Table of Content

1 Introduction
2 Legal Information
3 License Agreement
3.1 Editor
3.2 Source Code
4 Background
5 System Requirements
6 Installation
6.1 New Installation
6.2 Updates Installation
7 Uninstall
8 Usage
8.1 Warlord Character
8.2 Warlord Statistics
8.3 Warlord Skills
8.4 City Upgrades
8.5 Provinces
8.6 Ritunes
8.7 Preferences
8.8 Keyboard Shortcuts
8.9 Classes
8.10 Hit Chance Table
8.11 Ritunes Arrival Turn
8.12 Spells
8.13 Experience Points
9 Creation Wizard
10 PBEM Warlord
11 Pre-Made Warlord
12 Known Issues
13 Change Log
14 Contact
15 Acknowledgment
16 Links

1 Introduction

Thank you for testing out this small piece of software. If you have a need for it, it's for your own reasons :). This editor is totally free of charge and is provide "as is" for your personal use. Before you start using this editor please read this file.

I welcome any suggestion regarding improvement, bug fixes, add-on, source code, etc. See the contact section for more details.

WizIce the seeker of Knowledge

3 License Agreement

3.1 Editor

No fancy, complicated, tortuous and hellish license agreement here I'm afraid.

You are hereby licensed to download this application and run it on your computer. This application is provided "as is" without any kind of warranty either expressed or implied.

Please note - I have test carefully to make sure this download is virus free and that the application is bug free (Well as far as I could test). However installation or use is entirely at your own risk and I cannot be held responsible for any damage that may occur.

The application can be downloaded and distributed freely but must contain this file or any reference to its owner (WizIce).

3.2 Source Code

The editor's source code can be used for personal usage or inspiration. All public modifications or add-ons to the editor are solely under my control and the source code should not be modified and redistributed. You may hold the modified version for yourself, if your modification seems worth a public release please contact me.

You cannot download the source code directly, an explicit e-mail is necessary. Please see the contact section for details. I will freely send the source code to anyone requesting it.

Note: The source code is written for Java 1.4 or more and comes with a full ANT 1.7 build file.

4 Background

I'm a Warlords fan since the very first version on Mac (the PC version is realy hugly). That is back quite some time. I played with passion each new release, except for the Warlord 3 add-on DLR that I acquired just recently (did not finish it yet), and was always hocked to the game. At each iteration, new stuff made the game more enjoyable.

I have downloaded the demo as soon as I could get my hands on it and loved the game (even if there are bunch of missing things!!!). The only map available made it soon boring. I decide therefore to mod my demo. I first started to hack the scenario but the mod was only limited to the quests and some cosmetic. I didn't want to mess around much with the map (but I did mod the map as well) since the full version of the game comes with a map editor.

Changing the quests was not enough, so the warlord was my next target. At best you can go up one level per game. It will take eons to test out all the potential of your warlord. Also your opponent remains a silly warlord. My first job was to reverse engineer the warlord save file. Once I mapped each byte in the file it was easy to mess around with a hex editor. The only problem is that a simple reverse encoding and a check sum protects the file. There are ways to let the game accept your changes and play, but it's a tiresome process.

I decide to write a complete editor for my warlords and for the ritunes. And here we are with this release. This version is for both the demo and the full version (patched or not) of the game. This editor is tested for both vesions.

5 System Requirements

The system requirements for this application are pretty low. If you have the game on your computer then you should be able to run this piece of software. The application is written in Java, you will need to install Java. Some of the code is solely Java 1.4 code, therefore you must have Java 1.4.2 or more installed in order to run it.

Java Home Page: http://java.sun.com

Download Java: http://www.java.com

For download and installation of the Java runtime please refer to Sun's home page. The java runtime JRE or JDK is not provided with the application and is your responsibility.

Before you run the editor it is wise to make a version test of your Java installation. To do so, open a shell command line window and type the following: java -version. Or verify your Java software installation on-line with a check tool.

The output will show you the version you are using. Due to some bugs in some of the Java 1.4 versions, it is required that you have at least version 1.4.2 installed. I do recommend using Java 1.6 since the Look and Feel is much better.

6 Installation

6.1 New Installation

The installation of the editor is straightforward. Unzip the Warlords4Editor.zip file and put its content into the game folder (optional, any folder will do). If the editor is installed in the game folder you can directly access your warlords without configuration. The install bundle should have 2 files:

The JAR file is the editor and the HTML file is the documentation (this file). To launch the editor there are two ways:

  1. By using the JAR file as executable application. Double click on the JAR file to launch the editor. On some systems, this seems not to work properly. This is probably due to an incorrect installation of Java. Try to install Java once more or follow option 2.
  2. Open a shell command line window and type the following: java -jar Warlords4Editor.jar

If you experience an application crash or other problem, the second method has the advantage of dumping an error message that you can send to me for debugging. If you don't like the comand line dialog poping up, you can replace the java with javaw.

During execution, the application will create a configuration file called Warlords4Editor.ini. Do not edit this file because it is auto-generated by the application at each run.

6.2 Updates Installation

The editor can be updated by itself. To launch an update procedure, open the "Help > Online Help > Check for Updates". If a new update is available, the editor will propose to update itself. Follow the procedure on the screen.

There is one restriction to this usage right now: The computer must be connected to Internet :).

Since version 2.10 the editor will update automatically when a new version is detected. Once the editor is started the update check is made. You can deactivate this feature in the Preferences dialog Preferences.

If you cannot run the editor on a specific platform let me know, I will change the editor so that this platform can be used. Also if you have a proxy, some adaptations might be necessary as well.

During the update, the editor creates a temporary folder, call "W4EUpdate", in the current editor's folder. If this folder remains after the update, then the update is probably not successful. You can destroy this safely and try again.

Important: If you have the "Updates Automated" set, the editor will call home at each launch. You will see in your network traffic a call to something like "portailsmm.com". The name might wary since it is a shared IP.

7 Uninstall

Simply delete all the Warlords4Editor.* files in the directory where you have installed it. Check your warlords folder in the game folder to delete the *.bak files (backup files). If a folder called call "W4EUpdate" is present in your current folder you can delete it as well. This folder remains after an aborted or unsuccessful attempt to update the editor.

8 Usage

Once you start the application a default new Warlord is created. You may also load an existing warlord or select one in the history list of the file menu.

The GUI is divided into several sections.

Note: Each edition field shows a tool tip info box if you pass over it with the mouse. Entering an invalid value in a field is silently refused.

8.1 Warlord Character

Some detailed explanation of the main fields of your warlord.

NameDescription
Name:The name of your warlord can take any character is the Latin table. The name is limited to maximum 31 characters. Avoid having an empty name; this may cause strange behavior of the game.
Capital:The name of your warlord's capital. The name is limited to maximum 31 characters. Avoid having an empty or too long name; this may cause strange behavior of the game.
Avatar:The image that will be used in the game dor your warlord. This image must be taken from the available list. Take on of the defined image; it's not possible to customize it.
Class:The class of your warlord. The class will define the look and feel of your capital (what building is available, see city upgrades), and most important the different spells you can learn during the game. See the classes' section for details.
Abilities:Major and minor ability are linked to the class when you create your warlord, however you can have other abilities then the class initially proposes.
Skills:Major and minor skill that your Warlord unit will have during the game. The level of each skill depends on your warlord level, each point is distributed randomly between the skills.

Note: When you select a class, the major and minor ability will be changed to that class' default abilities regardless of changes made by you.

8.2 Warlord Statistics

Some detailed explanation of the statistics fields of your warlord.

NameDescription
Favored Race:Defines the race of the hirelings when they pop-up, this will only favor a certain race. The race may be totally different from the warlord initial abilities and class.
Experience:Well all the XP you got during the games. Each 10 XP will allow you to level up.
Level:The current level of your warlord. The XP and level are not correlated so you can put a high level with no XP.
Battles:The actual number of games you did with this warlord.
Victories:The number of games you finished victorious.

Note: The XP is only used when you resign or win a game and gain some XP. If you XP don't match your level, the game will adjust the level based on the new total XP.

8.3 Warlord Skills

The skills are always the same for any warlord. However depending on the class of the warlord only a sub-set is available during leveling. The panel does not sort the skills because they are taken as is from the warlord file.

NameMax LevelDescription
Anti-Magic
10
Gaining the Anti-Magic skill increases the resistance of all your groups to enemy magic. This effect is cumulative with the Magic Immunity skill.
Level 1 : +5% Resistance, 5% Dispel
Level 2 : +10% Resistance, 10% Dispel
Level 3 : +15% Resistance, 15% Dispel
Level 4 : +20% Resistance, 20% Dispel
Level 5 : +25% Resistance, 25% Dispel

Level n : +5*n% Resistance, 5*n% Dispel
Archmage
10
Gaining the Archmage skill increases starting mana, maximum mana and mana regeneration rate.
Level 1 : +1 Starting, +1 Regeneration, +1 Maximum
Level 2 : +2 Starting, +1 Regeneration, +2 Maximum
Level 3 : +3 Starting, +1 Regeneration, +3 Maximum
Level 4 : +4 Starting, +1 Regeneration, +4 Maximum
Level 5 : +5 Starting, +2 Regeneration, +5 Maximum

Level n : +n Starting, +ceil(n/4) Regeneration, +n Maximum
Chaos
10
Chaos subtracts from the Morale of all enemy Warlords.
Level 1 : -1 Enemy Morale (max 0)
Level 2 : -1 Enemy Morale (max -1)
Level 3 : -2 Enemy Morale (max -1)
Level 4 : -2 Enemy Morale (max -2)
Level 5 : -3 Enemy Morale (max -2)

Level n : -ceil(n/2) Enemy Morale (max -ceil(n/2))
Crusader
10
Crusader gives extra Movement and also some bonuses when troops attack: extra life and possibly extra siege attacks.
Level 1 : +1 Move, +1 Life, +10% Siege
Level 2 : +1 Move, +1 Life, +20% Siege
Level 3 : +1 Move, +1 Life, +30% Siege
Level 4 : +1 Move, +2 Life, +30% Siege
Level 5 : +1 Move, +2 Life, +40% Siege

Level n : +max(1, ceil((n-1)/4)) Move, +(n-1)/2 Life, +round((4.8*n+11)/10)*10% Siege
Defender
10
Defender gives bonuses to your groups when they defend a city, increasing both their life and the damage from towers.
Level 1 : +2 Life, +1 Tower Damage
Level 2 : +2 Life, +2 Tower Damage
Level 3 : +3 Life, +2 Tower Damage
Level 4 : +3 Life, +3 Tower Damage
Level 5 : +4 Life, +3 Tower Damage

Level n : +floor((n+1)/2) Life, +floor(n/2)+1 Tower Damage
Divine Magic
255
Divine Magic allows you to learn and cast spells devoted to Healing, Blessing and the destruction of evil creatures.Increasing this skill will allow you to learn Divine spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city.
You learn common spells 1 turn faster for each 3 points
You learn rare spells 1 turn faster for each 2 points
You learn arcane spells 1 turn faster for each 1 point
Mana penalties on distant spells decrease by 1 for every point
Engineer
10
Engineer decreases the costs of building and upgrading cities, as well as strengthening your towers and allowing some sites to be upgraded.
Level 1 : 10% Discount, +3 Tower Life, Upgrade Forge (1000gp)
Level 2 : 20% Discount, +4 Tower Life
Level 3 : 25% Discount, +5 Tower Life
Level 4 : 30% Discount, +6 Tower Life, Upgrade Well (1000gp)
Level 5 : 35% Discount, +7 Tower Life
Level 6 : 40% Discount (level 2 is free), +8 Tower Life
Level 7 : 45% Discount (level 2 is free), +9 Tower Life, Upgrade Farm (1000gp)
Level 8 : 50% Discount (level 2 is free), +10 Tower Life
Level 9 : 55% Discount (level 2 is free), +11 Tower Life
Level 10: 60% Discount (level 3 is free), +12 Tower Life, Upgrade Timbermill (2000gp)

The Engineer skill is limited to 10, after that no more effect. Also it does not follow any direct equation.
Fame
10
Fame increases your chance of being offered an ally every turn (provided you have enough gold) and also decreases the cost of allies.
Level 1 : +4% Chance, 5% Discount
Level 2 : +8% Chance, 10% Discount
Level 3 : +12% Chance, 15% Discount
Level 4 : +16% Chance, 20% Discount
Level 5 : +20% Chance, 25% Discount

Level n : +4*n% Chance, 5*n% Discount
Gate
10
The Gate skill increases the strength of all units summoned with spells.
Level 1 : +1 Combat
Level 2 : +1 Combat, +1 Life
Level 3 : +1 Combat, +2 Life
Level 4 : +1 Combat, +3 Life
Level 5 : +1 Combat, +3 Life, +1 Level
Level 6 : +2 Combat, +3 Life, +1 Level
Level 7 : +2 Combat, +4 Life, +1 Level
Level 8 : +2 Combat, +5 Life, +1 Level
Level 9 : +2 Combat, +6 Life, +1 Level
Level 10 : +2 Combat, +6 Life, +2 Level

The Gate skill is limited to 10, after that no more effect. Also it does not follow any direct equation.
Glory
10
Glory increases your chance of being offered a hero every turn (provided you have enough gold) and also decreases the cost of heroes.
Level 1 : +4% Chance, 5% Discount
Level 2 : +8% Chance, 10% Discount
Level 3 : +12% Chance, 15% Discount
Level 4 : +16% Chance, 20% Discount
Level 5 : +20% Chance, 25% Discount

Level n : +4*n% Chance, 5*n% Discount
Merchant
10
The Merchant skill increases your total gold income every turn and also increases the chance a merchant will offer an item for sale.
Level 1 : +10% Income Bonus, 3% Merchant Item Offer (5% if +1500gp) at 2% Discount
Level 2 : +20% Income Bonus, 6% Merchant Item Offer (10% if +1500gp) at 4% Discount
Level 3 : +30% Income Bonus, 9% Merchant Item Offer (15% if +1500gp) at 6% Discount
Level 4 : +40% Income Bonus, 12% Merchant Item Offer (20% if +1500gp) at 8% Discount
Level 5 : +50% Income Bonus, 15% Merchant Item Offer (25% if +1500gp) at 10% Discount

Level n : +10*n% Income Bonus, +3*n% Merchant Item Offer (+5*n% if +1500gp) at 2*n% Discount
Morale
10
A higher Morale will benefit you in combat.Every time a unit hits an enemy in combat, it compares Morale scores with that enemy. If its Morale is higher, then it has a chance at a second free attack. The bigger the difference, the greater the chance of a second attack.You can learn more about Morale in the [Play Tips] section of the help.
Nature Magic
255
Nature Magic allows you to learn and cast spells devoted to summoning and empowering monsters, as well as improving production and income.Increasing this skill will allow you to learn Nature spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city.
You learn common spells 1 turn faster for each 3 points
You learn rare spells 1 turn faster for each 2 points
You learn arcane spells 1 turn faster for each 1 point
Mana penalties on distant spells decrease by 1 for every point
Necromancy
255
Necromancy allows you to learn and cast spells devoted to raising and empowering Undead, as well as destroying good creatures.Increasing this skill will allow you to learn Necromancy spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city.
You learn common spells 1 turn faster for each 3 points
You learn rare spells 1 turn faster for each 2 points
You learn arcane spells 1 turn faster for each 1 point
Mana penalties on distant spells decrease by 1 for every point
Rune Magic
255
Rune Magic allows you to learn and cast spells devoted to stone, strength, earth and protection.Increasing this skill will allow you to learn Rune spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city.
You learn common spells 1 turn faster for each 3 points
You learn rare spells 1 turn faster for each 2 points
You learn arcane spells 1 turn faster for each 1 point
Mana penalties on distant spells decrease by 1 for every point
Summoning
255
Summoning allows you to learn and cast spells devoted to both fire, and summoning and empowering Daemons.Increasing this skill will allow you to learn Summoning spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city.
You learn common spells 1 turn faster for each 3 points
You learn rare spells 1 turn faster for each 2 points
You learn arcane spells 1 turn faster for each 1 point
Mana penalties on distant spells decrease by 1 for every point
Weaponmaster
10
The Weaponmaster skill adds extra XP to the pool of experience after each battle. It also allows fresh units to start with XP.
Level 1 : +10% pool XP
Level 2 : +20% pool XP, +1 unit XP
Level 3 : +30% pool XP, +2 unit XP
Level 4 : +40% pool XP, +3 unit XP
Level 5 : +50% pool XP, +4 unit XP

Level n : +10*n% pool XP, +n-1 unit XP
Notes:
  1. Putting very high values to make a super Warlord is not always to your own benefice as I discovered. Some skills are more efficient at level 15 then above.
  2. The maximum level is in game when you are leveling your warlord by playing. This level is subjective and only applies for the wizard editor.
  3. These maximums are lifted when the warlords enters the High-Level warlord class, i.e. as defined by the game. To enter High-Level warlords you must have ALL city upgrades done. Even so, the editor forces a cap at 255 on each skill.
  4. Pressing on the "Max All" button will cap each general skill to 10 and the magical skills to 17 regardless of the theoretical maximum allowed. This ensures a game compliant warlord. The max is only set on the skills that are available to edition.

8.4 City Upgrades

The upgrades are dependent of your warlord's major ability. Some upgrades have some pre-requested building prior being available. The number of buildings defers from ability to ability but the overall bonus are relative similar. Sorted by major ability:

8.4.1 Combat

#NameDescription
1Level 1 WallsTower Damage +1
2Level 2 WallsTower Damage +1 (Level 1 Walls as pre-condition)
3Level 3 WallsTower Damage +1 (Level 2 Walls as pre-condition)
4Level 4 WallsTower Damage +1 (Level 3 Walls as pre-condition)
5Village HallTower Life +4
6Town HallTower Life +4 (Village Hall as pre-condition)
7City HallTower Life +4 (Town Hall as pre-condition)
8CapitalTower Life +4 (City Hall as pre-condition)
9StyUnit Combat +2
10PitUnit Combat +2
11Sink HoleUnit Combat +2
12VatUnit Life +3
13Rock QuarryIncome +30
14Shaman SpireMana Regeneration +1
15Shaman TurretMaximum Mana +2 (Shaman Spire as pre-condition)
16Shaman TowerMaximum Mana +2 (Shaman Turret as pre-condition)
17PenIncome +30
18HovelMoral +1
19OverseerMoral +1
20Gateway of ThornsSpeed +1
21Prison Cages+20 Gold per Unit for Defending
22Temple of WarQuests Available
23GrinderUnit Life +3

8.4.2 Divine Magic

#NameDescription
1Level 1 WallsTower Damage +1
2Level 2 WallsTower Damage +1 (Level 1 Walls as pre-condition)
3Level 3 WallsTower Damage +1 (Level 2 Walls as pre-condition)
4Level 4 WallsTower Damage +1 (Level 3 Walls as pre-condition)
5Village HallTower Life +4
6Town HallTower Life +4 (Village Hall as pre-condition)
7City HallTower Life +4 (Town Hall as pre-condition)
8CapitolTower Life +4 (City Hall as pre-condition)
9BarracksProduction Time -1
10ArmoryUnit Life +3
11Archery RangeUnit Combat +2
12StablesSpeed +1
13Mage SpireMana Regeneration +1
14Mage TuretMana Regeneration +1 (Mage Spire as pre-condition)
15Mage TowerMana Regeneration +1 (Mage Turet as pre-condition)
16InnHero cost -20%
17BureauSpeed +1
18TempleQuests Available
19Prison+20 Gold per Unit for Defending
20MarketplaceIncome +30
21Banking CenterIncome +30 (Marketplace as pre-condition)
22MintIncome +30 (Banking Center as pre-condition)
23Recruiting CenterHero cost -20%

8.4.3 Nature Magic

#NameDescription
1Level 1 WallsTower Damage +1
2Level 2 WallsTower Damage +1 (Level 1 Walls as pre-condition)
3Level 3 WallsTower Damage +1 (Level 2 Walls as pre-condition)
4Level 4 WallsTower Damage +1 (Level 3 Walls as pre-condition)
5Green PalaceTower Life +3
6Emerald PalaceTower Life +3 (Green Palace as pre-condition)
7Jade PalaceTower Life +3 (Emerald Palace as pre-condition)
8Sage PalaceTower Life +3 (Jade Palace as pre-condition)
9Tree of LifeUnit Life +3
10Circle of PowerMana Regeneration +1
11WorkshopUnit Combat +2
12Forest ForgeProduction Time -1
13Sylvan FletcherUnit Combat +2
14Adept SpireMana Regeneration +1
15Adept TurretMaximum Mana +2 (Adept Spire as pre-condition)
16Adept TowerMaximum Mana +2 (Adept Turret as pre-condition)
17Sweetwater WellUnit Life +3
18HostelHero cost -20%
19Rangers' HallSpeed +1
20Magic PoolSpeed +1
21Reformatory+20 Gold per Unit for Defending
22Trade CenterIncome +30
23Evergreen ShrineQuests Available

8.4.4 Necromancy

#NameDescription
1Level 1 WallsTower Damage +1
2Level 2 WallsTower Damage +1 (Level 1 Walls as pre-condition)
3Level 3 WallsTower Damage +1 (Level 2 Walls as pre-condition)
4Level 4 WallsTower Damage +1 (Level 3 Walls as pre-condition)
5Cell of the UndeadTower Life +4
6Chamber of the UndeadTower Life +4 (Cell of the Undead as pre-condition)
7Hall of the UndeadTower Life +4 (Chamber of the Undead as pre-condition)
8Great Hall of the UndeadTower Life +4 (Hall of the Undead as pre-condition)
9GraveyardUnit Combat +2
10MausoleumUnit Combat +2
11Dark MillsProduction Time -1
12Necromantic ChamberEnnemy Moral -1
13BarrowUnit Combat +2
14Dead SpireMana Regeneration +1
15Dead TurretMana Regeneration +1 (Dead Spire as pre-condition)
16Dead TowerMaximum Mana +4 (Dead Turret as pre-condition)
17Royal TombIncome +30
18ChateauHero cost -20%
19Hard Labor Camp+20 Gold per Unit for Defending
20Lightning SpireSpeed +1
21CageEnnemy Moral -1
22Office of BlightIncome +30
23Death ShrineQuests Available

8.4.5 Rune Magic

#NameDescription
1Level 1 WallsTower Damage +1
2Level 2 WallsTower Damage +1 (Level 1 Walls as pre-condition)
3Level 3 WallsTower Damage +1 (Level 2 Walls as pre-condition)
4Level 4 WallsTower Damage +1 (Level 3 Walls as pre-condition)
5CampTower Life +5
6FortTower Life +5 (Camp as pre-condition)
7BaileyTower Life +5 (Fort as pre-condition)
8KeepTower Life +5 (Bailey as pre-condition)
9LodgeHero cost -15%
10EyrieSpeed +1
11FoundryProduction Time -1
12ArmoryUnit Life +3
13Iron WorksUnit Combat +2
14Rune SpireMana Regeneration +1
15Rune TurretMana Regeneration +1 (Rune Spire as pre-condition)
16Rune TowerMana Regeneration +1 (Rune Turret as pre-condition)
17RefectoryHero cost -15%
18QuarryIncome +50
19ObeliskMoral +1
20Gaol+20 Gold per Unit for Defending
21Trading PostIncome +40
22Gold MineIncome +40
23Blast FurnaceUnit Combat +2

8.4.6 Summoning

#NameDescription
1Level 1 WallsTower Damage +1
2Level 2 WallsTower Damage +1 (Level 1 Walls as pre-condition)
3Level 3 WallsTower Damage +1 (Level 2 Walls as pre-condition)
4Level 4 WallsTower Damage +1 (Level 3 Walls as pre-condition)
5Citadel of FearTower Life +4
6Citadel of DreadTower Life +4 (Citadel of Fear as pre-condition)
7Citadel of DespairTower Life +4 (Citadel of Dread as pre-condition)
8Citadel of HorrorTower Life +4 (Citadel of Despair as pre-condition)
9Cadaver HallUnit Combat +2
10Portal of HadesProduction Time -1
11Gate of CtharosSpeed +1
12FumeroleSpeed +1
13Vulcanic MillsIncome +30
14Occult SpireMana Regeneration +1
15Occult TurretMana Regeneration +1 (Occult Spire as pre-condition)
16Occult TowerMaximum Mana +3 (Occult Turret as pre-condition)
17Stygian ShrineMoral +1
18Infernal CloisterUnit Combat +2
19Thralls' QuartersIncome +30
20Blood AltarEnnemy Moral -1
21House of Penitence+20 Gold per Unit for Defending
22Pool of LetheUnit Life +2
23Sacrifical ShrineQuests Available

8.5 Provinces

The game has a total of 32 provinces to win, effectively 32 missions to perform. The provinces are divided into storyline and extra missions. You need to win the storyline to win the game; the extra mission will give you various bonuses such as ritunes or boosts but they are optional.

8.6 Ritunes

In order to add a ritune to your warlord you must click the active check box in front of the retune name. Then create a ritune with the "Create" button. Once the ritune edition dialog closes the ritune is added to your warlord. You can change this ritune by pressing the "Edit" button.

You can also import an exiting ritune from an external repository. Use the "Import" button and search for your ritune file. You may also export a created ritune to your ritune repository, use the "Export" button for that (this button is only available if a ritune exists). By default, the ritune repository is created in your game root folder or in the current folder if the latter isn't defined. This folder is called Ritunes and contains files with the *.rit extension.

The ritune edition dialog is divided into 4 sections:

8.6.1 Character

Some detailed explanation of the main fields of the units.

NameDescription
Name:The name of the unit can take any character of the Latin ASCII table. The name is limited to maximum 31 characters. If you put an empty name the default unit type name is used.
Race:One of the 10 races from the wheel.
Type:Each race has 6 different units. The names and icons change according to the race.

8.6.2 Abilities

You can enter the major and minor ability based on the list. Some important points:
  • Take two identical abilities will have no effect in the game.
  • The maximum ability level is 5; higher values are clamped to 5 in the game. Except for some special abilities such as "Extra Though" which is limited to 255.
  • You may put any ability even if in the game it is supposed not to happen.
  • Put an ability of 0 will not have a great effect, but you can force the destiny.
  • Abilities can be found on items as well as retunes.
  • The additional abilities are not available for retunes, they are items only.
NameDescription
Archery A unit with the archery skill has a chance of shooting the current enemy unit, every time a new creature enters combat. The maximum number of archery hits is 2.
Level 1 : 20% Chance, 1-2 damage
Level 2 : 35% Chance, 1-3 damage
Level 3 : 50% Chance, 1-4 damage
Level 4 : 65% Chance, 1-5 damage
Level 5 : 80% Chance, 1-6 damage
Armor Reduces damage a unit takes in combat from melee or missile attacks.
Level 1 : 1 point (melee) or 1 points (missile)
Level 2 : 1-2 points (melee) or 1-4 points (missile)
Level 3 : 1-3 points (melee) or 1-5 points (missile)
Level 4 : 1-4 points (melee) or 1-6 points (missile)
Level 5 : 1-5 points (melee) or 1-7 points (missile)
Assassin A unit with an Assassin skill has an outright chance of killing a Hero in combat everytime he strikes it. He also doubles the chance of a critial hit on any strike against any unit.
Level 1 : 10% Chance
Level 2 : 20% Chance
Level 3 : 30% Chance
Level 4 : 40% Chance
Level 5 : 50% Chance
Bless A unit with the Bless skill has a chance to Bless each friendly unit entering combat. Blessed units gain +3 Combat, and gain some protection vs. enemy special abilities. Evil units cannot be blessed.
Level 1 : 10% Chance
Level 2 : 20% Chance
Level 3 : 30% Chance
Level 4 : 40% Chance
Level 5 : 50% Chance
Bloodlust When struck in melee combat, a unit may go into a blind rage. This increases its Combat skill by +3, and can occur up to 3 times in a single combat.
Level 1 : 20% Chance
Level 2 : 35% Chance
Level 3 : 50% Chance
Level 4 : 65% Chance
Level 5 : 80% Chance
Build When a unit with the Build skill is inside or adjacent to a city, and that city is rebuilt or fortified, then it gains a discount on the price.
Level 1 : 20% Discount
Level 2 : 35% Discount
Level 3 : 50% Discount
Level 4 : 65% Discount
Level 5 : 80% Discount
Crushing Blow A unit has a chance to inflict a Crushing Blow with every attack in combat. A crushing halves the victim's remaining Life and then applies normal damage.
Level 1 : 20% Chance
Level 2 : 35% Chance
Level 3 : 50% Chance
Level 4 : 65% Chance
Level 5 : 80% Chance
Curse A unit with the Curse skill has a chance to Curse each enemy unit entering combat. Cursed units gain -3 Combat, and can only use special abilities at half their current level (round down).
Level 1 : 10% Chance
Level 2 : 20% Chance
Level 3 : 30% Chance
Level 4 : 40% Chance
Level 5 : 50% Chance
Deamonslayer A unit with Deamonslayer gains a bonus to its Damage and Combat scores vs. enemy Deamons units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Death Gaze When a unit with Death Gaze faces off against another unit in combat, it has a chance to kill that unit outright before the fighting begins.
Level 1 : 10% Chance
Level 2 : 15% Chance
Level 3 : 20% Chance
Level 4 : 25% Chance
Level 5 : 30% Chance
Deathslayer A unit with Deathslayer gains a bonus to its Damage and Combat scores vs. enemy Undead units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Disease Has a chance of inflicting disease upon any enemy that is hit in combat. Diseased units cannot be healed and do half damage. Disease lasts 3 turns.
Level 1 : 20% Chance
Level 2 : 35% Chance
Level 3 : 50% Chance
Level 4 : 65% Chance
Level 5 : 80% Chance
Dragonslayer A unit with Dragonslayer gains a bonus to its Damage and Combat scores vs. enemy Dragon units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Dwarfslayer A unit with Dwarfslayer gains a bonus to its Damage and Combat scores vs. enemy Dwarven units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Elfslayer A unit with Elfslayer gains a bonus to its Damage and Combat scores vs. enemy Elven units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Extra Tough This is a skill available only to Orcs. It does not confer any special abilities apart from increasing both Combat and Life at the same time.
Combat : +1
Life : +2
Fear A unit with Fear subtracts from the Combat skill of all enemy units in battle. Only the highest Fear skill is used for this (it is not cumulative).
Level 1 : -1 Enemy Combat
Level 2 : -2 Enemy Combat
Level 3 : -3 Enemy Combat
Level 4 : -4 Enemy Combat
Level 5 : -5 Enemy Combat
Fire A unit with Fire adds extra damage to each hit in combat. Fire ignores enemy Armor.
Level 1 : 1 point extra damage
Level 2 : 1-2 points extra damage
Level 3 : 1-3 points extra damage
Level 4 : 1-4 points extra damage
Level 5 : 1-5 points extra damage
First Strike A unit with First Strike always hits first when a new enemy enters combat.
Level 1 : 3 points of damage for the First Strike
Level 2 : 3-6 points of damage for the First Strike
Level 3 : 3-9 points of damage for the First Strike
Level 4 : 3-12 points of damage for the First Strike
Level 5 : 3-15 points of damage for the First Strike
Giantslayer A unit with Giantslayer gains a bonus to its Damage and Combat scores vs. enemy Giant units (including Trolls, Ogres and Minotaurs).
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Heal Every time an enemy is defeated in combat, a unit with the Heal skill will heal the current friendly fighting unit. If multiple Healing units are in a group, then all units will try to Heal, and the highest individual result will be used.
Level 1 : 1 point of Healing
Level 2 : 1-2 points of Healing
Level 3 : 1-3 points of Healing
Level 4 : 1-4 points of Healing
Level 5 : 1-5 points of Healing
Note: The heal skill can go up to level 10 with the nature realm spell.
Income A unit with Income skill contributes Gold towards your Income. It may also affect its group's upkeep.
Level 1 : +2 Income
Level 2 : +4 Income. Upkeep for this unit is halved.
Level 3 : +6 Income. Upkeep for this unit is free.
Level 4 : +10 Income. Upkeep for this unit's group is halved.
Level 5 : +15 Income. Upkeep for this unit's group is free.
Leadership A unit with Leadership adds to the Combat Skill and movement of his group. Only the highest Leadership skill is used for this (it is not cumulative).
Level 1 : +1 Combat and +1 Speed for the group
Level 2 : +2 Combat and +1 Speed for the group
Level 3 : +2 Combat and +2 Speed for the group
Level 4 : +3 Combat and +2 Speed for the group
Level 5 : +3 Combat and +3 Speed for the group
Magic Immunity A unit with Magic Immunity can protect its group against enemy spells. If multiple units with Magic Immunity are in a group, then only the highest skill is used (i.e. it is not cumulative).
Level 1 : 40% Chance
Level 2 : 55% Chance
Level 3 : 70% Chance
Level 4 : 85% Chance
Level 5 : 100% Chance
Manslayer A unit with Manslayer gains a bonus to its Damage and Combat scores vs. enemy Human units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Monsterslayer A unit with Monsterslayer gains a bonus to its Damage and Combat scores vs. enemy Monster units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Multi-Attack A unit with Multi-Attack hits not only the enemy it is fighting, but also hits all opponents in the enemy group who have not yet entered combat.
Level 1 : 1 damage vs. enemies not in combat
Level 2 : 1-2 damage vs. enemies not in combat
Level 3 : 1-3 damage vs. enemies not in combat
Level 4 : 1-4 damage vs. enemies not in combat
Level 5 : 1-5 damage vs. enemies not in combat
Negate Weakens most enemy special abilities (except Assassination and Death Gaze) that are used against the unit with the Negate skill. Does not apply to siege attacks against towers, blessing of enemy units or the cursing of the unit with negate.
Level 1 : -1 to enemy special abilities
Level 2 : -2 to enemy special abilities
Level 3 : -3 to enemy special abilities
Level 4 : -4 to enemy special abilities
Level 5 : -5 to enemy special abilities
Orcslayer A unit with Orcslayer gains a bonus to its Damage and Combat scores vs. enemy Orkish units (including Goblins).
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Poison Has a chance of inflicting poison upon any enemy that is hit in combat. Poisoned units cannot be healed and their combat is reduced to two thirds. Poison lasts three turns.
Level 1 : 20% Chance
Level 2 : 35% Chance
Level 3 : 50% Chance
Level 4 : 65% Chance
Level 5 : 80% Chance
Regeneration A unit with Regeneration regain some of its Life points every time a foe is killed in combat.
Level 1 : +3 Life (in combat)
Level 2 : +4 Life (in combat)
Level 3 : +5 Life (in combat) and +2 Life (outside combat)
Level 4 : +6 Life (in combat) and +4 Life (outside combat)
Level 5 : +7 Life (in combat) and +6 Life (outside combat)
Scavenging When a unit with Scavenging helps pillage, sack or raze a city, it adds to the gold found. If multiple units with Scavenging are in a group, then only the highest skill is used (i.e. it is not cumulative).
Level 1 : +1-50 Gold
Level 2 : +25-100 Gold
Level 3 : +50-150 Gold
Level 4 : +75-200 Gold
Level 5 : +100-250 Gold
Scouting A unit with Scouting can see into ruins and enemy cities. It can see the units stationned in it as well as seeing the ruin reward (hero, gold, allies, mana crystals, item, tome) assuming the level of scouting is high enough. It also grants a +N Fog of War view bonus to the stack. If multiple units with Scouting are in a group, then only the highest skill is used (i.e. it is not cumulative).
Level 1 : Can see into adjacent level 1 enemy cities. +1 view range
Level 2 : Can see into adjacent level 2 enemy cities and weaker ruins. +2 view range
Level 3 : Can see into adjacent level 3 enemy cities and stronger ruins. +3 view range
Level 4 : Can see into adjacent level 4 enemy cities. +4 view range
Level 5 : Can see into any cities and ruins anywhere on the map. +5 view range
Siege A unit with Siege can attack enemy towers when in combat against a city. It fires whenever a new creature enters combat.
Level 1 : Each shot does 3 damage
Level 2 : Each shot does 4 damage
Level 3 : Each shot does 5 damage, 25% chance of a second shot
Level 4 : Each shot does 6 damage, 25% chance of a second shot
Level 5 : Each shot does 6 damage, 50% chance of a second shot
Smite Evil A unit with Smite Evil adds extra damage every time it hits an evil unit.
Level 1 : +2 Damage
Level 2 : +3 Damage
Level 3 : +4 Damage
Level 4 : +5 Damage
Level 5 : +6 Damage
Smite Good A unit with Smite Good adds extra damage every time it hits a good unit.
Level 1 : +2 Damage
Level 2 : +3 Damage
Level 3 : +4 Damage
Level 4 : +5 Damage
Level 5 : +6 Damage
Speed A unit with Speed adds to the movement point allowance of its current group. This is cumulative with multiple Speed units in the same group.
Level 1 : +1 Movement
Level 2 : +2 Movement
Level 3 : +3 Movement
Level 4 : +4 Movement
Level 5 : +5 Movement
Taunt Taunts the next weakest enemy unit into combat, bypassing the enemy's ability to choose the next unit, and dropping this unit's Combat score by 3.
Level 1 : 20% Chance
Level 2 : 35% Chance
Level 3 : 50% Chance
Level 4 : 65% Chance
Level 5 : 80% Chance
Terror A unit with Terror has a chance to scare an enemy from combat as they begin fighting. A Terrorized unit has its combat and life reduced to 1 for a number of turns.Any unit with the Terror skill is immune to terror from other units.
Level 1 : 5% Chance, 5 turn duration
Level 2 : 10% Chance, 6 turn duration
Level 3 : 15% Chance, 7 turn duration
Level 4 : 20% Chance, 8 turn duration
Level 5 : 25% Chance, 9 turn duration
Vampirism A Vampiric unit has a chance to leech back each point of damage it does in combat, effectively healing itself when it hits an enemy.
Level 1 : 10% Chance
Level 2 : 20% Chance
Level 3 : 30% Chance
Level 4 : 40% Chance
Level 5 : 50% Chance
Warding Warding gives a unit a chance to avoid the effects of Archery, Assassination and Death Gaze.
Level 1 : 60% (Archery) 20% (Assassin, Death Gaze)
Level 2 : 80% (Archery) 40% (Assassin, Death Gaze)
Level 3 : 100% (Archery) 60% (Assassin, Death Gaze)
Level 4 : 100% (Archery) 80% (Assassin, Death Gaze)
Level 5 : 100% (Archery) 100% (Assassin, Death Gaze)

Additional abilities not normally available for ritunes but are for spells, items or others:
Chaos Adds a Chaos bonus to your side.
Level 1 : +1 Chaos
Level 2 : +2 Chaos
Level 3 : +3 Chaos
Level 4 : +4 Chaos
Level 5 : +5 Chaos
City Gold All cities gain bonus income.
Level 1 : +5 gold
Level 2 : +10 gold
Level 3 : +15 gold
Level 4 : +20 gold
Level 5 : +25 gold
Combat The Combat score for a unit determines how well it performs in combat. The greater the difference in combat scores, the more likely one unit is to hit another.When a unit hits an enemy, it does 5-8 points of damage to that creature's Life score. If the unit misses, it only does 1 point of damage. Every time a unit hits a foe, there is 10% chance of a critical hit, doing 12 points of damage (instead of 5-8). The level of the ability defines the combat bonus.
Level 1 : +1 Combat
Level 2 : +2 Combat
Level 3 : +3 Combat
Level 4 : +4 Combat
Level 5 : +5 Combat
Combat XP Bonus Adds extra XP to the pool of experience after each battle.
Level 1 : 10%
Level 2 : 20%
Level 3 : 30%
Level 4 : 40%
Level 5 : 50%
Critical Hit Doubles the chance of a critical hit (20 from 10).
Damage Adds extra damage to the units damage.
Level 1 : +1 Damage
Level 2 : +2 Damage
Level 3 : +3 Damage
Level 4 : +4 Damage
Level 5 : +5 Damage
Divine Magic Adds a Divine Magic bonus to your side.
Level 1 : +1 Divine Magic
Level 2 : +2 Divine Magic
Level 3 : +3 Divine Magic
Level 4 : +4 Divine Magic
Level 5 : +5 Divine Magic
Escape Allows a hero to escape a combat deathblow by retreating him from tactical combat. It does not function vs archery, tower shots or deathgaze. Once used the item disappears.
Fealty Allows a hero to obtain any neutral city for free regardless of race. Once used the item disappears.
Life The higher its Life score, the longer a unit can survive in combat. All damage that a unit takes is subtracted from its Life total. Damage on a unit does not heal naturally until the beginning of the owner's following turn. The level of the ability defines the life bonus.
Level 1 : +1 Life
Level 2 : +2 Life
Level 3 : +3 Life
Level 4 : +4 Life
Level 5 : +5 Life
Life Bonus Adds bonus life to a unit during combat.
Level 1 : +1 Life
Level 2 : +2 Life
Level 3 : +3 Life
Level 4 : +4 Life
Level 5 : +5 Life
Mana Regeneration Regenerate mana each turn. Similar effect to warlord skill archmage or some buildings. The level of the ability defines the regeneration point bonus.
Level 1 : +1 Mana Regeneration
Level 2 : +2 Mana Regeneration
Level 3 : +3 Mana Regeneration
Level 4 : +4 Mana Regeneration
Level 5 : +5 Mana Regeneration
Maximum Mana Increases maximum mana. Enable to enlarge the mana pool. The level of the ability defines the maximum bonus increase.
Level 1 : +1 Maximum Mana
Level 2 : +2 Maximum Mana
Level 3 : +3 Maximum Mana
Level 4 : +4 Maximum Mana
Level 5 : +5 Maximum Mana
Move Bonus The stack gains all movement bonuses treating all terrain types as plains when determining move costs.
Morale Adds a Morale bonus to your side.
Level 1 : +1 Morale
Level 2 : +2 Morale
Level 3 : +3 Morale
Level 4 : +4 Morale
Level 5 : +5 Morale
Nature Magic Adds a Nature Magic bonus to your side.
Level 1 : +1 Nature Magic
Level 2 : +2 Nature Magic
Level 3 : +3 Nature Magic
Level 4 : +4 Nature Magic
Level 5 : +5 Nature Magic
Necromancy Adds a Necromancy bonus to your side.
Level 1 : +1 Necromancy
Level 2 : +2 Necromancy
Level 3 : +3 Necromancy
Level 4 : +4 Necromancy
Level 5 : +4 Necromancy
Rune Magic Adds a Rune Magic bonus to your side.
Level 1 : +1 Rune Magic
Level 2 : +2 Rune Magic
Level 3 : +3 Rune Magic
Level 4 : +4 Rune Magic
Level 5 : +5 Rune Magic
Summoning Magic Adds a Summoning bonus to your side.
Level 1 : +1 Summoning Magic
Level 2 : +2 Summoning Magic
Level 3 : +3 Summoning Magic
Level 4 : +4 Summoning Magic
Level 5 : +5 Summoning Magic
Recruit Allies Adds to your percentage chance to get allies each turn.
Anti-Magic Gaining the Anti-Magic ability increases the resistance of all your groups to enemy magic. This effect is cumulative with the Magic Immunity ability and skill.

8.6.3 Statistics

NameDescription
Life:The number of life point you can spend in combat before feeding worms.
Combat:Fighting capacity. See the hit chance table for details.
Upkeep:0 is of course the best upkeep; otherwise this is the number of gold pieces you need to spend in order to sustain the unit.
Experience:Well all the XP you got during the games. Each 10 XP will allow you to level up.
Level:The current level of your unit. The XP and level are not correlated so you can put a high level with no XP.

Note: A unit with a 100 life or combat points is near to impossible to kill, unless the opponent has similar statistics

8.6.4 Items

Items are classified by type. Each list is sorted. Some items exist twice, that's probably a game error. However the item are listed since they are different in the game. The game has the items hard coded, it is not possible to define you own items unfortunately.

Head

NameAbilityPowerCostLevel
Archer's HelmArchery
2
750
Minor
Crown of EtheriaHeal
5
5000
Artifact
Crown of KGBMana Regeneration
2
1800
Major
Elven CrownLeadership
1
750
Minor
Gladiator's HelmCombat
2
450
Minor
Grotesque HelmTerror
1
500
Minor
Helm of LifeLife
2
250
Minor
Helm of NightFear
1
750
Minor
Helm of SartekCurse
5
5000
Artifact
Helm of SeekingScavenging
2
250
Minor
Helm of SightScouting
2
300
Minor
Helm of SpeedSpeed
1
350
Minor
Helm of TruthScouting
2
300
Minor
Helm of WarCombat
3
600
Major
Kinslayer HelmManslayer
3
700
Major
Knight's HelmCombat
2
450
Minor
Lysean CrownIncome
4
500
Major
Mask of VulcanRune Magic
2
1000
Major
Medusa HelmDeath Gaze
3
1000
Major
Ruby HelmFire
1
500
Minor
Scorpion HelmPoison
4
1200
Major
Warrior's HelmCombat
1
300
Minor
Witch's CrownCurse
3
1300
Major

Weapon

NameAbilityPowerCostLevel
Assassin's BladeAssassin
2
600
Minor
Axe of MaliceBloodlust
2
750
Minor
Axe of SlayingAssassin
3
750
Major
BloodkrysLife
3
300
Minor
Bow of AccuracyArchery
1
500
Minor
Bow of BriannaArchery
5
5000
Artifact
Bow of EldrosArchery
3
1200
Major
Cross of PowerDivine Magic
2
1000
Major
Daemonic CrossBowDeamonslayer
2
500
Minor
Dagger of VenomPoison
2
600
Minor
DarkswordCombat
1
300
Minor
DoublebladeMulti-Attack
1
750
Minor
DragonbladeDragonslayer
5
750
Major
Flail of MadnessMulti-Attack
3
1200
Major
GiantbladeGiantslayer
2
500
Minor
Greenblade's SwordDragonslayer
5
750
Major
Heathen's HammerSiege
1
750
Minor
Hero's TorchMonsterslayer
5
750
Major
LightbladeCombat
3
600
Major
Mace of CrushingCrushing Blow
1
500
Minor
Mace of DisruptionDeathslayer
5
750
Major
Melkor's StaffFire
5
5000
Artifact
Oaken StaffCombat
2
450
Minor
OrcslayerOrcslayer
2
500
Minor
Paladin's BladeDeathslayer
2
500
Minor
RedbladeCombat
1
300
Minor
Rod of BuildingBuild
2
300
Minor
Sheppard's StaffNature Magic
1
500
Minor
Staff of RulingLeadership
3
1500
Major
Staff of StrikingFirst Strike
3
1000
Major
Staff of StrikingFirst Strike
3
1000
Major
StormbladeGiantslayer
5
750
Major
Sword of AnkhCombat
1
300
Minor
Sword of EtheriaBless
5
5000
Artifact
Sword of SirianSmite Evil
5
5000
Artifact
Sword of the GolemCrushing Blow
3
1000
Minor
Titan's MaulCrushing Blow
5
5000
Artifact
Vampiric BladeVampirism
1
500
Minor
Vampiric BladeVampirism
1
500
Minor
Wand of HealingHeal
2
1000
Minor
Wand of NegationNegate
3
1100
Major

Armor

NameAbilityPowerCostLevel
Aelfwine's ArmorDeathslayer
2
500
Minor
Antharg's ArmorDisease
5
5000
Artifact
Armor of BrillianceMagic Immunity
1
350
Minor
Armor of EtheriaWarding
5
5000
Artifact
Armor of WardingWarding
1
600
Minor
Azrak's ArmorLife
2
250
Minor
Blessed ArmorBless
1
750
Minor
Daemongold ArmorLife
5
750
Major
Dragonscale ArmorArmor
3
1200
Major
Druid's NecklaceRegeneration
1
500
Minor
Dwarven MailElfslayer
2
500
Minor
Elven MailDwarfslayer
2
500
Minor
Healer's TorcHeal
3
1250
Major
Holy MailBless
2
1000
Major
Medal of ValorCombat XP Bonus
5
1250
Major
Merchant's JewelsIncome
4
500
Major
Midnight ArmorFear
2
1000
Minor
Mithril MailArmor
5
5000
Artifact
Necklace of MissilesArchery
2
750
Minor
Paladin's ArmorDivine Magic
1
500
Minor
Ranger's CloakMove Bonus
1
400
Minor
Shining ArmorFirst Strike
1
600
Minor
WizIce's RobeMagic Immunity
5
800
Major

Accessory

NameAbilityPowerCostLevel
A Kings RansomFealty
1
2500
Major
Albion's ShieldWarding
3
1200
Major
Banner of MightLeadership
1
750
Minor
Banner of PlagueDisease
2
600
Minor
Banner of RageBloodlust
3
1000
Major
Basilisk ShieldDeath Gaze
1
500
Minor
Beedub's HornMorale
1
1500
Major
Boots of AgilityCombat
1
300
Minor
Boots of DancingTaunt
4
1000
Major
Boots of SpeedSpeed
3
1000
Major
Cursed ShieldCurse
1
700
Minor
Daemon's HeartSummoning Magic
2
1000
Major
Dragon BannerDragonslayer
2
500
Minor
Dragonwizard's OrbCurse
3
1300
Major
Elspeth's RingHeal
1
750
Minor
Figurine of KorChaos
1
1500
Major
Four Leaf CloverNature Magic
2
1000
Major
Gloves of SkillRune Magic
1
500
Minor
Golden ChestCity Gold
2
400
Minor
Golden RingIncome
2
200
Minor
Moonwine CupMaximum Mana
3
750
Minor
Orb of EtheriaScouting
5
5000
Artifact
Orb of FireFire
3
1000
Major
Ring of BuildingBuild
4
750
Major
Ring of DarknessTerror
1
500
Minor
Ring of DoomTerror
5
5000
Artifact
Ring of EscapeEscape
1
5000
Artifact
Ring of HealthLife
2
250
Minor
Ring of RegenerationRegeneration
1
500
Minor
Ring of SightScouting
2
300
Minor
Ring of TauntingTaunt
2
500
Minor
Ring of TrollsRegeneration
2
600
Major
Ruby RingFire
1
500
Minor
Shield of NegationNegate
1
600
Minor
Summoning OrbSummoning Magic
1
500
Minor
Talking SkullNecromancy
2
1000
Major
Tome of NecromancyNecromancy
1
500
Minor
Warder's ShieldWarding
1
600
Minor
Dwarven AleRecruit Allies
1
600
Minor
Notes:
  • In theory you can put any item in any slot. However for clarity the editor does not allow it.
  • It is possible to add items to any unit you create, however the game will not use them and allow you to access them unless the unit is a hero. The other cases are just for the show.

8.6.5 Listing

Sum up table with all units available in the game. The units are sorted by race and level. Use this table if you want to make standard units without the wizard editor.

Knights (Human, Good)

NameLifeCombatUpkeepMajor AbilityMinor AbilityClassification
Swordsman
10
5
2
Deathslayer (1/1)Scouting (3)Infantry
Bowman
9
4
4
Archery (1/1)First Strike (2)Archer
Knight
16
8
8
Smite Evil (1/1)Speed (5)Cavalry
Trebuchet
15
3
12
Siege (1/1)-.-Machine
Archon
20
11
20
Bless (1/1)Heal (5)Monster,
Flight
Knight Hero
18
10
0
Leadership (1/1)Armor (1),
Bless (1),
Monsterslayer (1),
Heal (1),
Smite Evil (1)
Hero

Empire (Human, Neutral)

NameLifeCombatUpkeepMajor AbilityMinor AbilityClassification
Spearman
10
4
2
First Strike (1/1)Armor (3)Infantry
Ballista
7
5
4
Archery (1/1)-.-Archer
Cavalry
15
7
8
Speed (1/2)Daemonslayer (2)Cavalry
Twin Catapult
16
2
12
Siege (1/1)-.-Machine
Pegasus
15
10
16
Negate (1/1)Scouting (5)Monster,
Flight
Empire Hero
20
8
0
Leadership (1/1)Armor (1),
Assassin (1),
Monsterslayer (1),
Scouting (1),
Archery (1)
Hero

Dwarves (Dwarven, Neutral)

NameLifeCombatUpkeepMajor AbilityMinor AbilityClassification
Axeman
13
5
2
Orcslayer (1/1)Build (2)Infantry
Crossbow
12
5
4
Archery (1/1)Income (2)Archer
Golem
22
6
12
Crushing Blow (1/1)Armor (5)Monster
Bolt Thrower
16
5
10
Siege (1/1)-.-Machine
Elemental
30
7
16
Warding (1/1)Crushing Blow (5)Monster
Dwarven Hero
24
8
0
Leadership (1/1)Armor (1),
Build (1),
Monsterslayer (1),
Siege (1),
Warding (1)
Hero

Ogres (Giants, Neutral)

NameLifeCombatUpkeepMajor AbilityMinor AbilityClassification
Giant Bat
8
4
2
Scouting (1/1)Vampirism (3)Monster,
Flight
Troll
10
6
6
Regeneration (1/1)Disease (5)Infantry
Minotaur
18
9
12
Bloodlust (1/1)Dragonslayer (5)Infantry
Rock Giant
20
8
14
Siege (1/1)