealth Bomber [STBMB]
    --------------
    Effect:
     Invisibility
    
    Description:
      Its wings noiselessly cutting the air, a big eagle glides over the hills,
      plains, and woods like a shadow. No one will spot him until his deadly
      missiles begin to pour down onto the enemies' heads.
      
    Obtainable by:
      Eagle Rider (level 5)
    
    
    City Fighters [CFIGH]
    -------------
    Effect:
      Defence +2 and All attacks +1 in urban
    
    Description:
      The ability to skillfully use all the advantages of an urban environment
      stems from numerous fights and long hours of exhausting training. These
      fighters will undoubtedly be very helpful in defending or attacking any city
      or village.
    
    Obtainable by:
      Swordsmen (default), Foot Knights (default), Arbalesters (default),
      Battle Orcs (default), Orc Mights (default), Dwarven Axemen (level 2),
      Dwarven Nobles (level 2)
    
    
    Shooting Protection: Fast Riding [SPFRI]
    --------------------------------
    Effect:
      Protection from shooters
    
    Description:
      They are so fast they can dodge enemies' arrows. Some say they can predict
      where an arrow will hit as soon as an archer draws it from his quiver.
    
    Obtainable by:
      Horse Yeomen (default), Mounted Goblins (default), Goblin Raiders (default)
    
    
    Evaders [EVDRS]
    -------
    Effect:
      Defence +2 and on plains
    
    Description:
      The best approach to combat is to avoid it. But in situations where the
      enemy can't be avoided, this unit's art of defence is truly enviable.
      Fighters show a marvelous capability to evade what seem to be accurate
      enemy attacks. Any commander knows that good defenses are the first step
      toward victory.
    
    Obtainable by:
      Horse Yeomen (level 1), Mounted Goblins (level 3), Goblin Raiders (level 3)
    
    
    Trail Seekers [TRSEK]
    -------------
    Effect:
      Movement cost through hills and forests is set to 100%
    
    Description:
      They need no guide, and it seems as though even secret pathways begin to
      straighten their curves in front of them. Woods and hills are no obstacle
      for these fighters.
    
    Obtainable by:
      Horse Yeomen (level 3), Mounted Goblins (level 1), Goblin Raiders (level 1)
    
    
    Defensive Stance (Skirmish) [DESTS]
    ---------------------------
    Effect:
      Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
      Skirmish +3
      Defence +2
    
    Description:
      Attack the enemy's ranks in a violent swirl, and retire before the enemy has
      time to recover is the battle technique used by scouts. And this is not all!
      When holding a defensive position, experienced scouts never rest. Instead
      they prepare nasty surprises for the enemy.
    
    Obtainable by:
      Horse Yeomen (level 4), Mounted Goblins (level 4), Goblin Raiders (level 4),
      Hobilars (level 4)
    
    
    Defensive Stance [DEFST]
    ----------------
    Effect:
      Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
      All attacks +1
      Defence +4
    
    Description:
      Experienced warriors know well when they should get ready to repel an enemy
      attack. They will quickly build up temporary fortifications and prepare
      their weapons for the upcoming battle. An unpleasant surprise awaits any
      enemy whom they encounter.
    
    Obtainable by:
      Foot Knights (default), Orc Mights (default), Flame Guards (level 1),
      Dwarnrock (level 2), Besargar (level 2), Summoned units (level 2),
      Ugraum Grableg (level 3), Dwarven Axemen (level 3), Dwarven Nobles (level 3),
      Elven Swords (level 4)
    
    
    Defence Mainstay [DMSTY]
    ----------------
    Effect:
      Defence +1 for neighbor friends
    
    Description:
      Halberdiers are warriors capable of protecting not only themselves in a
      battle. While they'll never rush to defend neighboring units from attacks,
      the halberdiers ser an example by mounting a coordinated defence, which
      other units then copy, thus better protecting themselves against an attack.
    
    Obtainable by:
      Royal Guards (default)
    
    
    Invisible Stance [INVST]
    ----------------
    Effect:
      Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
      Invisibility
    
    Description:
      Sometimes the best course of action is to hide away from the enemy and
      avoid attacking until a later time, when it is possible to take advantage
      of the elements of surprise. Any small ravine, tree or bush, can serve
      as a hideout for these warriors.
    
    Obtainable by:
      Yeomen (default), Goblin Killers (default), Goblin Crashers (default),
      Goblin Archers (level 3), Goblin Sharp-Eyes (level 3)
    
    
    Multiple Support [MSUPP]
    ----------------
    Effect:
      Perform multiple support attacks
    
    Description:
      They understand the value of life, and know how easy it is to take it away,
      which is why they do not spare themselves when their allies need their
      support. They break bowstring after bowstring shooting faster than is
      possible. Because they know every shot may save someone. Someone, the
      enemy won't reach.
    
    Obtainable by:
      Royal Archers (default), Goblin Sharp-Eyes (default), Elven Bows (level 2),
      Dwarven Crossbowmen (level 4)
    
    
    Pathfinder [PFIND]
    ----------
    Effect:
      Move points +1 to neighbor friends
    
    Description:
      If time is precious and the way passes through dense thickets, marshes or
      deserts, an experienced pathfinder is indispensable. Each pathfinder can
      find his way in any fog, or make his way to an oasis in the middle of a vast
      desert. Such a guide will make even the thorniest path straight and quick
      for his unit.
    
    Obtainable by:
      Elite Rangers (default), Goblin Stalkers (default)
    
    
    Imperturbable [INTBL]
    -------------
    Effect:
      Moves free passing by enemy units
    
    Description:
      They are so confident of their strength that they calmly pass by their
      enemies without any fear of attack.
    
    Obtainable by:
      Knights of Marcus (default), Orcish Riders (default),
      Mighty Riders (default), Wild Trolls (level 2), War Trolls (level 2)
    
    
    Iron Discipline [IDISC]
    ---------------
    Effect:
      Negates Impetuous
      Willpower +20%
    
    Description:
      The spirit of these fighters is as strong as steel. Even their former
      arrogance vanishes without the slightest trace. A unit with their ability
      will never waver in the presence of the enemy, even if their bravery will
      cost the fighters their lives. Fear is not familiar to them, They will go on
      fighting bravely and will never turn their backs on the enemy.
    
    Obtainable by:
      Knights of Marcus (default)
    
    
    Restless Raiders [RERAI]
    ----------------
    Effect:
      Move points -2 and all attacks -1 to neighbor enemies
    
    Description:
      The enemy will find no peace anywhere. Enemies would rather die on their
      feet than make a halt while such restless raiders are nearby.
    
    Obtainable by:
      Hobilars (default), Goblin Raiders (default)
    
    
    Rust [SRST0]
    ----
    Effect:
      Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 2
      All attacks -5
    
    Description:
      As the last word of this spell are still being pronounced, the enemy's
      weapons and armor begin to corrode. The iron turns rusty and begins to 
      fall to pieces, leather hardens and cracks, stone gets mossy and crumbles,
      and wood begins to rot. Any unit that this spell is cast upon will find it
      very difficult to attack and defend themselves.
    
    Obtainable by:
      Master Brennok (level 4)
    
    
    Tornado [SRNDO]
    -------
    Effect:
      Type: Spell, Target all in radius, Lasts 1 turn, Uses per scenario: 2
      Missile -5
    
    Description:
      The last sounds of this spell are caught and carried away by a breeze. It
      soon gains speed and power and by the time it reaches the target the breeze
      has become a violent tornado, sparing neither friend nor enemy. The wind
      snatches weapons out of warriors' hands and carries them away. Archers are
      rendered useless by its forceful gusts.
    
    Obtainable by:
      Teya (level 3), Master Brennok (level 5), Ash-hoon (level 7)
    
    
    Magic Boots [MABOT]
    -----------
    Effect:
      Move points +1
    
    Description:
      Wizards may know a myriad of combat spells, but they also know that speed
      can sometimes be as important as strength or accuracy. One simple spell can
      make the wizard's boots light, hid burden weightless, and his speed
      increadible.
    
    Obtainable by:
      Master Brennok (level 6)
    
    
    Meteor Fall [SMEFA]
    -----------
    Effect:
      Type: Spell, Target all in radius, Uses per scenario: 1
      Battle spell, strength 11
    
    Description:
      Those who survived the first campaign to Sylent recall that when King
      Leranse's victorious troops finished off the miserable city guards the skies
      opened wide and a shower of red hot stones fell down. There was no way to
      defend oneself against them. Shields fell apart, leather armor burned, and
      deep indentations began to appear on the knight's shiny armor. There was
      nowhere to hide as the stones rained down. Only those blessed with Marcus's
      benediction could save themselves from this disaster induced by mages.
    
    Obtainable by:
      Master Brennok (level 7)
    
    
    Summon Golem [SSGOL]
    ------------
    Effect:
      Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2
      Summons a Golem
    
    Description:
      The mage appeals to the power of earth and lifts up a stone golem. The golem
      is so strong that he can rival a troll. However, the magic that gave birth
      to the golem will soon dissipate and the powerful creature will turn into
      dust.
    
    Obtainable by:
      Master Brennok (level 7)
    
    
    Archmage's Shield [SAMSH]
    -----------------
    Effect:
      Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 2
      Defence +10
    
    Description:
      Even students know this spell- But to reveal its full power a mage needs to
      be fully focused. Only the most experienced wizards may produce such a
      shield over an entire unit. This magical protection can save a lot of lives.
    
    Obtainable by:
      Master Brennok (level 8), Teya (level 8)
    
    
    Word of Death [SWODH]
    -------------
    Effect:
      Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 1
      Battle spell, strength 25
    
    Description:
      Some spells are so terrible that they are revealed only to the wisest of
      mages. The Word of Death is one of them. The individual who pronounces it
      summons terrible forces. A flame of total extermination rains down on his
      victim and messengers of death come to take the dead away. The Church
      considers this spell to be proof of the diabolical nature of magic.
    
    Obtainable by:
      Master Brennok (level 9), Ash-hoon (level 9)
    
    
    Temple Defenders [TDEFN]
    ----------------
    Effect:
      Melee +2 in urban
    
    Description:
      It is not enough to be s knight of an order to be called a temple defender.
      Each defender has passed a severe test: single-handedly prevent twenty
      knights from entering the temple gates for one hour. It is no wonder why
      these knights are superior in a town battle to their secular counterparts.
      
      
    Obtainable by:
      Knights of Marcus (level 3), Champions of Marcus (level 3)
    
    
    Lazy [PLAZ0]
    ----
    Effect:
      Move points -1
    
    Description:
      Being lazy by nature, goblins use any chance to have a rest. Left to
      themselves, they always walk slower than they're able to, halting every few
      minutes.
      
    Obtainable by:
      Goblin Looters (default), Goblin Archers (default), Goblin Robbers (default),
      Goblin Runners (default), Goblin Sneakers (default),
      Goblin Killers (default), Goblin Stalkers (default),
      Goblin Sharp-Eyes (default), Goblin Crashers (default)
    
    
    Quiky Mold [QUIMO]
    ----------
    Effect:
      Defence +1
    
    Description:
      Goblins are connoisseurs of berries and molds, especially those with special
      powers. Goblins also love to enrich their food with molds capable of killing
      any other creature. These poisonous molds have little effect on them, though
      some make them move faster and help them to evade blows during battle.
      
    Obtainable by:
      Goblin Looters (level 1), Goblin Archers (level 1), 
      Goblin Sharp-Eyes (level 1), Goblin Runners (level 1),
      Goblin Sneakers (level 1), Goblin Killers (level 1),
      Goblin Stalkers (level 1), Sho-doon (level 2), Ash-hoon (level 2)
    
    
    Iron Things [IRTHS]
    -----------
    Effect:
      Melee +1
    
    Description:
      Goblins rarely get any real iron weapons. Orcs do not always have enough of
      those themselves. But these fighters have earned the right to wield something
      better than wooden clubs and sharpened stakes. Now they have pike ends and
      arrowheads made of good steel, and knives similar to orcs' stabzas!
      
    Obtainable by:
      Goblin Looters (level 2), Goblin Killers (level 2)
    
    
    Enthusiastic Retreat [ENRET]
    --------------------
    Effect:
      Move points +1 if enemy is adjecant
    
    Description:
      It's amazing how drastically a unit's speed increases if the order to retreat
      is given in close proximity to the enemy. They retreat with an enthusiasm
      they would probably rather show when attacking. However, there's nothing
      shameful in a quick retreat from a dangerous area if it saves lives.
      
    Obtainable by:
      Goblin Looters (level 2), Goblin Runners (level 2),
      Goblin Sneakers (level 2), Goblin Killers (level 2),
      Goblin Stalkers (level 2)
    
    
    Froggy [FRGGY]
    ------
    Effect:
      Defence +3 in swamps
    
    Description:
      Swamps that cause a lot of trouble to other units are a second home for these
      fighters. In these impassable marshes they can even resist attacks from a
      strong enemy.
      
    Obtainable by:
      Goblin Looters (level 3), Goblin Runners (level 3),
      Goblin Sneakers (level 3), Goblin Killers (level 3),
      Goblin Stalkers (level 3)
    
    
    Lil Boss [LBOSS]
    --------
    Effect:
      Willpower +10%
      Negates Lazy perk
    
    Description:
      All goblins are quite lazy by nature, and they often get kicked in the ribs
      by orcs because of it. But in this unit, a leader has recently appeared who
      the goblins obey with no compulsion, even willingly. Their laziness has
      vanished without a trace, and this has had favorable effect both on their
      speed of movement and morale.
      
    Obtainable by:
      Goblin Looters (level 3), Goblin Archers (level 3), Goblin Runners (level 3),
      Goblin Sneakers (level 3), Goblin Killers (level 3),
      Goblin Stalkers (level 3), Goblin Sharp-Eyes (level 3)
    
    
    Deathcup Beer [DBEER]
    -------------
    Effect:
      Defence +2
      Melee +4
    
    Description:
      Goblins do not mind drinking beer that has been brewed for orcs. To improve
      its taste, they add the juice from extremely poisonous toadstools, which even
      orcs do not dare to drink. The beer makes the goblins so strong-willed, that
      they strike twice the number of blows during a battle. Somehow it does not
      impair their accuracy.
      
      
    Obtainable by:
      Goblin Looters (level 3), Goblin Killers (level 5)
    
    
    Thick Armour [THARM]
    ------------
    Effect:
      Defence +2
      All attacks -1
    
    Description:
      The harder the armor, the more effective it is. Orcs learned this common
      truth after many battles. They equip their vanguard units with remarkably
      thick armor which is capable of resisting a fairly strong blow.
      
    Obtainable by:
      Orc Mobs (level 1), Orc Stabbers (level 1), Battle Orcs (level 3),
      Orc Mights (level 3)
    
    
    Fine Stabza [FINST]
    -----------
    Effect:
      Melee +1
    
    Description:
      Do you know what the difference between a common stabza and a good stabza? A
      good one will neither break from a heavy blow nor slip in one's hand from
      the blood that has stuck to it. But most importantly, one can inflict such a
      massive blow with a good stabza that the enemy will be knocked out
      completely.
      
    Obtainable by:
      Orc Mobs (level 1), Orc Stabbers (level 1), Battle Orcs (level 1),
      Mads (level 1), Orc Mights (level 1), Bad Mads (level 1),
      Orcish Riders (level 2), Mighty Riders (level 2)
    
    
    Orcish Beer [ORCBE]
    -----------
    Effect:
      Willpower +20%
      Immune to fear
    
    Description:
      Goblins brew beer from secret mushrooms and berries. Neither a common orc
      nor a mighty hero will reject this brew, especially before a battle. This
      beer warms the blood. A slight mist in their heads makes the orcs so filled
      with their own importance that they will not be scared even of a stronger
      enemy.
      
    Obtainable by:
      Ugraum Grableg (level 2), Orc Mobs (level 2), Orc Stabbers (level 2),
      Battle Orcs (level 2), Orc Mights (level 2)
    
    
    Horse Eaters [HOEAT]
    ------------
    Effect:
      Protection from charge
    
    Description:
      Constant starvation makes a mighty warrior rejoice at the prospect of a
      cavalry attack. It means he does not need to hunt. Long perfected skills
      enable him to dodge the charge, kill the rider and cook the horse.
      
    Obtainable by:
      Orc Mobs (level 2), Orc Stabbers (level 2), Besargar (level 2),
      Wild Trolls (level 2), War Trolls (level 2), Battle Orcs (level 2),
      Orc Mights (level 2), Bad Mads (level 2)
    
    
    Wild Temper [WITEM]
    -----------
    Effect:
      Defence -1
      Melee +2
    
    Description:
      Orcs have never been known to have very mild tempers. In a community where
      the strongest survive, ferocity is the standard response to any
      transgression. Yet these warriors are very dangerous savages even according
      to orc standards.  They can be identified by their bloodshot eyes, frequent
      jerks, and violent blows that very few can withstand.
      
    Obtainable by:
      Ugraum Grableg (level 1), Orc Mobs (level 3), Orc Stabbers (level 3),
      Mads (level 3), Bad Mads (level 1)
    
    
    Dirty Tricks [DTRIC]
    ------------
    Effect:
      Defence +1
      Melee +1
    
    Description:
      Orcs believe generosity, a warrior's honor, and battle rules are all the
      inventions of petty people afraid of being accused of playing dirty. Dirty
      tricks give orcs a better chance of living to see the next day, and are
      therefore always justifiable. There are averse to nothing that might give
      them the edge and they make things very unpleasant for their enemies both in
      attack and defence.
      
    Obtainable by:
      Orc Mobs (level 5), Orc Stabbers (level 5), Battle Orcs (level 5),
      Summoned units (level 5), Mads (level 5), Orc Mights (level 5),
      Bad Mads (level 5), Besargar (level 8)
    
    
    War Leader [WRLED]
    ----------
    Effect:
      Melee +1 to neighbor friends
    
    Description:
      Heroes always attract the attention of their fellow warriors. The warriors
      know if a true hero is watching them, and they rush to fight furiously
      alongside them. Neither orcs nor goblins want to be considered cowards
      or they'd be punished by the leader in their ranks - something much more
      frightening than a battle against enemies.
    
    Obtainable by:
      Ugraum Grableg (default)
    
    
    Big Boss [BGBOS]
    --------
    Effect:
      Willpower +10% to neighbor friends
      Negates Lazy perk
    
    Description:
      Everyone feels calmer near a big boss. Orcs are certain that their chiefs
      always knows what to do. Even goblins rouse themselves when they see the
      chief, and eagerly await his orders!
    
    Obtainable by:
      Ugraum Grableg (level 1), Sho-doon (level 1), Ash-hoon (level 1)
    
    
    Thick Armour [THARM]
    ------------
    Effect:
      Defence +3
      All attacks -1
    
    Description:
      Orcs have a simple classification system for armor, it is either thick or
      hard. Hard is a lot better as it can resist even strong blows that break
      through thick armor. However, not every unmounted orc can wear hard armor
      due to its weight. Only the strongest chieftains can manage it.
      
    Obtainable by:
      Ugraum Grableg (level 2)
    
    
    Commanding Eminence [COMEM]
    -------------------
    Effect:
      Defence +1 and all attacks +1 in hills
    
    Description:
      The one who is taller is stronger. This truth is rooted so firmly in the
      heads of these warriors that when they see any elevation they are set out to
      climb it. It's not known for sure whether this always helps, but they
      definitely fight better on hills.
      
    Obtainable by:
      Mads (level 1), Bad Mads (level 1), Ugraum Grableg (level 4),
      Besargar (level 4)
    
    
    Stolen Ralin Boots [STRBO]
    ------------------
    Effect:
      Move points +1
    
    Description:
      Orcs and goblins knew the wonderful boots humans value so much would greatly
      increase their speed. So, when the chieftains were dividing up the loot after
      a battle, the warriors never failed to take a couple of pairs of these
      wonderful boots for themselves. The boots didn't fit, of course, but the
      orcs grew accustomed to wearing them their backs. Surprisingly, their speed
      increased anyway! Soon, the orcs began to run very quickly indeed.
      
    Obtainable by:
      Sho-doon (level 2), Ash-hoon (level 2), Besargar (level 6),
      Ugraum Grableg (level 9)
    
    
    Bark Eaters [BAREA]
    -----------
    Effect:
      Defence +2 in forest
    
    Description:
      The forest becomes the goblins' home, eatery, and larder... It gives them
      both shelter and protection. Goblins can survive in the most severe
      conditions eating tree bark if necessary.
    
    Obtainable by:
      Goblin Archers (default), Goblin Runners (level 1),
      Goblin Sneakers (level 1), Goblin Stalkers (level 1),
      Goblin Sharp-Eyes (default)
    
    
    Straight Arrows [STRAR]
    ---------------
    Effect:
      Missile +1
    
    Description:
      Goblins certainly know that a straight arrow is more likely to hit its
      target. However, due to their inborn negligence and laziness they are not
      always diligent when making arrows. Normally they simply accept whatever
      degree of straightness they can manage to achieve the first time around. But
      the fighters in this unit spend all of their spare time trying to improve
      their arrows. Such diligence is uncommon among goblins, but it has tangible
      benefits.
    
    Obtainable by:
      Goblin Archers (level 1), Goblin Sharp-Eyes (level 1)
    
    
    Poisoned Arrows [PSNAR]
    ---------------
    Effect:
      All wounded become killed
    
    Description:
      Let big orcs engage in a hand-to-hand combat! Archers prefer anther way of
      dispatching the enemy. Apply a drop of virulent venom (juice of poisonous
      mold, for example) on an arrow tip and even if the enemy is only scratched
      on the arm, death will come for him before the end of the battle.
    
    Obtainable by:
      Goblin Archers (level 2), Goblin Sharp-Eyes (level 2)
    
    
    Bone Bows [BNBOW]
    ---------
    Effect:
      Missile +2
      Melee -2
    
    Description:
      Crooked bows belonging to other goblins produce a sneer among these
      veterans. In battle they use sound composite bows made of bones and leather
      straps, which they either stole or made themselves. However, being confident
      of their precise shooting these goblins have almost forgotten the skills of
      melee fighting.
    
    Obtainable by:
      Goblin Archers (level 5), Goblin Sharp-Eyes (level 5)
    
    
    Healing Mold [SHEMO]
    ------------
    Effect:
      Type: Spell, Target friend, Uses per scenario: 2
      Restores all wounded
      All attacks -2 (lasts 1 turn)
    
    Description:
      Mold can kill, but it can also heal. The magic spores of a healing mold are
      more efficient than any medical potion. In just a few moments they can make
      all the wounded healthy again. The only thing that may prevent them from
      rushing into the battle is mold weakness, which inflicts every healed
      person.
    
    Obtainable by:
      Sho-doon (default)
    
    
    Bang Mold [SBAMO]
    ---------
    Effect:
      Type: Spell, Target enemy, Uses per scenario: 2
      Battle spell, strength 7
      All attacks -2 (lasts 1 turn)
    
    Description:
      A hexer who knows the secret of Bang Mold is very dangerous. He can make
      mold grow under the enemy's feet on any type of surface. The mold is
      instantly mature, and when it bursts, it throws clouds of toxic spores into
      the air. Spores from bang mold get in the eyes, nose, under armor, and burn
      the skin like small forks of flame.
    
    Obtainable by:
      Ash-hoon (default), Sho-doon (level 1)
    
    
    Spittler [SPTLR]
    --------
    Effect:
      Missile +1
    
    Description:
      People often say about the wicked, "Even his saliva is poisonous!". The irony
      is that this is perfectly true for hexers. Though constant chewing of various
      mushrooms and herbs hexer's saliva has become as caustic as an acid. By
      spitting at his enemy during a battle a hexer can inflict wounds as if with
      a weapon.
    
    Obtainable by:
      Sho-doon (level 1)
    
    
    Drop of Poison [DROOP]
    --------------
    Effect:
      All wounded become killed
    
    Description:
      A single drop of poison used by a hexer is enough to turn a scratch from his
      dart into a deadly wound. As a rule the wretched wounded are finished off by
      their comrades, since the poison from the spiders that live in the Wastes
      causes horrible suffering.
    
    Obtainable by:
      Sho-doon (level 2)
    
    
    Mad Mold [SMAMO]
    --------
    Effect:
      Type: Spell, Target friends in radius, Lasts 1 turn, Uses per scenario: 2
      Melee +4
      Defence -2
    
    Description:
      This potion is brewed according to a secret recipe. It is special mold,
      gathered at a special time and dried out in a special way, which is then
      ground up in a stone mortar vessel. Mad mold powder makes anyone who inhales
      it into a berserk.
    
    Obtainable by:
      Sho-doon (level 3)
    
    
    Bark Skin Mold [SBSML]
    --------------
    Effect:
      Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 2
      All attacks -2
      Defence +4
    
    Description:
      This mold can make your skin as robust as solid wood. Enemy blades merely
      scratch this type of armor, and their arrows don't do any serious damage to
      it. However, the mold weakness that remains after taking this potion prevents
      creatures from attacking with the power they formerly had.
    
    Obtainable by:
      Sho-doon (level 4), Ash-hoon (level 4)
    
    
    Summon Wolves [SWOLF]
    -------------
    Effect:
      Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2
      Summons Spectral Wolves
    
    Description:
      The call of a hexer may summon wolves that have perished in combat back to
      the battlefield. They will not stay in the world of the living for long:
      only long enough to taste the blood of their enemies.
    
    Obtainable by:
      Sho-doon (level 5)
    
    
    Horror [SHRRR]
    ------
    Effect:
      Type: Spell, Target enemy, Lasts until rest or reqr., Uses per scenario: 2
      Willpower -40%
      Defence -4
      All attacks -4
    
    Description:
      There is no stronger feeling in the world than the horror that takes hold of
      the victims of this spell. Even the most fearless individuals are petrified
      with fear. The spell produces such shock that victims cannot remember what
      happened to them. Their spirit is broken, and even those who would never
      give up in battle, lose the will to fight.
    
    Obtainable by:
      Ash-hoon (level 3), Sho-doon (level 6)
    
    
    Gnat Swarm [SGNSW]
    ----------
    Effect:
      Type: Spell, Target enemies in radius, Lasts 1 turn, Uses per scenario: 1
      Defence -2
      Battle spell, strength 8
    
    Description:
      Some hexer's spells are so nasty that even orcs themselves despise them. The
      swarm of gnats is one of those. Obeying his squeaky call clouds of gnats
      gather on nearby swamps and rivers before flying toward the hexer. These
      blood-suckers can cover an immense area, biting all living creatures that
      fall within. Those warriors who find themselves battling the gnats cease
      defending themselves against the enemy.
    
    Obtainable by:
      Sho-doon (level 7), Ash-hoon (level 7)
    
    
    Brave Hiding [BRHID]
    ------------
    Effect:
      Invisibility
    
    Description:
      An ability to hide right under the enemy's nose can save a lot of lives. Let
      enemies shout about cowardice and demand fair combat as much as they want.
      At war, hiding before a surprise attack against the enemy is a strong tactic
      and quite fair.
    
    Obtainable by:
      Sho-doon (level 7), Goblin Sneakers (default), Goblin Stalkers (default)
    
    
    Distilled Quiky Mold [DEQMO]
    --------------------
    Effect:
      Defence +2
    
    Description:
      Goblins hexers have long been known for their knowledge of berries and fungi.
      Mushrooms have the honor of ranking particularly high on their list of
      favorite items. And a potion of quiky mold is considered a true delicacy to a
      goblin. More importantly such potions and Elixirs serve to increase reaction
      time, so that countering the quickest strike is a mere trifle for a hexer.
    
    Obtainable by:
      Sho-doon (level 8)
    
    
    Determined Killers [DEKIL]
    ------------------
    Effect:
      Defence -2
      Skirmish
    
    Description:
      These goblins have taken a liking to blood. After attacking their enemies,
      they leave nothing but dead bodies behind them. The goblins are so fond of
      killing with impunity that they often tend to attack carelessly...
    
    Obtainable by:
      Goblin Runners (level 5), Goblin Sneakers (level 5),
      Goblin Stalkers (level 5)
    
    
    Bad Wheels [BDWHE]
    ----------
    Effect:
      Move points -1
    
    Description:
      You can hardly see the wheels goblins use to equip their war machines
      without laughing. Instead of being round, most of them are many-sized shapes
      in varying smoothness. Such wheels seriously slow down the movement of
      ballistae and catapults.
    
    Obtainable by:
      Spear Hurler (default), Stone Tosser (default)
    
    
    Big Shields [BGSHI]
    -----------
    Effect:
      Defence +1
    
    Description:
      A big wooden shield can provide a war machine and its crew with some extra
      protection from enemy attacks. Of course, it's no remedy for cavalry attacks,
      but it is quite helpful against arrows or javelins.
    
    Obtainable by:
      Spear Hurler (level 1), Stone Tosser (level 1)
    
    
    Round Wheels [RNDWH]
    ------------
    Effect:
      Negate Bad Wheels perk
    
    Description:
      A round wheel rolls a lot better than any other wheel. Goblins know this
      well, but they are too lazy to do everything properly. However, normal combat
      experience has taught them that it's better to work for a while and make
      wheels that are round before heading into battle.
    
    Obtainable by:
      Spear Hurler (level 2), Stone Tosser (level 2)
    
    
    Camouflage [CMFLG]
    ----------
    Effect:
      Invisibilty
    
    Description:
      The art of disguise is not a simple art, especially if you need to conceal
      a large object from the eyes of the enemy. This crew has mastered this and
      now their war machine can assume the appearance of a haystack or an old
      house. Now only the most sharp-eyed enemies can spot them from a distance.
    
    Obtainable by:
      Spear Hurler (level 3), Stone Tosser (level 3)
    
    
    Metal Pod [MTLPD]
    ---------
    Effect:
      Defence +1
    
    Description:
      Metal plates that cover the sides and the bottom of the zeppelin's gondola
      protect the bomber's crew from enemy attacks. Arrows simply bounce off and 
      the claws of air hunters cause no damage. Only an experienced enemy would be
      able to find a breach in this defences.
    
    Obtainable by:
      Goblin Zeppelina (level 1)
    
    
    Propeller [PRPLR]
    ---------
    Effect:
      Move points +1
    
    Description:
      It is still unknown what happened to the first goblin who bent his oar in
      such an unusual way that he created a propeller. However, since then, goblins
      have found many uses for similar propellers. They proved themselves as
      wonderful substitutes for the oars used to propel zeppelins, thus greatly
      improving the balloons' speed.
    
    Obtainable by:
      Goblin Zeppelina (level 2)
    
    
    Balloon Armour [BLNAR]
    --------------
    Effect:
      Defence +3
      Bombardment -2
    
    Description:
      The balloon's fabric is too fragile to ensure the safety of the bomber's
      crew. A couple of good hits and the balloon may fall out of the sky, after
      losing all of its volatile gas. Covering the balloon with animal skin makes
      it strong enough to resist both arrow impact and blows from air hunters'
      claws.
    
    Obtainable by:
      Goblin Zeppelina (level 3)
    
    
    Extra Payload [EXPAY]
    -------------
    Effect:
      Move points -1
      Bombardment +3
    
    Description:
      With the desire to kill as many enemies as possible, goblins load many
      missiles into their dirigibles. Their bombardments become more efficient but
      the overloaded dirigibles are slowed down somewhat by their load.
    
    Obtainable by:
      Goblin Zeppelina (level 5)
    
    
    Vengeful Spirits [VESPI]
    ----------------
    Effect:
      Missile +1
    
    Description:
      A hexer is able to unleash vengeful spirits on his enemies, so the spirits
      will chase the souls of those killed even after death. No one has ever
      managed to see these spirits, but the results of these attacks they reinforce
      are quite visible.
    
    Obtainable by:
      Ash-hoon (level 1)
    
    
    Summon Eye [SEYE0]
    ----------
    Effect:
      Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2
      Summons Flying Eye
    
    Description:
      Some drops of sacrifcied blood, some scales of snakes, and the eye of an
      eagle killed at midnight... After screaming the spell out, a hexer disperses
      this magic powder in the air and a 'bloody eye' rises from its clouds. The
      hexer will be able to see everything this magic eye sees.
    
    Obtainable by:
      Ash-hoon (level 2)
    
    
    Summon Boars [SBOAR]
    ------------
    Effect:
      Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2
      Summons Shadow Boars
    
    Description:
      Although the bodies of these boars are woven from swamp fog, the way they
      fight is not inferior to real boars. Phantom boars are powerful enough to
      take the lives of enemies with them when they pass back into the underworld.
    
    Obtainable by:
      Ash-hoon (level 3)
    
    
    Dead Bones [SDBON]
    ----------
    Effect:
      Type: Spell, Target enemy, Uses per scenario: 2
      Battle spell, strength 16
    
    Description:
      Following this hexers's command the old bones of ancient monsters rise up
      from the earth. The breath of death fills the air. Almost no one can resist
      the power of this terrible spell.
    
    Obtainable by:
      Ash-hoon (level 5)
    
    
    Fear Discipline [FDISP]
    ---------------
    Effect:
      Move points +1 for neighbor friends
    
    Description:
      Everyone is fearful of the hexer and they have good reason to be so. The
      warriors remember that his force can target not only the enemies. The nearby
      units are so afraid of the hexer that they move around much faster in his
      presence.
     
    Obtainable by:
      Ash-hoon (level 6)
    
    
    Big Flask [BIFLA]
    ---------
    Effect:
      Defence -1
      Charge +4
    
    Description:
      Only a hero can carry such a big flask of famous death cup beer. To enhance
      the effect of this concoction hexers add fresh blood and flavor it all with
      magic. After this treatment, the beer increases the power of charge attacks.
      But it makes the attacker's head a little bit dizzy and decreases his
      defences.
     
    Obtainable by:
      Besargar (level 7)
    
    
    Frenzied Regeneration [FRREG]
    ---------------------
    Effect:
      Type: Spell, Target self, Lasts 2 turn, Uses per scenario: 2
      All attacks +3
    
    Description:
      Seized by combat insanity a berserk pays no attention to his wounds. He
      wishes only to reach the enemy as soon as possible. However, if the fighter
      somehow fail to rush into battle the berserker's unspent enegiý will heal his
      wounds.
    
    Obtainable by:
      Mads (level 4), Bad Mads (level 4), Besargar (level 7)
    
    
    Contagious Madness [CONMA]
    ------------------
    Effect:
      Defence -1 and Melee +2 for neighbor friends
    
    Description:
      The belief that the madness of a berserk is contagious is not altogether
      false. All the units around this hero are influenced by his combat madness
      and fight much more fiercely. Yet they tend to forget about defending
      themselves.
     
    Obtainable by:
      Besargar (level 9)
    
    
    Awfully Huge [AWHUG]
    ------------
    Effect:
      Willpower -20% and all attacks -2 for neighbor enemies
    
    Description:
      The sound of this monster's breath is similar to that of an ocean tide. Its
      huge weapon looks light like a feather in its huge paws, while its enormous
      eyes seem to be peeping into your very soul... Enemies' hearts sink when they
      see such a monstrous giant nearby.
     
    Obtainable by:
      Wild Trolls (default), War Trolls (default)
    
    
    Regenerate [SREGE]
    ----------
    Effect:
      Type: Spell, Target self, Uses per scenario: 5
      Restores all wounded
    
    Description:
      It is not only the thick skin and immense power of trolls that makes them
      very hard to kill. Even the most serious wounds suffered by these monsters
      heals almost immediately and their severed limbs can grow back. If the
      slightest drop of life remains within a troll, he can regenerate with menacing
      speed.
     
    Obtainable by:
      Wild Trolls (default), War Trolls (default)
    
    
    Thick Hide [THHID]
    ----------
    Effect:
      Defence +1
    
    Description:
      Trolls are often noted for their thick skin. Their hide is so thick that they
      usually fail to even notice a kick, and are only mildly bothered by a strong
      blow from a weapon.
     
    Obtainable by:
      Wild Trolls (level 1), War Trolls (level 1)
    
    
    Taste for Fresh Meat [TFFRM]
    --------------------
    Effect:
      Defence -1
      All attacks +2
    
    Description:
      Wild trolls are too slow to overtake their pray, therefore they often have to
      be content with carrion. These trolls have realized that in a battle, though,
      their prey comes to them all by itself. As the monsters have taken a liking
      to fresh meat, they rush into battle as soon as they see an enemy, without
      a thought to defending themselves.
     
    Obtainable by:
      Wild Trolls (level 1), War Trolls (level 1)
    
    
    Wall Breaker [WLBRK]
    ------------
    Effect:
      All attacks +3 in urban
    
    Description:
      Stones is only inferior to a living rock. A troll is capable of passing
      easily through the walls of a stone house to suddenly attack whoever is
      inside.
     
    Obtainable by:
      Wild Trolls (level 2), War Trolls (level 2)
    
    
    Wild Strength [WLDST]
    -------------
    Effect:
      All attacks +1
    
    Description:
      Wild strength hides in trolls. Sometimes they do not know themselves how
      strong they are. A giant is sometimes surprised when he breaks his own club
      with an awkward move of his hand. Once they realize the extent of their own
      power, they become much more dangerous.
     
    Obtainable by:
      Wild Trolls (level 3), War Trolls (level 3)
    
    
    Big Steps [BGSTE]
    ---------
    Effect:
      Move points +1
    
    Description:
      The monster needs to take only a few steps to cover a whole mile. It hardly
      notices obstacles such as hills, rocks, swamps or woods crossing over them
      with ease.
     
    Obtainable by:
      Wild Trolls (level 4), War Trolls (level 4)
    
    
    Shooting Protection: Hardhead [SPHEA]
    -----------------------------
    Effect:
      Protection from shooters
    
    Description:
      Shooting is the best way to fight any monster. But these beasts have learned
      to stop arrows with their heads, the strongest, most well-protected part of
      their bodies. Their super-thick skulls are a better defence against any blow
      than the most durable helmet.
     
    Obtainable by:
      Wild Trolls (level 5), War Trolls (level 5)
    
    
    Pha-lansa [PHALS]
    ---------
    Effect:
      Defence +1
    
    Description:
      Orc families treasure their stories from the time of Marcus about that
      terrible weapon of the old empire: the phalanx formation. Orcs are constantly
      trying to employ something of the kind in battle. Of course, their phalanxes
      don't at all resemble Marcus' phalanxes, yet they help during attacks. The
      very desire to act together in battle allows the orcs to defend themselves
      more effectively.
     
    Obtainable by:
      Battle Orcs (level 1), Orc Mights (level 1)
    
    
    Defence Bonus [DEFBO]
    -------------
    Effect:
      Defence +1
    
    Description:
      A good warrior is distinguished by his skill in defending himself, without
      having to think twice. The ability to respond instinctively to a strike often
      saves one's life.
     
    Obtainable by:
      Summoned units (level 1)
    
    
    AttackBonus [ATTBO]
    -----------
    Effect:
      All attacks +1
    
    Description:
      Combat experience translates into true combat skills. Attacks by these
      warriors are significantly more dangerous.
     
    Obtainable by:
      Summoned units (level 1)
    
    
    Move Bonus [MVEBO]
    ----------
    Effect:
      Move points +1
    
    Description:
      Knowing how to best conserve energy during long marches, they skillfully
      distribute their load, and vary their pace. These swift-marching specialists
      cover larger distances than usual, and never grow tired.
     
    Obtainable by:
      Summoned units (level 3)
    
    
    Claustrophobia [CLPHO]
    --------------
    Effect:
      Defence -1 and all attacks +3 in urban
    
    Description:
      High walls, narrow streets and curved fences produce a fear of enclosed
      spaces in orcs, who are accustomed to the open spaces of the steppe. Often
      orcs will go mad and begin to destroy the walls surrounding them, as well as
      everything in their way. Many city and village dwellers have already
      witnessed a berserk suffering an attack of claustrophobia. Those who survive
      such a nightmarish spectacle would likely rather not see it again.
     
    Obtainable by:
      Mads (level 2), Bad Mads (level 2)
    
    
    Almost Round Shields [ROSHI]
    --------------------
    Effect:
      Defence +1
    
    Description:
      The advantages of a round shield have been widely known for centuries. But
      neither goblins nor orcs bother themselves with creating perfect circular
      shapes. They believe that it's enough to have a very light shield that offer
      good protection. Of course, one has to know how to use them properly.
     
    Obtainable by:
      Orcish Riders (level 1), Mounted Goblins (level 1), Goblin Raiders (level 1),
      Mighty Riders (level 1)
    
    
    Iron Horns [IRHOR]
    ----------
    Effect:
      Charge +1
    
    Description:
      Orcs use expensive steel for this weapon. With iron covers as sharp as
      knives, the bulls' menacing horns turn into a horrible thing capable of
      piercing any armor and turning even the strongest enemy into a bloody mess.
      Even if the enemy's unit has not been completely destroyed during this
      violent attack the wounds left by these horns will not soon heal.
     
    Obtainable by:
      Orcish Riders (level 1), Mighty Riders (level 1)
    
    
    Bull Trails [BULLT]
    -----------
    Effect:
      Movement cost through forest is set to 100%
    
    Description:
      For a horseman, making his way through a forest is not easy - knotty roots,
      interlacing branches and deep ravines stand in his way. Yet, bull riders feel
      at home in a forest. The only thing is, they need to learn to dodge trees in
      time and find the shortest paths through piles of windfall.
     
    Obtainable by:
      Orcish Riders (level 3), Mighty Riders (level 3)
    
    
    Beast Temper [BETEM]
    ------------
    Effect:
      Defence -2
      Charge +4
    
    Description:
      Which animal do hunters fear most of all? It's neither a bear with his
      strength, nor a wolf with his teeth. They are most afraid of the bull, which
      is violent, quick, and therefore very dangerous. Meeting even one wild bull
      is dangerous. What is to be said then about meeting a dozen bulls running at
      you? Then, what if a huge orc is riding on the backs of each of them? Both
      are distinguished by their malicious, bestial temper.
     
    Obtainable by:
      Orcish Riders (level 5), Mighty Riders (level 5)
    
    
    Hyena Mount [HYMOU]
    -----------
    Effect:
      Defence +2 and all attacks +2 in forest
    
    Description:
      By nature, hyenas are perfectly built for running through forests. Their
      riders are also at a considerable advantage in the forest: low branches do
      not lash their faces and their weapons rarely get hooked. This helps them to
      attack and defend themselves better.
     
    Obtainable by:
      Mounted Goblins (default), Goblin Raiders (default)
    
    
    Furry Boss [FUBOS]
    ----------
    Effect:
      Negates Lazy perk
    
    Description:
      If a pack leader appears among the hyenas, the goblins will rouse will rouse
      themselves. A single click from this mighty beast makes both his fellow
      beasts and their riders wary.
     
    Obtainable by:
      Mounted Goblins (default), Goblin Raiders (default)
    
    
    Animal Scent [ANISC]
    ------------
    Effect:
      See invisible
      Sight +1
    
    Description:
      Hyenas' eyes are enviable, yet their keen scent is even more important for
      their survival. Their ability to smell the enemy even when he is securely
      hidden from view will save their riders from sudden ambushes.
     
    Obtainable by:
      Mounted Goblins (level 2), Goblin Raiders (level 2)
    
    
    Pack Hunting [PHUNT]
    ------------
    Effect:
      Defence +2 and skirmish +1 in forest
    
    Description:
      A lonely hyena hardly poses a serious danger to an experienced enemy.
      However, a pack of hyenas is quite a different thing. They can surround a
      victim and attack as an organic whole. At such times, they seem to double in
      number. At last, goblin riders have learned to take advantage of the hyena's
      pack hunting instinct, and they can now attack twice as quickly.
     
    Obtainable by:
      Mounted Goblins (level 2), Goblin Raiders (level 2)
    
    
    Soft Paws [SPAWS]
    ---------
    Effect:
      Invisibility
    
    Description:
      Unlike goblins, hyenas are taught from the time they are pups to approach
      their prey unnoticed. But goblins also realize the advantage of moving
      slowly. Sliding like noiseless shadows, hyenas and their riders can cross a
      field within yards of dozens of their enemies without being noticed.
     
    Obtainable by:
      Mounted Goblins (level 5), Goblin Raiders (level 5)
    
    
    Stone Form [STFRM]
    ----------
    Effect:
      Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
      All attacks -10
      Defence +10
    
    Description:
      This ability inherited from their ancient ancestors is concealed in the blood
      of every troll. Long ago at the dawn of time trolls used to travel only at
      night becoming granite rocks during the daytime. But over time, trolls
      learned to stop fearing the light and so they forgot the secret of Stone
      Form. Today monsters that can turn their bodies into granite for a short
      while are very rare. This art is particularly valuable in battle, as almost
      nobody can injure a troll once he has turned himself into a stone colossus.
     
    Obtainable by:
      War Trolls (default)
    
    
    Poison Tail [POSTL]
    -----------
    Effect:
      All wounded become killed
    
    Description:
      A slash of the poison pretanodon's tail can be fatal for a careless enemy. It
      is not easy to repel this attack, as a pteranodon can strike suddenly from
      behind his rider, at the same time as the rider engages the enemy. An
      inexperienced enemy may linger for a second that may cost him his life.
     
    Obtainable by:
      Pteranodon Rider (level 3)
    
    
    Lasher [LASHR]
    ------
    Effect:
      Move points +1
    
    Description:
      A common lash is a wonderful way to make a pteranodon fly faster. The only
      difficulty is that few riders who use the lash reach their destination alive,
      as the pteranodon often throw them off or eat them while in flight. Those who
      manage to reach their destination are given the title of lash masters. They
      know how to drive a pteranodon on with blows that do not annoy them.
     
    Obtainable by:
      Pteranodon Rider (level 3)
    
    
    Looking Glazz [LOGLZ]
    -------------
    Effect:
      Move points +1
    
    Description:
      Not every goblin will risk tangling with looking glaszz magic. It is said to
      distort the world in a strange manner, making things at a distance appear
      close by. This pteranodon is ridden by a very daring goblin. He can see
      almost as far as the very horizon noticing all enemies.
     
    Obtainable by:
      Pteranodon Rider (level 4)
    
    
    Hunting Tradition [HNTTR]
    -----------------
    Effect:
      Missile +2 in hills and forest
    
    Description:
      It is dangerous to quarrel with elven archers, since an elf can hit a
      squirrel's eye at a distance of hundred paces. Woods and hills are their
      favorite places to practice hunting. Few people would wish to roam there and
      serve as targets.
     
    Obtainable by:
      Elven Bows (default)
    
    
    Bold Archers [BLDAR]
    ------------
    Effect:
      Missile +2
      Defence -1
    
    Description:
      Elven practice archery for longer than most humans are alive. No one can
      match an elven master bowman. They are aware of their own superiority, but
      this vanity is sometimes their downfall as they stop looking out for their
      own safety during battle.
     
    Obtainable by:
      Elven Bows (level 1)
    
    
    True Elven Bowstrings [TRBST]
    ---------------------
    Effect:
      Range +1
    
    Description:
      Humans appreciate the craftsmanship of elven bowstrings but cannot use them
      proficiently. Only elves themselves can use these bowstrings to send arrows
      much farther without losing their infamous accuracy.
     
    Obtainable by:
      Elven Bows (level 3)
    
    
    Aggressive Style [AGGST]
    ----------------
    Effect:
      Defence -2
      All attacks +3
    
    Description:
      Elves study various styles of swordsmanship. These sword masters believe that
      aggression and speed can tip the scale in a fight. One need not worry about
      defending oneself if the enemy is already dead.
     
    Obtainable by:
      Elven Swords (level 2)
    
    
    Defensive Style [DFSTL]
    ---------------
    Effect:
      Defence +2
      All attacks -1
    
    Description:
      The ancient art of radial defence allows elven swordmasters to fight multiple
      enemies at the same time. It allows them to establish an impenetrable barrier
      around themselves, and kill their enemies with quick and accurate strikes.
     
    Obtainable by:
      Elven Swords (level 2)
    
    
    Shooting Protection: Sword Masters [SPSWM]
    ----------------------------------
    Effect:
      Protection from shooters
    
    Description:
      These skillful warriors are capable of deflecting enemies' arrows with their
      weapons. Some say they can predict where an arrow will land as soon as an
      archer draws it from his quiver.
    
    Obtainable by:
      Elven Swords (level 3)
    
    
    Hill Walker [HLWLK]
    -----------
    Effect:
      Movement cost through hills is set to 100%
    
    Description:
      The dwarves spend their whole lives in mountains caves and among the hills.
      From childhood onward, they learn to walk up hills as if they were plains.
    
    Obtainable by:
      Dwarnrock (default), Dwarven Axemen (default), Dwarven Crossbowmen (default),
      Dwarven Nobles (default)
    
    
    Rune Axes [RNAXE]
    ---------
    Effect:
      Melee +2
    
    Description:
      Dwarves cover their combat axes with magical runes, which make their weapons
      even more durable and sharp. These axes become truly deadly weapons, even in
      unskilled hands.
    
    Obtainable by:
      Dwarven Axemen (level 4), Dwarven Nobles (level 4)
    
    
    Ofris Master Armor [OMAAR]
    ------------------
    Effect:
      Defence +3
    
    Description:
      A long time ago, skillful dwarven craftsmen produced unmatched armor in their
      underground smithies, hidden deep within the sacred Ofris mountain. Such
      armor is priceless now. No dwarf will ever part with his suit.
    
    Obtainable by:
      Dwarven Axemen (level 5), Dwarven Nobles (level 5), Dwarnrock (level 8) 
    
    
    Rune of Resilience [RORES]
    ------------------
    Effect:
      Defence +1
    
    Description:
      The resilience rune force will deflect a foul blow and help a hero remain on
      his feet even after the hardest battle. Dwarnrock's weapon with this rune
      inscribed upon it blocks any strike and deflects any arrow with ease.
    
    Obtainable by:
      Dwarnrock (level 2)
    
    
    Rune of Devastation [RODEV]
    ------------------
    Effect:
      Melee +2
    
    Description:
      Runes help dwarves who are striving to become mighty warriors. The rune of
      devastation has made Dwarnrock's axe very sharp and the warrior himself
      indefatigable. A fight against this hero will be the last for many enemies.
    
    Obtainable by:
      Dwarnrock (level 7)
    
    
    Rune of Endurance [ROEND]
    -----------------
    Effect:
      Move points +1 to neighbor friends
    
    Description:
      Dwarves possess the secret of rune's magic. A rune of endurance inscribed by
      this hero will render all nearby units truly indefatigable. They will be able
      to cover great distances without a single halt.
    
    Obtainable by:
      Dwarnrock (level 9)
    
    
    Concentration [CNCNT]
    -------------
    Effect:
      Defence -1
      Missile +2
    
    Description:
      Teya feels the natural flow running through all living creatures. By
      concentrating she can harness this flow to empower her attacks. But while
      doing so, Teya runs the risk of missing an enemy's attack.
    
    Obtainable by:
      Teya (level 1)
    
    
    Rejuvenation [RJUVN]
    ------------
    Effect:
      Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 2
      Restore all wounded
      Defence +2
    
    Description:
      Elf mages know not only destructive magic, but also healing spells. Elves
      have an innate connection with magic so the impact of their healing spells is
      very powerful. They not only heal wounds fully, they also provide some short-
      term defence.
    
    Obtainable by:
      Teya (level 3)
    
    
    Guarded by Woods [GBWOD]
    ----------------
    Effect:
      Defence +4 in forest
    
    Description:
      Few elves reach such a state of oneness with nature. When you feel the forest
      as an extension of yourself. When you can move any branch as if it were your
      own arm, or twine the roots round your enemies' legs by just thinking about
      it, or grow a whole wall of trees in the enemy's way. It seems to the
      attacker that the forest itself guards Teya.
    
    Obtainable by:
      Teya (level 4)
    
    
    Expert Arcanist [EXPAR]
    ---------------
    Effect:
      Armour-piercing missiles
    
    Description:
      Teya's attacks always hit their target, even if the target is wearing heavy
      armor. A magic arrow can penetrate any protection it encounters: there is no
      armor strong enough to resist it.
    
    Obtainable by:
      Teya (level 7)
    
    
    Regrowth [RGRWT]
    --------
    Effect:
      Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 1
      Restore full hitpoints
      Defence +2
    
    Description:
      Only the most skilful sorcerers are able to bring fallen warriors back to
      life. No wonder elves, the best mages in the world, have an excellent command
      of this type of magic. The spell is so powerful it not only resurrects the
      dead but also provides short-term defence to the creature for which it is
      cast.
    
    Obtainable by:
      Teya (level 7)
    
    
    Nature Intervention [NTINV]
    -------------------
    Effect:
      Type: Spell, Target friends in radius, Lasts 1 turn, Uses per scenario: 1
      Restore full hitpoints
      Defence +2
    
    Description:
      Blessed are those who have experienced the magic of the great resurrection.
      When they rise from the ground, they feel alive as they never did before.
      They see their fellow warriors rise up and the fatal wounds of their friends
      in other units heal over. The heady joy of rebirth is visible in their eyes.
    
    Obtainable by:
      Teya (level 9)
    
    
    Dragon Slave [DRGSL]
    ------------
    Effect:
      Type: Spell, Target enemies in radius, Uses per scenario: 1
      Battle spell, strength 30
    
    Description:
      Only a few elf mages believe in the existence of this spell. However,
      fairytales about its power still serve to frighten children. The power this
      spell contains is so tremendous that even dragons cannot resist it.
    
    Obtainable by:
      Teya (level 10)
    
    
    Extra Armor [EXARM]
    -----------
    Effect:
      Defence +3
      Move points -1
    
    Description:
      Additional steel plates added by the dwarves to their mobile fortress
      considerably improves its protection. The machine has lost some of its
      mobility, though, because of the extra weight.
    
    Obtainable by:
      Dwarven Mobile Fort (level 1)
    
    
    Rough Terrain Mod [RTERM]
    -----------------
    Effect:
      Movement cost through hills and rough is set to 100%
    
    Description:
      The dwarves equip their combat machine with spiked wheels and install a steel
      plate on its front to push rocks and stones aside. With these improvements,
      the mobile fortress can climb over hills and rocky terrain with ease.
    
    Obtainable by:
      Dwarven Mobile Fort (level 2)
    
    
    Master Crafted Engine [MCREN]
    ---------------------
    Effect:
      Movement points +1
    
    Description:
      The mechanics of this mobile fortress were built by a true craftsman. This
      dwarven combat machine can move much faster.
    
    Obtainable by:
      Dwarven Mobile Fort (level 3)
    
    
    Counter Attack (Shoot) [CASHT]
    ----------------------
    Effect:
      Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
      Use all attacks while defending 
    
    Description:
      An enemy will regret attacking this mobile fortress! The war machine's crew
      will have time to charge their weapon and fire at the attacking enemy.
    
    Obtainable by:
      Dwarven Mobile Fort (level 3)
    
    
    Crack Crew [CRCRW]
    ----------
    Effect:
      All attacks +2
    
    Description:
      These dwarves know every secret to manipulating their mobile fortress. Their
      combat machine attacks have improved. The crack crew is also capable of
      protecting itself and its machine in a melee.
    
    Obtainable by:
      Dwarven Mobile Fort (level 5)
    
    
    Dwarven Noble [DNOBL]
    -------------
    Effect:
      Defence +1 and willpower +10% to neighbor friends
    
    Description:
      Dwarven nobles inspire nearby units with their appearance. The warrior defend
      their positions, so as not to lose face before their clan chief. And of
      course, no one would conceive of fleeing from the battlefield in their
      presence.
    
    Obtainable by:
      Dwarven Nobles (default)
    
    
    Sizzling Flame [SIZFL]
    --------------
    Effect:
      Flame breath +2
    
    Description:
      Normal fire seems as cold as ice compared to a dragon's flame. Elves say that
      exhale the same flame in which the world was born and in which it will perish
      at the end of time.
    
    Obtainable by:
      Dragon (level 2)
    
    
    Strong Wings [STRWI]
    ------------
    Effect:
      Move points +1
    
    Description:
      Dragons need strong wings, and not only for aerial fighting. Long flights
      require both strength and endurance. A dragon's ability to fly farther than
      usual at a crucial moment can bring a victory in the battle.
    
    Obtainable by:
      Dragon (level 2)
    
    
    Phoenix Resurrection [PHRES]
    --------------------
    Effect:
      Restore full hit points to self
    
    Description:
      The flame that gave birth to the world resurrects the fiery guards. While at
      least one female warrior is alive they will continue to come back to life and
      rejoin the ranks.
    
    Obtainable by:
      Flame Guards (default)
    
    
    o-----------------------------------------------------------------------------o
    |                    ..:: Terrain and Movement Tables ::.                     |
    o-----------------------------------------------------------------------------o
    
    HI - Heavy Infantry
    LI - Light Infantry
    Ar - Archers
    HC - Heavy Cavalry
    LC - Light Cavalry
    AF - Air Fighters (Sky Hunters)
    AB - Air Bombers
    Sk - Skirmishers
    WM - War Machines
    HR - Non-Mage Heroes
    HM - Mage Heroes
    
    
    Terrain Bonuses in Defence [TBIND]
    --------------------------
    The defence modifier your unit get for standing on a particular type of
    terrain when getting attacked by an enemy.
    
        Plain  Forest  Swamp  Desert  Rough  Hill  River  Village  Town  Castle
    HI  0      0       -8     -2      0      +2    -8     +2       +4    +6
    LI  0      +4      -4     0       +4     +4    -4     +2       +4    +6
    Ar  0      0       -8     0       0      +2    -8     +2       +4    +6
    HC  0      -4      -10    -2      -4     +2    -8     0        +2    +4
    LC  0      -4      -10    0       -4     +2    -8     0        +2    +4
    AF  0      0       0      0       0      0     0      0        0     0
    AB  0      0       0      0       0      0     0      0        0     0
    Sk  0      +4      -4     0       +4     +4    -4     +2       +4    +6
    WM  0      -4      -10    0       -4     +2    -8     +2       +4    +6
    HR  0      0       -8     0       0      +2    -8     +2       +4    +6
    HM  0      0       -8     0       0      +2    -8     +2       +4    +6
    
    
    Terrain Bonuses in Attack [TBINA]
    -------------------------
    The attack modifier your unit get for attacking an enemy standing on a
    particular type of terrain.
    
        Plain  Forest  Swamp  Desert  Rough  Hill  River  Village  Town  Castle
    HI  0      0       -4     -2      0      0     -4     0        0     0
    LI  0      +4      0      0       +4     +2    0      0        0     0
    Ar  0      0       -4     0       0      0     -4     0        0     0
    HC  0      -4      -6     -2      -4     -2    -4     -2       -2    -2
    LC  0      -4      -6     0       -4     -2    -4     -2       -2    -2
    AF  0      0       0      0       0      0     0      0        0     0
    AB  0      0       0      0       0      0     0      0        0     0
    Sk  0      +4      0      0       +4     +2    0      0        0     0
    WM  0      -4      -6     0       -4     0     -4     0        0     0
    HR  0      0       -4     0       0      0     -4     0        0     0
    HM  0      0       -4     0       0      0     -4     0        0     0
    
    
    Movement Cost Table [MOCOT]
    -------------------
    
                Plain  Forest  Swamp  Desert  Rough  Hill  Mountain  River  Road
    Foot        100%   67%     25%    67%     67%    67%   –         25%    143%
    All Terrain 100%   100%    50%    100%    100%   100%  –         33%    143%
    Mounted     100%   25%     20%    67%     50%    67%   –         25%    143%
    Big Foot    100%   100%    50%    100%    100%   100%  –         50%    143%
    Wheeled     100%   20%     20%    50%     25%    50%   –         20%    143%
    Flight      100%   100%    100%   100%    100%   100%  100%      100%   100%
    
    
    o-----------------------------------------------------------------------------o
    |                              ..:: Artifacts ::..                    [ARTFT] |
    o-----------------------------------------------------------------------------o
    
    
    Burning Sword [ABSWR]
    -------------
      Effects:
        Defence -1
        Melee +2
    
      Description:
        This sword was forged in the dwarves' underground smithies. The blade's
        steel still bears the flame of red-hot furnaces. The holder of this weapon
        is very dangerous in a melee. However, one needs to be cautious not to
        burn oneself when handling this weapon.
      
      Found: Ruined chapel (Wind of the Steppes)
      
      
    Eye of an Eagle [AEOAE]
    ---------------
      Effects:
        Sight +1
    
      Description:
        This artifact grants the holder the sharpness of an eagle's eye. With its
        help you are more likely to spot your enemy in time to prepare for battle!
    
      Found: Dead Mage (Against the Wind)
    
    
    Helm of Saint [AHSAI]
    -------------
      Effects:
        Defence +1
    
      Description:
        The best days of this old helmet have long gone. It is so rusted through
        that it doesn't even seem able to withstand glancing blows. But this
        helmet is more effective than it seems. It was once worn by a zealot who
        spread the doctrine of Marcus throughout the lands of the pagans. The
        strength of his holiness protects better than any steel.
    
      Found: Gold & Silver victory in scenario Against the Wind
      
    
    Sphere of Cold [ASOCL]
    --------------
      Effects:
       Movement cost through river is set to 100%
    
      Description:
        This artifacct is availabe in many Sylent shops, for quite a lot of money,
        of course. The owner of the magic sphere of cold can turn water into ice.
        With it one can get across any river with ease.
        
      Found:
        Altar (Rapid Rescue)
        Gold victory in Reconnaissance in Force
      
    
    Amulet of the Fanatic [AOTFN]
    ---------------------
      Effects:
        Defence -2
        Melee +3
    
      Description:
        The amulet of berserk fanatics date back to the time of the Tirolingian
        Wars and are highly valuable. Only a few of them remain and mages that
        have studied these artifacts are certain there is not the slightest drop
        of magic in them. However, these amulets still have the effect of making
        the holder act like a berserk: they enhance attacks but make the holder
        forget about defending himself.
    
      Found: Gold victory in scenario Rapid Rescue
      
    
    Banner of Valor [ABAOV]
    ---------------
      Effects:
        All attacks +1 for neighbor friends
    
      Description:
        The banner of valor that flutters above the heads of warriors encourages
        the nearest allies to take up arms. Now the warriors' attack is even more
        violent than before.
    
      Found: Ruined chapel (Back to Derenhalle)
    
    
    Lance of Glory [ALOGL]
    --------------
      Effects:
        Charge +2
    
      Description:
        In the old days many glorious knights perished in contests, vainly hoping
        to obtain one of the famous lances of glory. But the award was worth the
        risk. It is known for sure that this weapon has a secret power to enhance
        a ramming attack. Most of these lances were broken in combat or stolen
        from their legal owners. But there are some places were these precious
        artifacts can still be found.
    
      Found:
        Gold & Silver victory in scenario Back to Derenhalle
        Kill the Foot Knight in the additional quest "Intercept the magic cargo"
          in Land of Knights
    
    
    Sword of Wrath [ASWWR]
    --------------
      Effects:
        Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 1
        Battle spell, strength 9
        All attacks -2
    
      Description:
        Such swords are sanctified at the Holy Marcus Cathedral in Verson and
        sometimes even in the very Ticsus when a new inquisitor is ordained. No
        priest would ever abandon this weapon. Those who find such an artifact
        must know that another brother of the holy church perished defending the
        cause of faith. The owner of this sword can cast the wrath of Marcus upon
        the heads of his enemies.
    
      Found: Old church (Freiburg's Destiny)
    
    
    Relics of Marcus [AROMA]
    ----------------
      Effects:
        Defence +2
        Willpower +20%
    
      Description:
        The incorruptible relics of holy Marcus can resist evil and strengthen
        moral courage. People say sinners do not dare to even approach this relic.
    
      Found: Temple of Marcus' Blood (Freiburg's Destiny)
    
    
    Elixir Of Life [AELLI]
    --------------
      Effects:
        Restore full hitpoints to self
    
      Description:
        Resurrection is such a complicated sorcery spell that only a few selected
        wizards can master it. But the Elixir of Life enables any person, even
        those ignorant of magic, to raise the dead.
    
      Found:
        Gold victory in scenario Freiburg's Destiny
        Gold & Silver victory in scenario The Fall of Verson
        Gold & Silver victory in scenario Secret mission
    
    
    Firkan's Map [AFMAP]
    ------------
      Effects:
        Move point +1
    
      Description:
        The famous Sylentian merchant Firkan traveled all around the world, from
        the seas of Ticsus to the swamps of Daiaran-Ai, and from Quendaylon to
        Verks Wastes. It was in the Wastes that he vanished. Detailed maps and
        records made by Firkan during his travels save you from wasting your time
        looking for the easiest and safest paths.
    
      Found:
        Water mill in Generals of Leranse
        Gold & Silver victory in scenario Land of Knights
    
    
    Staff of the Eternal Flame [ASTEF]
    --------------------------
      Effects:
        Type: Spell, Target enemy, Uses per scenario: 1
        Battle spell, strength 10
    
      Description:
        This staff used to belong to a mighty mage, an expert in the element of
        fire. The staff absorbed part of its former owner's power and can be used
        to attack enemies with fireballs, even if its present owner lacks any
        knowledge of magic.
    
      Found:
        Gold victory in scenario Plains of Leranse
        Gold & Silver victory in scenario Fall of Freiburg
    
    
    Horn of Horror [AHORN]
    --------------
      Effects:
        Willpower -20% to neighbor enemies
    
      Description:
        When nearby enemies hear the sound of this horn they realize that the
        darkest day of their lives has arrived. Their hearts go cold and their
        will weakens.
    
      Found:
        Killing the "Rust" spamming Goblin Hexer in Plains of Leranse
        Gold victory in scenario Fall of Irand
    
    
    Horn of Fury [AHORF]
    ------------
      Effects:
        Melee +1
    
      Description:
        The sound of this magic horn shakes the skies. Blood begins to stir in the
        veins of fighters and their fury increases their power in a melee.
    
      Found: Gold & Silver victory in scenario Joining the majority
    
    
    Shield of the Ancients [ASHAN]
    ----------------------
      Effects:
        All attacks -1
        Defence +3
    
      Description:
        This ancient shield, dating back to the times of holy Marcus, contains
        magical powers. Its magic can increase the defensive capabilities of an
        entire unit. However, the curtain of magic armor it provides is so heavy
        that it restricts movements during an attack.
    
      Found: Gold & Silver victory in scenario Generals of Leranse
    
    
    Standard of High King [ASOHK]
    ---------------------
      Effects:
        Defence +1 and Willpower +10% to neighbor friends
    
      Description:
        Seeing the standard fluttering above the heads of the fighters, fills
        their nearest allies with the hope that victory is in sight. Their morale
        becomes stronger than stone.
    
      Found: Gold victory in scenario Wings of Verson
    
    
    Cloak of a Saint [ACLAS]
    ----------------
      Effects:
        Defence +3
    
      Description:
        A light cloak once covered the shoulders of a zealous monk, protecting him
        from the rain and wind. Now its power can defend an entire unit from enemy
        weapons.
    
      Found: Gold victory in scenario Deserted City
    
    
    Mummy Eye [AMUEY]
    ---------
      Effects:
        Sight +1
        See invisible
    
      Description:
        If an orc hexer dies in the wastes, nobody dared to approach the place of
        his death. His fellow hexers will take his body away only after it has
        been mummified by dry winds. Their dark magic turns the dead eyes of
        mummies into valuable artifacts. The one that carries such a magic eye
        gains not only better vision, but also an ability to notice the invisible.
    
      Found: Stone circle in Conquest of Goblins
    
    
    Axe of Madness [AXMAD]
    --------------
      Effects:
        Melee +2
        Defence -1
    
      Description:
        This axe makes its holder act like a mad orc. Their attacks become more
        violent, but heir defences fall away.
    
      Found: Stone circle in Conquest of Goblins
    
    
    Night Stone [ANIST]
    -----------
      Effects:
        Invisibility
    
      Description:
        The black stone fell from the skies on a moonless night. The magic power
        contained in this stone hides its holder from their enemy's sight,
        making him as invisible as the best scout.
    
      Found: Troll's cave in Joining the majority
    
    
    Red Plate of Azurnash [AREDP]
    ---------------------
      Effects:
        Defence +1
    
      Description:
        If the legends is true, Azurnash is the last warrior of the Siirta people,
        who were annihilated in ancient times by the elves. Azurnash survived. He
        lived with the dwarves and fought together with them against the hated
        elves. In gratitude for his deeds underground dwarven masters reinforced
        his armor with their magic.
    
      Found: Witch circle in Fall of Irand
    
    
    Ancient Crown [ACRWN]
    -------------
      Effects:
        Melee +3
        Defence -1
    
      Description:
        This crown was worn by the great monarchs of ancient times, It was used to
        give them strength in combat. Indeed, this artifact makes fighters stronger
        in a melee. But the pride of possessing such an ancient crown often makes
        the wearer overestimate his own powers, which has an adverse affect on his
        defences.
    
      Found: Killing King Victor (Fall of Freiburg)
    
    
    Desecrated Relic [ADREL]
    ----------------
      Effects:
        All attacks -1
        Defence +2
    
      Description:
        This sacred relic was profaned by the touch of a sinner. The power of the
        relic still defends its holders, but the wrath of vengeful forces is felt
        by nearby units and it prevents them from attacking with accuracy.
    
      Found: Old church (Fall of Freiburg)
    
    
    Staff of Meteors [ASFME]
    ----------------
      Effects:
        Type: Spell, Target all in radius, Uses per scenario: 1
        Battle spell, strength 11
    
      Description:
        The holder of this staff rules over the celestial flames. Following his
        order, red-hot meteors begin to rain down upon his enemies. Happily for
        some, this fatal spell obeys even those who lack any knowledge of magic.
    
      Found:
        Cave at Snake Swamp (War in The Air)
        Gold victory in scenario Unmasking
    
    
    Feather Boots [AFTBO]
    -------------
      Effects:
        Move points +1
    
      Description:
        These awkward boots with bunches of feathers tied to them, are no laughing
        matter for orcs. They believe that the magic of flight is contained within
        bird feathers. Hexer's spells make these boots as light as the air itself.
        The owner of this artifact can travel long distances with ease.
    
      Found: Gold victory in scenario War in The Air
    
    
    Staff of Eternity [ASTET]
    -----------------
      Effects:
        Defence +2
    
      Description:
        Pieces of elven holy and eternal trees that the Siirta people cut down even
        before the great deeds of Marcus are said to be hidden inside these staffs.
        Of course, elves will never agree that this is true, but it cannot be
        denied that the owners of such artifacts die in combat less frequently. It
        seems that some sort of magic protection is involved.
    
      Found:
        The Black Altar (Trap for the King)
        Stone circle (Ofris)
    
    
    Big Banner of Ugraum [ABBOU]
    --------------------
      Effects:
        All attacks +1 for neighbor friends
    
      Description:
        The horde has an item which embodies its pride and power. The mighty Ugraum
        made this huge banner himself and handed it over to the most distinguished
        unit. This symbol makes orcs almost as strong as their great leader.
    
      Found: Gold victory in scenario Trap for the King
    
    
    Bow of Doom [ABOWD]
    -----------
      Effects:
        Missile +2
    
      Description:
        This legendary bow has existed since ancient times. Elves used it to punish
        the trecherous people of the Siirta for cutting down their holy trees. The
        holder of the bow shoots with incredible accuracy.
    
      Found: Troll's cave (Secret mission)
    
    
    Lightning Bow [ALIBO]
    -------------
      Effects:
        Type: Spell, Target enemy, Uses per scenario: 2
        Battle spell, strength 15
    
      Description:
        In the time of the old empire, crafty robbers stole several magic bows like
        this one from elves. Nothing is known about the fate of those robbers and
        the magic bows were lost as well. Those lucky to find one of these secret
        weapons cherish it above all else. Lightning bows enable their owner to
        case lightning down upon their enemies' heads even if the owner is
        completely ignorant of magic.
    
      Found:
        Gold victory in scenario Secret mission
    
    
    Ring of True Sight [AROTS]
    ------------------
      Effects:
        Sight +1
        Defence +2
    
      Description:
        This magic ring protects its holder and expands his limits of perception,
        revealing the very core of things. It lets one see the world as it really
        is.
    
      Found: Gold & Silver victory in scenario Unmasking
    
    
    Flameguard Token [AFLTO]
    ----------------
      Effects:
        Restore full hitpoints to self
    
      Description:
        This ancient amulet endows its holder with the secret power of the flame
        guards. If at least one warrior in the unit remains alive, the flame of
        resurrection will continue to raise all his dead comrades and heal the
        wounded.
    
      Found:
        Gold victory in scenario Desperate Drive
    
    
    o-----------------------------------------------------------------------------o
    |                               ..:: States ::..                      [STTES] |
    o-----------------------------------------------------------------------------o
    
    A state temporarily modifies a units' attributes and are applied by attacks and
    spells.
    Normally a state disappears after one round, but sometimes the unit must rest
    or recruit for a negative state to let go, which is the case with "Broken", if
    it was a result of an attack.
    
    A unit affected by a state has a slowly rotating  half circle around its base
    on the map view.
    
    States appear under the health bar in the unit's characteristics window. Only
    the first three states will be shown. The excess states will still be applied
    to the unit, though.
    
    It is possible for a unit to have multiple states, and if so they stack. This
    means that a unit affected by Cold and Crippled gets -4 to its movement points.
    
    
    Bark Skin [STBKS]
    ---------
      Effect:
        Lasts 1 turn
        Defence +4
        All attacks -2
        
      Description:
        Affected by magic mold, the skin becomes as hard as wood.
    
    
    Blessed [STBLS]
    -------
      Effect:
        Lasts 1 turn
        Defence +1
        All attacks +1
        
      Description:
        Be blessed in the name of holy Marcus, and may neither lances, nor arrows,
        not curses harm you.
    
    
    Broken [STBRO]
    ------
      Effect:
        From spell: Lasts 1 turn
        From attack: Lasts until rest or recruitment
        Willpower -40%
        Defence -4
        All attacks -4
        
      Description:
        Spirits is the main weapon of a warrior. Even in a hopeless fight a high-
        spirited man can win. Those whose spirit is broken, who only think of
        saving their own skin, and turn their back in the enemy, will face only
        one fate - defeat and death.
    
    
    Counter Attack (Bolt) [STCAB]
    ---------------------
      Effect:
        Lasts 1 turn
        Use all attacks while defending
        
      Description:
        Nothing to see here. Move along...
    
    
    Counter Attack (Charge) [STCAC]
    -----------------------
      Effect:
        Lasts 1 turn
        Use all attacks while defending
        
      Description:
        Always ready to attack any enemy. The enemy's attack will suffocate beneath
        the avalanche of such a charge.
    
    
    Counter Attack (Missile) [STCAM]
    ------------------------
      Effect:
        Lasts 1 turn
        Use all attacks while defending
        
      Description:
        Always ready to counterattack. If they spot the enemy getting ready for an
        attack, these archers shoot first.
    
    
    Counter Attack (Shoot) [STCAS]
    ----------------------
      Effect:
        Lasts 1 turn
        Use all attacks while defending
        
      Description:
        Always ready to counterattack. The mobile fortress crew will timely load
        the gun and shoot at the attackers.
    
    
    Crippled [STCRI]
    --------
      Effect:
        Lasts 1 turn
        Move points -2
        
      Description:
        These warriors have been crippled by crossbow bolts. There are multiple
        wounded with broken legs, and they move slowly.
    
    
    Defensive Order [STDFO]
    ---------------
      Effect:
        Lasts 1 turn
        Defence +5
        All attacks -3
        
      Description:
        After receiving a defensive order, the warriors have built a fence, posted
        pickets, and checked their weapons. They are now ready to repulse any
        attack.
    
    
    Defensive Stance [STDFS]
    ----------------
      Effect:
        Lasts 1 turn
        All attacks +1
        Defence +4
        
      Description:
        These warriors are always ready to repulse an attack. Enemies will be
        unpleasantly surprised by the unit's strength.
    
    
    Frenzied [STFZD]
    --------
      Effect:
        Lasts 2 turns
        All attacks +3
        
      Description:
        In a combat frenzy, berserkers pay no attention to their wounds. Maybe that
        is the reason why they also heal so fast after battle.
    
    
    Frozen [STFRZ]
    ------
      Effect:
        Lasts 1 turn
        All attacks -1
        Move points -2
        
      Description:
        The whole body freeze, the clothes turn fragile, and iron armor and
        weapons burn to the touch.
    
    
    Forced March [STFMA]
    ------------
      Effect:
        Lasts 1 turn
        Move points +2
        
      Description:
        These warriors will be able to cover a larger distance than usual. Fatigue
        is no hindrance to them. The unit will reach its destination without a
        single halt.
    
    
    Harassed [STHAR]
    --------
      Effect:
        Lasts 1 turn
        Defence -2
        All attacks -2
        
      Description:
        An enemy has appeared out of nowhere, attacked, and vanished. The warriors
        are tormented by the threat of a new attack. Their tired hands are too weak
        to hold a weapon. They even cannot think about fighting. They must make
        camp and rest for awhile.
    
    
    Inspire to Attack [STITA]
    -----------------
      Effect:
        Lasts 1 turn
        All attacks +3 for neighbor friends
        
      Description:
        The commander has given the command to get ready for battle, and is himself
        prepared to attack. Inspired by his example, these units will show the
        enemy their worth in a melee.
    
    
    Inspire to Defend [STITD]
    -----------------
      Effect:
        Lasts 1 turn
        Defence +3 for neighbor friends
        
      Description:
        Inspired by their commander's example, nearby units have duly prepared to
        defend their position. They are ready to meet their enemies fully armed.
    
    
    Invisible Stance [STINS]
    ----------------
      Effect:
        Lasts 1 turn
        Invisibility
        
      Description:
        Almost nobody can spot them. Any gully, tree or bush will serve as cover
        for these warriors.
    
    
    Magic Shield [STMAS]
    ------------
      Effect:
        Lasts 1 turn
        Defence +10
        
      Description:
        The unit is protected by a solid magic shield. Such protection can save a
        lot of lives.
    
    
    Marcus Wrath [STMWR]
    ------------
      Effect:
        Lasts 1 turn
        All attacks -2
        
      Description:
        Heaven's rage has befallen the unit, causing the warriors' souls to
        shudder. It's hard to fight when the light has dimmed and all hope has
        vanished.
    
    
    Mold Weakness [STMWE]
    -------------
      Effect:
        Lasts 1 turn
        All attacks -2
        
      Description:
        Consuming any mushroom whether they are edible or poisonous, results in a
        temporary mold weakness. Mold's spores obscures one's mind and impair the
        combat capabilities of a unit.
    
    
    Petrified [STPTR]
    ---------
      Effect:
        Lasts 1 turn
        All attacks -10
        Defence +10
        
      Description:
        A trolls body becomes as stiff as granite. A petrified warrior cannot move
        properly or attack, yet in this state, hardly anyone can damage him either.
    
    
    Rejuvenated [STREJ]
    -----------
      Effect:
        Lasts 1 turn
        Defence +2
        
      Description:
        Elves' healing magic is very powerful. Besides closing wounds and treating
        illness, it can provide temporary protection to those under its influence.
    
    
    Righteous Fury [STRFR]
    --------------
      Effect:
        Lasts 1 turn
        Melee +4
        Defence -2
        
      Description:
        This unit will fight the enemy furiously, inspired by their holy faith.
        Woe be to those who stand in these warriors' way!
    
    
    Rusted [STRUS]
    ------
      Effect:
        Lasts 1 turn
        All attacks -5
        
      Description:
        Iron rusts and crumbles, leather coarsens and bursts, a rock gets covered
        with moss and crumbles, while wood rots right in one's hand.
    
    
    Self Destruct [STSDE]
    -------------
      Effect:
        Lasts 1 turn
        Self dispel
        
      Description:
        These creatures have been brought to life by magic. Their existence is
        brief and they will self-destruct when it is over.
    
    
    Swarmed [STSWA]
    -------
      Effect:
        Lasts 1 turn
        Defence -2
        
      Description:
        Swarms of insects attack everything in sight. While trying to protect
        themselves from the stinging pests, warriors drop their guard.
    
    
    Wild Wind [STWWD]
    ---------
      Effect:
        Lasts 1 turn
        Missile -5
        
      Description:
        Long after a magic hurricane has subsided, these winds will impede proper
        shooting. Is it possible to shoot accurately in a wind if it is constantly
        changing direction.
    
    
    o-----------------------------------------------------------------------------o
    |                            ..:: Tips & Tricks ::..                  [TSNTR] |
    o-----------------------------------------------------------------------------o
    
    Use the mouse scroll wheel instead of pressing the GUI's arrow buttons. Much
    faster and more intuitive.
    
    The FW Map Editor is available here
    http://www.1cpublishing.eu/game/fantasy-wars/downloads
    for you keep people wanting to create your own maps.
    
    Probably one of the best foot unit is a level 5 peasant upgraded to a Yeomen.
    The perks Force March, Ford Seekers, Segmented Movement and Peoples Rage
    together with the Yeomen stats are nothing to sneeze at.
    
    Computer controlled enemies does not get new perks when they level up. Sad but
    true.
    
    Segmented movement for Sky Hunters is a must. Attack + retreat and cover a
    friendly unit, is a great way to let the unit pull double duty.
    
    Pre-deployed units in a scenario are sometimes equipped with extra perks, even
    though their level is 0. These units becomes stronger than a normal purchased
    unit. Wings of Verison starts with a Level 0 War Eagle with Segmented 
    movement for example.
    
    Ballista's are, in my humble opinion, better and more versatile than catapults
    due to its +1 range which makes it easier and safer to position.
    
    Passing "Sphere of Cold" between units crossing a river is a great way to speed
    up travelling through rough terrain.
    
    Summoned units can not conquer cities, but they can be created in one.
    
    Don't forget to cast magic such as "Force March" for units who cannot attack
    an enemy that round in order to get that extra experience. This is especially
    important for the magic users as casting spells is their main way of leveling
    up.
    
    Artifact hunting can be annoying sometimes when a ranged unit is killing the
    artifact holding enemy. Under these circumstances there seems to be some 
    confusion of who is to receive the artifact and so it is discarded. 
    To prevent this let a melee unit administer the killing blow. If this unit
    have all its artifact slots occupied then the artifact will be placed in the
    artifact chest.
    
    Artifacts from own units killed in battle are not destroyed, but placed in the
    artifact chest.
    
    Units do not automatically rest at the end of a turn if no action (attack & 
    rest) has been taken, so make sure you go through your unit list before 
    ending your turn.
    
    It is considered a very wise move to remove any artifacts from your hexers
    after the scenario "The Fall of Verson", and perhaps also skipping the
    perk/spell "Word of Death" for Ash-hoon. You did not see that twist coming, 
    right? Unless of course your Looking Glazz was seriously broken...
    
    If a unit is standing near a river hex and want to cross you will get more
    movement points if you first move into the river, and then cast force march,
    as opposed to the other way around.
    
    The poison perks converts any wounds from an attack to kills. Normally an
    attack produces wounds + a random number of kills. This means that an attack
    doing 4 wounds and 1 kill would result in 5 kills for a unit with this perk.
    This is useful because the attacked unit must recruit to get back to full
    strength. 
    
    The "resurrect" spells and artifacts restores a unit on the map to its full
    strength - much as a recruit action, but without the experience loss.
    It is not possible to resurrect a unit or hero which has been eliminated from
    the map.
    
    Recruitment lowers the experience of a unit, but will never subtract gained
    levels. This means that a level 2 unit with 201 experience points, with only 1
    hit point left will recruit to full strength, with 200 experience - 1
    experience point lost. The experience loss for a level 1 unit with 199 exp is
    much worse since it can potentially lose 99 exp after recruitment.
    
    
    o-----------------------------------------------------------------------------o
    |                              ..:: Cheats ::..                               |
    o-----------------------------------------------------------------------------o
    
    
    Easier Experience [CEXPR]
    -----------------
    So you think it takes an eternity to get your troops up to their maximum level?
    This is easily fixed by changing a value in the "levelUp.script" file, which is
    located in your FW installation directory + \Data\GameData\Scripts\.
    
    Change the line
      local newLevel = math.floor( detachment:GetExperience() / 100 );
    to
      local newLevel = math.floor( detachment:GetExperience() / 50 );
    
    Now a unit will only need 50 experience points instead of a hundred to level
    up.
    This means that a normal level 5 unit now can get to level 10, but be aware
    that the game will crash if you try to do a level up after the unit has reached
    level 5, since there are no more perks to choose from.
    
    
    Artifact Switching Cost [CARTC]
    -----------------------
    25 gold to switch an artifact during a scenario seems awfully steep, no?
    Go to your FW installation directory + \Data\GameData\Scripts\ and open the
    incorrectly named file "artefcats.script" in Notepad.
    
    Change the line
      local cost = 25;
    to
      local cost = 0;
    
    Now you can change artifacts back and forth between units for free.
    
    
    Quick-Resting [CQRST]
    -------------
    It is hard keeping pushing forward when your units are badly hurt and need
    to rest or recruit to gain hit points and remove unwanted states, since the
    units' turn is forfeited. Here is how to both rest and then move and attack.
    Go to your FW installation directory + \Data\GameData\Scripts\ and open the
    file "RestRecruit.script" in Notepad.
    
    Change the line
      unit:ZeroFreeActions();
    to
      --unit:ZeroFreeActions();
    
    Do this change for the two occurrences in this file.
    
    
    Remove Fog-of-War [CRFOW]
    -----------------
    Tired of being ambushed by hidden units? Want to see what the enemy is having
    in store for you before they know it themselves?
    Go to your FW installation directory + \Profiles\ and open the
    file "Settings.xml" in Notepad.
    
    Under the <Settings>-tag add the following section:
      <Debug>
        <b_allUnitsVisible>true</b_allUnitsVisible>
      </Debug>
    
    The file should now look like this:
    <?xml version="1.0" encoding="windows-1251"?>
    <Settings>
      <Debug>
        <b_allUnitsVisible>true</b_allUnitsVisible>
      </Debug>
      <GameSettings>
      ...
    
    The map will from now on be free of the fog-of-war and all units are visble to
    each other.
    
    
    o-----------------------------------------------------------------------------o
    |                              ..:: Credits ::..                              |
    o-----------------------------------------------------------------------------o
    
    A great thanks to DSimpson, Absolute Steve and A I e x for writing some of the
    best FAQs out there and for inspiring me to take the time to write my own.
    
    Thanks to GameFAQs for its outstanding service to the gaming community and for 
    hosting this FAQ.
    
    The title was generated by ASCII Generator found here: 
    http://www.network-science.de/ascii/
    
    

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