Age of Wonders: Battle Tactics FAQ 1.3 Started: 05/06/01 Copyright 2001 by AverMan Email: AverMan62@Hotmail.com
| Warning | Anyone may reproduce this FAQ electronically, but don't sell it for money. If you want to use this FAQ for your website you must ask my permission, email me at AverMan62@Hotmail.com, and you must do it with this the Warning in it. If you do use it and I find out, trust me I WILL, you'll be in some serious legal trouble!!!
Age of Wonders is a trademark of Triumph Studios
| Intro | This FAQ shows a list of the good and bad features of the races in Age of Wonders. I did this by giving an overall description of the race then the pros and cons. Then I listed their units and gave a list their pros and cons. I went in depth on the units level three and up because that's where the races shine. I mentioned some strategies you can use in and out of Combat Mode. The special units are also listed here like the dragons and the elementals.
But why make a FAQ on Age of Wonders: Battle Tactics? I feel that this game deserves it. After all it is the best turn-based strategy game that was ever released. Well it's the best turn-based I've ever played. ^_^ Plus, I would like to share my knowledge of Age of Wonders units and battling strategies. I hope some people might become inspired by my walkthrough and, hopefully, make other FAQS about Age of Wonders.
Well now that we got that cleared up, lets begin.
||| Updates |||
| 6/19/01 | - Added the "Special Units Guide" - Minor changes to the whole FAQ Comments: Now that the Race Guide is finished, I will now be working on the "Spell Guide". I would have had it done and posted earlier but I had a little problem over the weekend.
| 6/24/01 | - Added the "Spell Guide" section
| 6/26/01 | - Added the "Battling Tips" section - Added "Unit Stats" - Fixed many, many errors - Other changes to the FAQ Comments: Many errors make Averman look bad. Anyway, I added the "Unit Stats" section and the Battling Tips section. The Unit Stats section tells everything about statistics. Battling Tips section has tips on battles. If anyone wants to submit any battling tips, please email me at Averman62@Hotmail.com. The overall game play FAQ is coming along just fine. It should be done soon.
|| Spell Guide || 1. Sphere - Life 2. Sphere - Death 3. Sphere - Earth 4. Sphere - Air 5. Sphere - Fire 6. Sphere - Water 7. Cosmos Magic 8. Secret Magic
|| Unit Stats || || Battling Tips || || Thanks & The Warning ||
Note: When you see a "..." by any unit is means it is a standard unit and is basically the same throughout all of the other races. Or it means that I can't find anything wrong with this unit. This mostly applies to level one units but there are few exceptions. Priestly abilities apply for priests. This is a broad description of the common abilities a priest may have. Examples: Dispel Magic 1, Turn Undead 1, Healing
||| 1. Race - Elves |||
Overall: Elves are best in hand-to-hand combat and archery. Their archers can do more damage than many of the other races and their level one swordsmen have higher attack. Unfortunately they are a little weaker in defense than most of the other races. When leading the race of elves into battle, you must plan your moves carefully because it could mean the difference between winning and losing. It is also advised that you ally with another race, which makes up for the Elves low defense like the Dwarves. Pros: Their level one units have a higher attack then most other races, movement bonuses when walking through forests, archers are stronger than most other races, and many of their units have magic abilities. Cons: Very weak on defense.
| Level One Units |
Swordsman Pros: High attack Cons: Frail Nymph Pros: Seduce ability Cons: Frail Archer Pros: Marksmanship 1 ability Cons: ... Battering Ram Pros: Can knock down walls Cons: Can't attack, frail
| Level Two Units |
Scout Pros: Lots of movement points, high attack, Vision 1 ability Cons: Low defense Cleric Pros: Priestly abilities Cons: ... Ballista Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail
| Level Three Units |
Fairy Pros: Magic strike, flyer, concealment, lots of movement points Cons: Takes a while to produce Unicorn Pros: Healing, high attack Cons: Takes a while to produce Ranger Pros: Lots of different abilities Cons: Takes a while to produce, weak
| Level Four Unit |
Nature Elemental Pros: Lots of abilities and immunities Cons: Costly, really long time to produce
||| 2. Race - Halflings |||
Overall: Halflings are an aren't the best race but they do have their ups. Halfling's level 1 swordsmen have the parry ability, which let's them dodge the first attack done to them. Due to their low cost you can have an army of Halflings in no time. Where the Halflings lack in strength, they make up in ranged or magical attacks. Pros: Many of the units have ranged attacks, cheap units, and the leprechaun is one of the most powerful units in the game. Cons: None really, they are the most well rounded among all of the other races.
| Level One Units |
Slinger Pros: Can throw rocks Cons: You can only throw so far Pony Rider Pros: High hit points, attack, and movement Cons: Low defense Swordsman Pros: ... Cons: ... Battering Ram Pros: Can knock down walls Cons: Can't attack, frail
| Level Two Units |
Ballista Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail Cleric Pros: Priestly abilities Cons: ... Satyr Pros: Charm, bard skills, and high resistance Cons: ...
| Level Three Units |
Rogue Pros: Throw stones, climbs walls, concealment Cons: Takes a while to produce, not very strong Centaur Pros: Archery and lots of movement points Cons: Takes a while to produce, frail Eagle Rider Pros: Great scout and a flyer Cons: Takes a while to produce, very weak
| Level Four Unit |
Leprechaun Pros: High defense and tons of abilities Cons: Costly, really long time to produce
||| 3. Race - Dwarves |||
Overall: The Dwarves use machines and such to win their battles. Most of their humanoid units are good for close-quarter combat, travel through mountains, and have poison protection. As for their machines, the Bombardier is very useful during castle sieges and the Balloon can get slower units from place to place faster. With careful planning, Dwarves can dominate the underground and the surface. Pros: Units are perfect fighters, units can get around quickly if planned correctly, and have high Hits Cons: Units a little more expensive because of their protections
Boar Rider Pros: High attack Cons: Kinda Frail Bombardier Pros: Can damage walls from far away Cons: Frail Cleric Pros: Priestly abilities Cons: ... Ballista Pros: Poison Immunity and Cold Protection Cons: Slow and frail
| Level Three Units |
Balloon Pros: Flyer, gets units around Cons: Takes a while to produce, can't attack Mole Pros: Good for underground and can damage walls Cons: Takes a while to produce Giant Pros: High damage and ranged attack Cons: Takes a while to produce
| Level Four Unit |
Dwarf Firstborn Pros: Many immunities and lots of hit points Cons: Costly, really long time to produce
||| 4. Race - High Men |||
Overall: In combat, the Highmen rely mostly on their super natural abilities and their effectiveness against the evil races. Highmen are most effective against their archrivals, the Undead. With their healing abilities, holy protection, true seeing, and flying units Highmen are extremely powerful especially if you have your leader use the magic spheres of life. With all these advantages could the Highmen be the perfect race? Pros: Holy protection, lots of different abilities and protections, and very effective against undead Cons: Some of the units are kind of expensive
| Level One Units |
Spirit Puppet Pros: Many immunities Cons: Low hit points Archer Pros: Low cost Cons: Low damage Swordsman Pros: Low cost Cons: ... Battering Ram Pros: Can knock down walls Cons: Can't attack, frail
| Level Two Units |
Saint Pros: Many useful abilities Cons: Can only heal once, kind of expensive Paladin Pros: Healing ability Cons: Kinda frail Ballista Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail
| Level Three Units |
Avenger Pros: Lot and lots of abilities and very, VERY useful Cons: Takes a while to produce Valkyrie Pros: High attack and a flyer Cons: Low damage and takes a while to produce Titan Pros: High hit points and damage Cons: Takes a while to produce
| Level Four Unit |
Astra Pros: Flyer, ranged attacker and has high hit points Cons: Costly, really long time to produce, low defense
||| 5. Race - Human |||
Overall: Humans are the "vanilla ice cream" of all of the races. None of their humanoid units have any immunities or protections and they don't have as many abilities. But don't count out the humans, though. Humans may have average swordsman, clerics, and cavalry but as you move up to level 3, you start to see where the humans shine. The Charlatan and the Musketeer are good for ranged attacks, the Cavalier is a fast and good all around, and the Air Galley is a flyer that can carry units. The Cavalier is the best unit that the Humans have to offer so, when possible, have as many of these as possible in your army. Pros: Units provide new tactics to use Cons: Not as many abilities and protections
| Level One Units |
Pikeman Pros: Good level one unit, first strike Cons: ... Swordsman Pros: ... Cons: ... Archer Pros: Ranged attacker Cons: ... Battering Ram Pros: Can knock down walls Cons: Can't attack, frail
| Level Two Units |
Priest Pros: Priestly abilities Cons: Can only heal once Medium Calvary Pros: Average unit Cons: Can't move far Ballista Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail
| Level Three Units |
Musketeer Pros: Excellent ranged attacker Cons: Frail, takes a while to produce Charlton Pros: Has a few useful abilities, ranged attacker Cons: Takes a while to produce Calvary Pros: Strong, fast, the best human unit Cons: Takes a while to produce
| Level Four Unit |
Air Galley Pros: Very powerful, flyer, ranged attacker Cons: Really expensive, really long time to produce
||| 6. Race - Azracs |||
Overall: Azracs are a neutral race of desert people who look much like humans. Since they live in deserts, Azracs get protection from heat and fire. Azracs can easily dominate early into the game by using the Elephant unit. It can crush walls and attack which makes it better than any battering ram. Azracs don't believe much in armor, which makes them extremely venerable. So defensively they are weak but on offense the are stronger than most races. Most of their units beyond level two have long ranged attacks, so use this to your advantage. Plus the Yaka Avatar, their most powerful unit, can take control of other units making them part of your own army. Get a few Yaka Avatars out, supported by the ranged abilities of the Djinn and the Beholder, you should be able to dominate most of the battles you engage. Pros: Fire Protection, can dominate early into the game, high attack points Cons: Most units have low defense
| Level One Units |
Scorpion Pros: Poisonous Cons: Good all around Swordsman Pros: High attack Cons: Very frail Archer Pros: Ranged attacker Cons: Very frail Elephant Pros: Can knock down walls Cons: Costly
| Level Two Units |
Priest Pros: Priestly abilities Cons: Frail Rider Pros: High movement points Cons: ... Ballista Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail
| Level Three Units |
Sand Worm Pros: Tunneling, Desert Concealment Cons: Takes a while to produce Djinn Pros: Flyer, ranged attacker Cons: Takes a while to produce Beholder Pros: Ranged attacker Cons: Slow, takes a while to produce
| Level Four Unit |
Yaka Avatar Pros: Dominate ability, ranged attacker Cons: Costly, really long time to produce
||| 7. Race - Lizardmen |||
Overall: Lizardmen are the neutral reptilian race of Age of Wonders. They are the only race that can swim giving them a key advantage on the World Map. With this in mind, you should use all out attacks on opponents using the water as an escape route or to bring in more units to overwhelm your opponent. Another advantage the Lizards have stronger ballista and catapults that can also travel on the water. Their level three units are very standard. The Lurker is a good surprise attacker, Salamander is an good fighter unit, and the Green Wyvern is an excellent scout. The most expensive unit in the game, the Basilisk, is a has allot of attack and defense but falls a little short on the special abilities. Pros: Can travel on the water, stronger siege weapons Cons: Costly level 4 unit, Low magic resistance, not allot of ranged attacker
| Level One Units |
Giant Slug Pros: Ranged attacker Cons: Low defense Swordsman Pros: Can walk on water Cons: ... Archer Pros: Ranged attacker Cons: ... Battering Ram Pros: Can knock down walls Cons: Can't attack, frail
| Level Two Units |
Shaman Pros: Healing ability, Turn Undead 1, Dispel Magic 1 Cons: Can only heal once Frog Rider Pros: Lots of movement Cons: ... Turtle Ballista Pros: Good defense/offense Cons: Slow Catapult Pros: Can break walls, good defense/offense Cons: Slow
| Level Three Units |
Lurker Pros: Water concealment Cons: Takes a while to produce, kind of slow Salamander Pros: High attack, parry Cons: Takes a while to produce, can't walk on water Green Wyvern Pros: Flyer, Vision 2 Cons: Takes a while to produce
| Level Four Unit |
Basilisk Pros: High attack, defense, and movement Cons: Really costly, takes long time to produce
||| 8. Race - Frostling |||
Overall: This race of neutral nomads has a wide variety of units, which allow for a different type of play. Since they live in the northern parts of the Age of Wonders realm, all of their units have cold protection. With their diverse units traveling through different areas is no problem. The Wolf Rider can travel easily through forests, the Yeti unit can travel through mountains plus it's a good fighter unit with the ability to crush walls. The Frost Queen can travel anywhere as well as the flying Nordic Glow and, the ever powerful, Ice Drake. Pros: Frostlings provide lots of diverse units for allot of different tactics Cons: ???
| Level One Units |
Archer Pros: Ranged attacker Cons: ... Dire Penguin Pros: High attack, swimmer Cons: Low defense Swordsman Pros: Standard unit Cons: ... Battering Ram Pros: Can knock down walls Cons: Can't attack, frail
| Level Two Units |
Wolf Rider Pros: Forestry Cons: ... Shaman Pros: Turn Undead 1, Dispel Magic 1, and Healing Cons: Healing can only be used once Ballista Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail
| Level Three Units |
Yeti Pros: Wall crushing, can travel on mountains Cons: Takes a while to produce Frost Queen Pros: Snow Concealment, can travel on water Cons: Takes a while to produce, frail Nordic Glow Pros: Flyer, many immunities Cons: Takes a while to produce
| Level Four Unit |
Ice Drake Pros: It's a dragon Cons: Costly, really long time to produce
||| 9. Race - Dark Elves |||
Overall: The evil race of Dark Elves is one of the most interesting races to play as. Due to their preference of living in the dark, they all have the ability to see in the dark plus most of their units have higher resistance points. Their level one and two units are almost similar to the elves. Some exceptions are that the priests now shoot lighting and the Nymph is replaced with the Lady of Pain. The level 3 units are a lot more powerful though. The Spider Queen is a stronger version of a Lady of Pain, the Executioner is a very fast and deadly, and the Shadow is a stealthy fighter. The most powerful unit, the Incarnate, can posses any unit accept Leaders. Pros: Archers are stronger than most other races, high resistance, and stealthy units Cons: ???
| Level One Units |
Lady of Pain Pros: Seduce ability Cons: Frail Swordsman Pros: Night Vision Cons: ... Archer Pros: Ranged attacker, Night Vision Cons: ... Battering Ram Pros: Can knock down walls Cons: Can't attack, frail
| Level Two Units |
Storm Priest Pros: Many priestly abilities, Lightning Protection Cons: Cost a little more Rider Pros: Night Vision Cons: Low damage Ballista Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail
| Level Three Units |
Spider Queen Pros: Many abilities Cons: Takes a while to produce, kind of frail Executioner Pros: Lot's of abilities, lots of movement points Cons: Takes a while to produce, cost a little more Shadow Pros: Pass through walls, many immunities Cons: Takes a while to produce
| Level Four Unit |
Incarnate Pros: Can posses units, many immunities Cons: Costly, really long time to produce, weak attack
||| 10. Race - Goblins |||
Overall: The evil goblins aren't known for strength but for their ability to attack in large numbers. This can be possible by their incredible low cost. Due to their underground living they all have night vision, cave crawling, and poison protection. It is best to attack by luring your opponents to you instead of head on attacks. This is because the Goblins are not real good fighters but they are excellent in exploring underground areas. It is best to ally the Goblins with the Orcs or Dark Elves to make up for this flaw. Pros: Good underground traits, low cost Cons: Some frail units
| Level One Units |
Spearman Pros: ... Cons: ... Darter Pros: Ranged attacker Cons: ... Bomber Pros: Can damage walls Cons: Extremely frail Battering Ram Pros: Can knock down walls Cons: Can't attack, frail
| Level Two Units |
Wolf Rider Pros: Forestry Cons: ... Shaman Pros: Priestly abilities Cons: ... Ballista Pros: Poison Immunity and Cold Protection Cons: Slow and frail Catapult Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail
| Level Three Units |
Wyvern Rider Pros: Vision 2, flyer Cons: Takes a while to produce, frail Big Beetle Pros: Can damage walls Cons: Takes a while to produce Troll Pros: Regeneration Cons: Takes a while to produce
| Level Four Unit |
Karag Pros: Extremely powerful, fast Cons: Costly, really long time to produce
||| 11. Race - Orcs |||
Overall: Orcs are the strongest of all of the races. Their fighting units have higher damage points than other races. These natural born fighters don't use many ranged attacks and prefer melee combat. The Swordsman, Heavy Calvary, and the Warlord are examples of this. Their enhance version of a ballista, the Shredder Bolt, is very powerful ranged attack. Not to mention the powerful Red Dragon. Once you get a few of these out, you are sure to dominate. Pros: The Red Dragon, high attack and damage Cons: Slow units
| Level One Units |
Kolob Pros: Poison Strike Cons: A little slow Archer Pros: Ranged attacker Cons: ... Swordsman Pros: High damage points Cons: ... Battering Ram Pros: Can knock down walls Cons: Can't attack, frail
| Level Two Units |
Shaman Pros: Priestly powers Cons: ... Heavy Cavalry Pros: High damage points Cons: ... Shredder Bolt Pros: Black Javelins are devastating, Poison Immunity and Cold Protection Cons: Slow and frail Catapult Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail
| Level Three Units |
Doom Bat Pros: Flyer, underground concealment Cons: Takes a while to produce Assassin Pros: Wall climbing, ranged attacker Cons: Takes a while to produce Warlord Pros: Very powerful Cons: Takes a while to produce, slow
| Level Four Unit |
Red Dragon Pros: It's a dragon Cons: Costly, really long time to produce
||| 12. Race - Undead |||
Overall: The pure evil units of the Undead, despite their low defense, are very powerful. Undead are known for their many resistances and their ability to regenerate a little portion of their health. The Hell Hound is an extremely useful unit plus it doesn't cost much. At level two, you notice the powerful Doom Priest, which can control other units. At level 3 and 4 is where the undead most powerful units are. The Bone Horror is excellent for castle sieges, the Wraith is almost invincible, and the Demon can do lots of damage. The most feared unit in the whole game is the Undead Reaper. This unit can kill units with its ability named Invoke Death. Pros: Undead Reaper, many immunities, regeneration Cons: Low defense
| Level One Units |
Hell Hound Pros: High movement, excellent level one unit Cons: ... Swordsman Pros: Many immunities Cons: Low defense Archer Pros: Ranged attacker, many immunities Cons: Low defense Bone Ram Pros: Can knock down walls Cons: Can't attack, frail
| Level Two Units |
Knight Pros: Many immunities Cons: ... Doom Priest Pros: Priestly abilities, Dominate, black bolts Cons: Kinda costly Ballista Pros: Poison Immunity and Cold Protection Cons: Slow and frail Skull Thrower Pros: Poison Immunity, can break walls and cold protection Cons: Slow and frail
| Level Three Units |
Bone Horror Pros: Many immunities, can break walls Cons: Takes a while to produce Wraith Pros: Nearly invincible Cons: Takes a while to produce, low defense Demon Pros: Flyer Cons: Takes a while to produce
| Level Four Unit |
Undead Reaper Pros: Very deadly Cons: Costly, really long time to produce
||| 13 - Special Units ||| This is the special units guide. The special units are creatures that don't fit in any race but can be found somewhere on the map.
| Humanoids |
These creatures can be found wandering the map or guarding something Druid Pros: Priestly abilities, ranged attacker Cons: Frail Undead Mummy Pros: Regeneration Cons: Low defense
| Creatures |
These creatures can be found wandering the map or guarding something Syron Pros: All of the immunities, very powerful Cons: Unruly How to Get: You can only summon this by using the Syron spell. This can be taught to you in a wizard tower Black Spider Pros: Web ability Cons: ... Great Eagle Pros: Excellent Scout Cons: Frail Wild Boar Pros: Very well rounded unit Cons: ... Giant Frog Pros: Good water unit Cons: Frail Sea Serpent Pros: High attack, damage Cons: Kinda Frail Mermaid Pros: High magic resistance Cons: Low defense and attack
| Elementals | These can be found at their element node or can be summoned Air Elemental Pros: Flyer Cons: Frail Earth Elementals Pros: Can break walls, very good fighter unit Cons: Kinda frail Fire Elemental Pros: High magic resistance, very dangerous Cons: ... Water Elemental Pros: Water Concealment Cons: Frail
| Dragons | These dragons can only be summoned Gold Dragon Pros: Very powerful Cons: Magic upkeep a little costly Black Dragon Pros: Very powerful Cons: Magic upkeep a little costly
||| Spell Guide ||| This portion of the FAQ is dedicated to the spells. It describes the pros and cons of each spell of every sphere. Spells you choose are just as important as the units you use in your party. It is also important to pick the spheres that fit your leader. You can't have an Undead leader with four magic spheres of life. Here are the spells. If you do choose four spheres of any magic, in order to get level four spells, you need to research the level 1, 2, and 3 level spells first. This also applies for the magic sphere cosmos. This is the format:
Spell - Type of spell Pros: Cons:
||| 1. Sphere - Life ||| Overall: The sphere of life gives you the powers of creation. It allows you to restore land and to restore fallen heroes. It mostly focuses on vanquishing forces of evil with spells like Holy Champion, Turn Undead, and Crusade. In combat Holy Bolt and Sacred Wrath are good offensive spells and High Prayer is probably the best defensive spell in the game. The spell Tranquility can make all races get along which is a good stalling tactic. Good aligned races are best with this sphere but it really shines with the Highmen. This is a very good sphere to use especially against anyone using the death sphere or if you want to make peace and alliances on a map.
| Level 1 | Bless - Unit Spell Pros: Great defensive spell, defends against death magic Cons: Costly Remedy - Unit Spell Pros: Heals units Cons: Only heals so much Rejuvenate - Global Spell Pros: Turns land to grassland Cons: Useless Solar Flare - Combat Pros: Good ranged attack Cons: Only shoots so far
| Level 2 | Holy Champion - Unit Pros: Good against evil creatures Cons: Only good against evil creatures Holy Woods - Global Pros: Good against evil creatures Cons: Only lasts so long, only good against evil creatures Turn Undead - Combat Pros: Good against undead Cons: Only good against undead Recall Spirit - Combat Pros: Summons units Cons: Weak units, costly
| Level 3 | High Prayer - Combat Pros: Excellent spell Cons: Costly but worth it Sacred Wrath - Combat Pros: Does lots of damage to every unit Cons: Does lots of damage to every unit including your own Resurrect Hero - Global Pros: Brings back dead heroes Cons: Sometimes heroes don't follow you Tranquility - World Pros: Improves race relations, makes everyone happy ^_^ Cons: ...
| Level 4 | Crusade - World Pros: Summons units to attack evil aligned-units Cons: Long time to cast, only lasts three turns, units only attack at random, a waste of magic Divine Storm - Global Pros: Powerful global attack, changes land to grassland Cons: Long time to cast Life Mastery - World Pros: Incredibly powerful spell Cons: Long time to cast, costly Gold Dragon Pros: Summons a Gold Dragon Cons: Long time to cast, upkeep a little expensive
||| 2. Sphere - Death ||| Overall: This sphere of pure evil allows you to command undead and spread disease and pestilence throughout the land. It is fun to watch the effects of casting Hatred and Death Mastery because you can watch relations' crumble and watch good aligned races struggle. This sphere is mainly for Evil aligned races especially the Undead. This is a very good sphere to use especially against anyone using the life sphere or if you really want to wreak havoc on a map.
| Level 1 | Dark Gift - City Pros: Good Enchantment Cons: ... Summon Black Spider - Summon Pros: Summons a Black Spider Cons: Upkeep Death Ray - Combat Pros: Good ranged attack Cons: Can only shoot so far Disease Cloud - Combat Pros: Can hit multiple units Cons: Can also hit your units
| Level 2 | Evil Champion - Unit Pros: Good against good aligned creatures Cons: Only good against good aligned creatures Evil Woods - Global Pros: Damages good creatures Cons: Only lasts so long, an only damages good creature Animate Dead - Combat Pros: Brings dead skeleton warriors to the battle field Cons: Skeletons are weak, costly Terror - Combat Pros: Weakens opponents units Cons: Can also weaken your units
| Level 3 | Animate Ruins - City Pros: Rebuilds razed/looted cities, fills them with undead Cons: Other units can do this Pestilence - Global Pros: Does damage to units on a global scale Cons: Moves around at random Mind Decay - Combat Pros: Doesn't effect undead, kills target unit if successful Cons: Can effect your units if they're to close Animate Hero Pros: Brings back dead heroes Cons: Sometimes heroes don't follow you
| Level 4 | Death Mastery - World Pros: Very powerful, curses good units, other beneficial affects Cons: Long time to cast, upkeep, costly Death Storm - Global Pros: Changes land to wasteland, powerful global attack Cons: Long time to cast Hatred - World Pros: Destroys race relations, makes everyone angry >:( Cons: Long time to cast Summon Black Dragon Pros: Summons a Black Dragon Cons: Long time to cast
||| 3. Sphere - Earth ||| Overall: This sphere isn't known for its ability to do damage. Instead it focuses on giving you the ability to enhance your abilities. Gold Rush, Free Movement, and Enchant Roads are excellent examples. Although this sphere isn't good on offense, it does better on defense. Entangle is one of the most useful defensive spell in the game. This sphere is recommended if you want to play defensively but with a little offensive option.
| Level 1 | Stone Skin - Unit Pros: Good defensive spell Cons: Only increases defense Great Boar - Summon Pros: Summons a Great Boar Cons: Upkeep Entangle - Combat Pros: Very useful spell Cons: ... Slow - Combat Pros: Low cost, slows a unit Cons: ...
| Level 2 | Free Movement - Unit Pros: Allows units to move on any terrain Cons: ... Gold Rush - City Pros: Doubles city income Cons: Upkeep Poison Woods - Global Pros: Damages good creatures Cons: Only lasts so long Stoning - Combat Pros: Good ranged attack Cons: Only goes so far
| Level 3 | Concealment - Unit Pros: Hides target unit Cons: Cost, I don't see the real use Enchant Roads - World Pros: Movement costs are reduced by 1/3 on roads Cons: Cost, upkeep Level Terrain - Global Pros: Destroys mountains Cons: ... Tremors - Combat Pros: Does damage to all units Cons: Does damage to all units
| Level 4 | Earth Mastery - World Pros: Gives all your units Stone Skin Cons: Long time to cast, upkeep, cost Earth Elemental - Summon Pros: Summons a Earth Elemental Cons: Long time to cast, the Earth Elemental is slow Raise Terrain - Global Pros: Creates mountains Cons: Long time to cast, only lasts so long Town Quake - City Pros: Damages units/walls/buildings inside a town Cons: Long time to cast
||| 4. Sphere - Air ||| Overall: This sphere gives you the ability to control wind. It allows you to increase the speed of your units, blow units away, and to strike lightning at your enemies. This sphere is mostly on the offensive. Most of the spells aren't very powerful or useful but their are a few that shine. I don't really recommend Air magic but having one sphere is all you'll really need.
| Level 1 |
Haste - Unit Pros: Increases unit's movement Cons: ... Birds View - Global Pros: Good for scouting Cons: Doesn't work underground Vaporize - Combat Pros: Low cost Cons: ... Chain Lightning - Combat Pros: Good ranged attack, hits multiple units Cons: Only goes so far
| Level 2 | Winds of Fury - Combat Pros: Blows target unit around, lot of damage Cons: Blows target unit around randomly Great Eagle - Summon Pros: Summons a Great Eagle, excellent scouts Cons: Frail, costly, upkeep Freeze Water - Global Pros: Makes water travel easier Cons: Only lasts so long Cold Breath - Combat Pros: Can do at wide range of damage Cons: ...
| Level 3 | Call Hero - Global Pros: Summons a hero at random Cons: Hero doesn't always follow you Tornado - Global Pros: Blows units around, damages units Cons: Works on low-level units, only works on plains, costly Shockwave - Combat Pros: Does damage to area around the caster Cons: Not very effective, not allot of range Wind Walking - Unit Pros: Gives a unit the ability to fly Cons: Costly
| Level 4 | Air Mastery - World Pros: Favors your boats/flying creatures Cons: Long time to cast, costly, kinda useless Air Elemental - Summon Pros: Summons an Air Elemental Cons: Long time to cast, frail Watcher - Global Pros: Watches for invisible/concealed units in a given area Cons: Long time to cast, kind of useless Lightning Storm - Global Pros: Damages units on a global scale Cons: Long time to cast, doesn't have allot of range
||| 5. Sphere - Fire ||| Overall: This powerful sphere represents pure chaos. It is best used in combat due to the fact that most of the spells increase offensive capabilities. The spell Anarchy invokes chaos on cities causing them to rebel if the armies in that city aren't strong enough. Cool huh! Other cool spells are Warmonger and Sacrificial Flame. Pick this sphere if you like to go on a straight offensive blowing your enemies to ashes.
| Level 1 | Fury - Unit Pros: Raises attack Cons: Lowers defense Fire Sprite - Summon Pros: Summons a Fire Sprite Cons: Upkeep, costly, kinda weak Flame Arrow - Combat Pros: Good ranged attack Cons: Only goes so far Call Flames - Combat Pros: Does lots of damage Cons: Only goes so far
| Level 2 | Fire Halo - Unit Pros: Gives you Fire Strike and Fire Immunity Cons: No other enhancements Cloud of Ashes - Global Pros: Conceals units Cons: Moves around at random, useless Fire Breath - Combat Pros: Can do at wide range of damage Cons: ... Swarm - Combat Pros: Can do damage to many units Cons: Can do damage to your units
| Level 3 | Anarchy - City Pros: Makes towns rebel ( YEAH! ) Cons: Not always effective Fire Barrier - Global Pros: Does damage to all who pass through it Cons: Only lasts so long Fire Ball - Combat Pros: Can damage walls, good ranged attack Cons: Only goes so far Sacrificial Flame - Combat Pros: Does lots of damage, lots of range Cons: Sometimes does damage tot he caster
| Level 4 |
Fire Mastery - World Pros: Causes chaos throughout the land Cons: Long time to cast, upkeep, costly Fire Elemental - Summon Pros: Summons a Fire Elemental Cons: Long time to cast, costly, upkeep Warmonger - City Pros: All units who get trained at the enchanted city get veteran experience Cons: Long time to cast Fire Storm - Global Pros: Does lots of fire damage to an area Cons: Long time to cast
||| 6. Sphere - Water ||| Overall: Last but not least, the sphere of water, deals with...uhh...water. (Duh!) Most of the spells are closely tied with the life sphere. Healing Water is a good example of this. Water also give you control over all the bodies of water throughout the game. This could leave you with complete domination over the maps with mostly water. This sphere is a must of anyone who decides to play as the Lizards.
| Level 1 | Summon Frog - Summon Pros: Summons a Frog Cons: Upkeep, kinda weak Healing Water - Unit Pros: Heals a unit completely Cons: Costly Ice Shards - Combat Pros: Good ranged attack Cons: Only goes so far Ooze - Combat Pros: Creates an area of mud which slows units Cons: Not very useful cause some units can walk around it.
| Level 2 | Water Walking - Unit Pros: Allows unit to walk on water Cons: No other benefits Vortex - Global Pros: Does damage to water units Cons: ... Geyser - Combat Pros: A powerful attack Cons: Only goes so far Frost Beam - Combat Pros: Does multiple damage to units, can freeze units Cons: ...
| Level 3 | Liquid Form - Unit Pros: Reduces damage taken, allow you to swim Cons: ... Great Hail - Combat Pros: Can damage walls, damage multiple units Cons: ... Healing Showers - Global Pros: Heals units Cons: ... Fountain of Life - City Pros: Heals units that enter the enchanted town Cons: ...
| Level 4 | Water Mastery - World Pros: Halves the vision of opponents Cons: Long time to cast, upkeep, not many other benefits Flood - World Pros: Can have monstrous effects on the world map Cons: Can drown your units Water Elemental - Summon Pros: Summons a Water Elemental Cons: Kinda frail, costly Ice Storm Pros: Changes land to ice, does lots of ice damage Cons: Long time to cast
||| 7. Cosmos ||| This type of magic is available to all races in the game. As for the other spheres, to gain more powerful Cosmos magic, you must research to get stronger magic.
| Level 1 | Enchant Weapon - Unit Pros: Increases attack and damage Cons: ... Dispels Magic - Global Pros: Removes an enchantment from any unit Cons: Doesn't always work
| Level 2 | Disjunction - Global Pros: Removes opponents' global enchantment Cons: Doesn't always work Warp Party - Global Pros: Teleports party anywhere on the map Cons: Does this at random
| Level 3 | Anti-Magic Shell - City Pros: Protects from spells cast in/on the city Cons: Costly Town Gate - Global Pros: Teleport you to any of you cities, very useful Cons: ...
| Level 4 | Power Leak - World Pros: Cut magic power of all players in half Cons: I think it effect you too Spell Ward - World Pros: Limits use of World Enchantments Cons: You can't cast any either
||| 8. Secret ||| These few spells can only be found and taught at Wizard Towers throughout the game.
| Level 1 | Conceal Area - Global Pros: Conceals an area from opponents Cons: Only covers so much
| Level 2 | Summon Mermaid - Summon Pros: Summons a mermaid Cons: ... Cosmagic Surgery - Unit Pros: Changes the face of any hero Cons: Who needs it?
||| Unit Stats ||| This section describes the core stats that any unit has.
Attack - Chance that the unit will damage a unit Damage - Determine how much damage a unit will do after a successful attack Defense - Effects the chance of you being hit by a unit and the amount of damage done to you if the attack is successful Health - The amount of damage you can take before you die. Movement - Effects how far a unit can move on the Global/Combat. Resistance - Measures how much a unit can resist poison, magic, and other non-physical attacks.
|| Special Traits || - Coming Soon -
||| Battling Tips ||| This section gives you tips on the do's and don'ts in overall battles, castle sieges, and exploring caves or dungeons. If anyone has any tips that they want to submit, please E-mail me at Averman62@Hotmail.com.
|| Overall Battles || - Most importantly of all, be sure to pick battles you can win. - Put your leader in battles that he/she can win because if he/she falls, the game is over. - You stand to lose allot more battles in Automatic Mode than in Tactical Mode.
|| Dungeon Battles || - Bring plenty of archer and other units with high movement with you to hit those dungeon creatures from a far range. - Be sure to you really want to raid a dungeon with people trapped inside. Sometimes they could be of a race you don't get along with.
|| Castle Sieges || This section is describes how to break down those walls and take over enemy towns. - Try to break as much of the castle wall as possible to let in more of your units. - Make sure your Battering Ram doesn't get destroyed. A catapult is a whole lot better because you can damage a wall from far away. - Fireball & Great Hail are excellent spells when you want to destroy a wall or take out a group of enemy units.
||| Thanks & the Warning ||| I would like to thank everyone who uses or reads this FAQ.
| Warning | Anyone may reproduce this FAQ electronically, but don't sell it for money. If you want to use this FAQ for your website you must ask my permission, email me at AverMan62@Hotmail.com, and you must do it with this the Warning in it. If you do use it and I find out, trust me I WILL, you'll be in some serious legal trouble!!!