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 Retinues
8.7 Preferences
8.8 Keyboard Shortcuts
8.9 Classes
8.10 Hit Chance Table
8.11 Retinues Arrival Turn
8.12 Spells
8.13 Experience Points
9 Creation Wizard
10 PBEM Warlord
11 Pre-Made Warlord
12 Known Issues
13 Changes 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 retinues. 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.

Name Description
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.

Name Description
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.

Name Max Level Description
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

# Name Description
1 Level 1 Walls Tower Damage +1
2 Level 2 Walls Tower Damage +1 (Level 1 Walls as pre-condition)
3 Level 3 Walls Tower Damage +1 (Level 2 Walls as pre-condition)
4 Level 4 Walls Tower Damage +1 (Level 3 Walls as pre-condition)
5 Village Hall Tower Life +4
6 Town Hall Tower Life +4 (Village Hall as pre-condition)
7 City Hall Tower Life +4 (Town Hall as pre-condition)
8 Capital Tower Life +4 (City Hall as pre-condition)
9 Sty Unit Combat +2
10 Pit Unit Combat +2
11 Sink Hole Unit Combat +2
12 Vat Unit Life +3
13 Rock Quarry Income +30
14 Shaman Spire Mana Regeneration +1
15 Shaman Turret Maximum Mana +2 (Shaman Spire as pre-condition)
16 Shaman Tower Maximum Mana +2 (Shaman Turret as pre-condition)
17 Pen Income +30
18 Hovel Morale +1
19 Overseer Morale +1
20 Gateway of Thorns Speed +1
21 Prison Cages +20 Gold per Unit for Defending
22 Temple of War Quests Available
23 Grinder Unit Life +3

8.4.2 Divine Magic

# Name Description
1 Level 1 Walls Tower Damage +1
2 Level 2 Walls Tower Damage +1 (Level 1 Walls as pre-condition)
3 Level 3 Walls Tower Damage +1 (Level 2 Walls as pre-condition)
4 Level 4 Walls Tower Damage +1 (Level 3 Walls as pre-condition)
5 Village Hall Tower Life +4
6 Town Hall Tower Life +4 (Village Hall as pre-condition)
7 City Hall Tower Life +4 (Town Hall as pre-condition)
8 Capitol Tower Life +4 (City Hall as pre-condition)
9 Barracks Production Time -1
10 Armory Unit Life +3
11 Archery Range Unit Combat +2
12 Stables Speed +1
13 Mage Spire Mana Regeneration +1
14 Mage Turet Mana Regeneration +1 (Mage Spire as pre-condition)
15 Mage Tower Mana Regeneration +1 (Mage Turet as pre-condition)
16 Inn Hero cost -20%
17 Bureau Speed +1
18 Temple Quests Available
19 Prison +20 Gold per Unit for Defending
20 Marketplace Income +30
21 Banking Center Income +30 (Marketplace as pre-condition)
22 Mint Income +30 (Banking Center as pre-condition)
23 Recruiting Center Hero cost -20%

8.4.3 Nature Magic

# Name Description
1 Level 1 Walls Tower Damage +1
2 Level 2 Walls Tower Damage +1 (Level 1 Walls as pre-condition)
3 Level 3 Walls Tower Damage +1 (Level 2 Walls as pre-condition)
4 Level 4 Walls Tower Damage +1 (Level 3 Walls as pre-condition)
5 Green Palace Tower Life +3
6 Emerald Palace Tower Life +3 (Green Palace as pre-condition)
7 Jade Palace Tower Life +3 (Emerald Palace as pre-condition)
8 Sage Palace Tower Life +3 (Jade Palace as pre-condition)
9 Tree of Life Unit Life +3
10 Circle of Power Mana Regeneration +1
11 Workshop Unit Combat +2
12 Forest Forge Production Time -1
13 Sylvan Fletcher Unit Combat +2
14 Adept Spire Mana Regeneration +1
15 Adept Turret Maximum Mana +2 (Adept Spire as pre-condition)
16 Adept Tower Maximum Mana +2 (Adept Turret as pre-condition)
17 Sweetwater Well Unit Life +3
18 Hostel Hero cost -20%
19 Rangers' Hall Speed +1
20 Magic Pool Speed +1
21 Reformatory +20 Gold per Unit for Defending
22 Trade Center Income +30
23 Evergreen Shrine Quests Available

8.4.4 Necromancy

# Name Description
1 Level 1 Walls Tower Damage +1
2 Level 2 Walls Tower Damage +1 (Level 1 Walls as pre-condition)
3 Level 3 Walls Tower Damage +1 (Level 2 Walls as pre-condition)
4 Level 4 Walls Tower Damage +1 (Level 3 Walls as pre-condition)
5 Cell of the Undead Tower Life +4
6 Chamber of the Undead Tower Life +4 (Cell of the Undead as pre-condition)
7 Hall of the Undead Tower Life +4 (Chamber of the Undead as pre-condition)
8 Great Hall of the Undead Tower Life +4 (Hall of the Undead as pre-condition)
9 Graveyard Unit Combat +2
10 Mausoleum Unit Combat +2
11 Dark Mills Production Time -1
12 Necromantic Chamber Ennemy Morale -1
13 Barrow Unit Combat +2
14 Dead Spire Mana Regeneration +1
15 Dead Turret Mana Regeneration +1 (Dead Spire as pre-condition)
16 Dead Tower Maximum Mana +4 (Dead Turret as pre-condition)
17 Royal Tomb Income +30
18 Chateau Hero cost -20%
19 Hard Labor Camp +20 Gold per Unit for Defending
20 Lightning Spire Speed +1
21 Cage Ennemy Morale -1
22 Office of Blight Income +30
23 Death Shrine Quests Available

8.4.5 Rune Magic

# Name Description
1 Level 1 Walls Tower Damage +1
2 Level 2 Walls Tower Damage +1 (Level 1 Walls as pre-condition)
3 Level 3 Walls Tower Damage +1 (Level 2 Walls as pre-condition)
4 Level 4 Walls Tower Damage +1 (Level 3 Walls as pre-condition)
5 Camp Tower Life +5
6 Fort Tower Life +5 (Camp as pre-condition)
7 Bailey Tower Life +5 (Fort as pre-condition)
8 Keep Tower Life +5 (Bailey as pre-condition)
9 Lodge Hero cost -15%
10 Eyrie Speed +1
11 Foundry Production Time -1
12 Armory Unit Life +3
13 Iron Works Unit Combat +2
14 Rune Spire Mana Regeneration +1
15 Rune Turret Mana Regeneration +1 (Rune Spire as pre-condition)
16 Rune Tower Mana Regeneration +1 (Rune Turret as pre-condition)
17 Refectory Hero cost -15%
18 Quarry Income +50
19 Obelisk Morale +1
20 Gaol +20 Gold per Unit for Defending
21 Trading Post Income +40
22 Gold Mine Income +40
23 Blast Furnace Unit Combat +2

8.4.6 Summoning

# Name Description
1 Level 1 Walls Tower Damage +1
2 Level 2 Walls Tower Damage +1 (Level 1 Walls as pre-condition)
3 Level 3 Walls Tower Damage +1 (Level 2 Walls as pre-condition)
4 Level 4 Walls Tower Damage +1 (Level 3 Walls as pre-condition)
5 Citadel of Fear Tower Life +4
6 Citadel of Dread Tower Life +4 (Citadel of Fear as pre-condition)
7 Citadel of Despair Tower Life +4 (Citadel of Dread as pre-condition)
8 Citadel of Horror Tower Life +4 (Citadel of Despair as pre-condition)
9 Cadaver Hall Unit Combat +2
10 Portal of Hades Production Time -1
11 Gate of Ctharos Speed +1
12 Fumerole Speed +1
13 Vulcanic Mills Income +30
14 Occult Spire Mana Regeneration +1
15 Occult Turret Mana Regeneration +1 (Occult Spire as pre-condition)
16 Occult Tower Maximum Mana +3 (Occult Turret as pre-condition)
17 Stygian Shrine Morale +1
18 Infernal Cloister Unit Combat +2
19 Thralls' Quarters Income +30
20 Blood Altar Ennemy Morale -1
21 House of Penitence +20 Gold per Unit for Defending
22 Pool of Lethe Unit Life +2
23 Sacrifical Shrine Quests 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 retinues or boosts but they are optional.

8.6 Retinues

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

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

The retinue edition dialog is divided into 4 sections:

8.6.1 Character

Some detailed explanation of the main fields of the units.

Name Description
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.
Name Description
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 (protected from: Archery, Poison, Disease, Crushing Blow, Smite Good/Evil, All Slayers, Deathgaze, First Strike, Terror, Fire, Negate). 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. The attack must be successful in order to activate the skill.
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). It also protects from: Poison, Disease, Crushing Blow, Smite Good/Evil, All Slayers, Assassin, Deathgaze, First Strike, Terror, Fire, Negate, Vampirism, Taunt, Bloodlust, Warding, Regeneration, Armor.
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 Gives the unit a first swing at start of combat and the first swing whenever a new unit enters combat. The first strike doesn't activate if the unit has a higher morale at the start of the combat or a new own unit is placed into 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, protects from: Bane, Banish, Disrupt Undead, Earthquake, Hail, Holy Word, Meteor Swarm, Ring of Fire, Shatter. If multiple units with Magic Immunity are in a group, then only the highest skill is used (i.e. it is not cumulative). Moreover, the Anti-Magic warlord skill protects from all spells in addition to adding to any Magic Immunity.
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: Deathgaze, Assassin, Curse, Bless, Siege, Critical hits, Negate, Escape (via the ring item), Extra Damage (via the hero spell)) 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
"Negate does not negate negate!" --KGB
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
Example: if a Soul Gatherer with +5 vampirism hits for 5 points of damage, it makes 1 roll at 50% chance for each point of damage (so 5 rolls for 5 damage).
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 retinues 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

Name Description
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 or some special attack.

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. The ID column is for those who write their own Quests.

Head

Name Ability Power Cost Level ID
Archer's Helm Archery
2
750
Minor
7
Crown of Etheria Heal
5
5000
Artifact
20
Crown of KGB Mana Regeneration
2
1800
Major
103
Elven Crown Leadership
1
750
Minor
9
Gladiator's Helm Combat
2
450
Minor
5
Grotesque Helm Terror
1
500
Minor
1
Helm of Life Life
2
250
Minor
12
Helm of Night Fear
1
750
Minor
8
Helm of Sartek Curse
5
5000
Artifact
21
Helm of Seeking Scavenging
2
250
Minor
10
Helm of Sight Scouting
2
300
Minor
2
Helm of Speed Speed
1
350
Minor
4
Helm of Truth Scouting
2
300
Minor
11
Helm of War Combat
3
600
Major
19
Kinslayer Helm Manslayer
3
700
Major
15
Knight's Helm Combat
2
450
Minor
13
Lysean Crown Income
4
500
Major
14
Mask of Vulcan Rune Magic
2
1000
Major
114
Medusa Helm Death Gaze
3
1000
Major
16
Ruby Helm Fire
1
500
Minor
3
Scorpion Helm Poison
4
1200
Major
18
Warrior's Helm Combat
1
300
Minor
6
Witch's Crown Curse
3
1300
Major
17

Weapon

Name Ability Power Cost Level ID
Assassin's Blade Assassin
2
600
Minor
26
Axe of Malice Bloodlust
2
750
Minor
27
Axe of Slaying Assassin
3
750
Major
42
Bloodkrys Life
3
300
Minor
24
Bow of Accuracy Archery
1
500
Minor
38
Bow of Brianna Archery
5
5000
Artifact
52
Bow of Eldros Archery
3
1200
Major
41
Cross of Power Divine Magic
2
1000
Major
112
Daemonic CrossBow Deamonslayer
2
500
Minor
121
Dagger of Venom Poison
2
600
Minor
35
Darksword Combat
1
300
Minor
37
Doubleblade Multi-Attack
1
750
Minor
33
Dragonblade Dragonslayer
5
750
Major
46
Flail of Madness Multi-Attack
3
1200
Major
49
Giantblade Giantslayer
2
500
Minor
31
Greenblade's Sword Dragonslayer
5
750
Major
102
Heathen's Hammer Siege
1
750
Minor
105
Hero's Torch Monsterslayer
5
750
Major
122
Lightblade Combat
3
600
Major
51
Mace of Crushing Crushing Blow
1
500
Minor
29
Mace of Disruption Deathslayer
5
750
Major
45
Melkor's Staff Fire
5
5000
Artifact
56
Oaken Staff Combat
2
450
Minor
23
Orcslayer Orcslayer
2
500
Minor
34
Paladin's Blade Deathslayer
2
500
Minor
30
Redblade Combat
1
300
Minor
39
Rod of Building Build
2
300
Minor
28
Sheppard's Staff Nature Magic
1
500
Minor
115
Staff of Ruling Leadership
3
1500
Major
43
Staff of Striking First Strike
3
1000
Major
44
Staff of Striking First Strike
3
1000
Major
47
Stormblade Giantslayer
5
750
Major
48
Sword of Ankh Combat
1
300
Minor
40
Sword of Etheria Bless
5
5000
Artifact
55
Sword of Sirian Smite Evil
5
5000
Artifact
53
Sword of the Golem Crushing Blow
3
1000
Minor
25
Titan's Maul Crushing Blow
5
5000
Artifact
54
Vampiric Blade Vampirism
1
500
Minor
22
Vampiric Blade Vampirism
1
500
Minor
36
Wand of Healing Heal
2
1000
Minor
32
Wand of Negation Negate
3
1100
Major
50

Armor

Name Ability Power Cost Level ID
Aelfwine's Armor Deathslayer
2
500
Minor
61
Antharg's Armor Disease
5
5000
Artifact
73
Armor of Brilliance Magic Immunity
1
350
Minor
57
Armor of Etheria Warding
5
5000
Artifact
75
Armor of Warding Warding
1
600
Minor
64
Azrak's Armor Life
2
250
Minor
66
Blessed Armor Bless
1
750
Minor
60
Daemongold Armor Life
5
750
Major
72
Dragonscale Armor Armor
3
1200
Major
70
Druid's Necklace Regeneration
1
500
Minor
65
Dwarven Mail Elfslayer
2
500
Minor
58
Elven Mail Dwarfslayer
2
500
Minor
59
Healer's Torc Heal
3
1250
Major
69
Holy Mail Bless
2
1000
Major
71
Medal of Valor Combat XP Bonus
5
1250
Major
107
Merchant's Jewels Income
4
500
Major
68
Midnight Armor Fear
2
1000
Minor
62
Mithril Mail Armor
5
5000
Artifact
74
Necklace of Missiles Archery
2
750
Minor
67
Paladin's Armor Divine Magic
1
500
Minor
111
Ranger's Cloak Move Bonus
1
400
Minor
123
Shining Armor First Strike
1
600
Minor
63
WizIce's Robe Magic Immunity
5
800
Major
106

Accessory

Name Ability Power Cost Level ID
A Kings Ransom Fealty
1
2500
Major
125
Albion's Shield Warding
3
1200
Major
96
Banner of Might Leadership
1
750
Minor
84
Banner of Plague Disease
2
600
Minor
80
Banner of Rage Bloodlust
3
1000
Major
94
Basilisk Shield Death Gaze
1
500
Minor
79
Beedub's Horn Morale
1
1500
Major
108
Boots of Agility Combat
1
300
Minor
91
Boots of Dancing Taunt
4
1000
Major
98
Boots of Speed Speed
3
1000
Major
97
Cursed Shield Curse
1
700
Minor
78
Daemon's Heart Summoning Magic
2
1000
Major
118
Dragon Banner Dragonslayer
2
500
Minor
81
Dragonwizard's Orb Curse
3
1300
Major
101
Dwarven Ale Recruit Allies
1
1000
Major
126
Elspeth's Ring Heal
1
750
Minor
77
Figurine of Kor Chaos
1
1500
Major
109
Four Leaf Clover Nature Magic
2
1000
Major
116
Gloves of Skill Rune Magic
1
500
Minor
113
Golden Chest City Gold
2
400
Minor
110
Golden Ring Income
2
200
Minor
83
Moonwine Cup Maximum Mana
3
750
Minor
104
Orb of Etheria Scouting
5
5000
Artifact
99
Orb of Fire Fire
3
1000
Major
95
Ring of Building Build
4
750
Major
93
Ring of Darkness Terror
1
500
Minor
87
Ring of Doom Terror
5
5000
Artifact
100
Ring of Escape Escape
1
5000
Artifact
124
Ring of Health Life
2
250
Minor
90
Ring of Regeneration Regeneration
1
500
Minor
76
Ring of Sight Scouting
2
300
Minor
88
Ring of Taunting Taunt
2
500
Minor
89
Ring of Trolls Regeneration
2
600
Major
92
Ruby Ring Fire
1
500
Minor
82
Shield of Negation Negate
1
600
Minor
86
Summoning Orb Summoning Magic
1
500
Minor
117
Talking Skull Necromancy
2
1000
Major
120
Tome of Necromancy Necromancy
1
500
Minor
119
Warder's Shield Warding
1
600
Minor
85
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)

Name Life Combat Upkeep Major Ability Minor Ability Classification
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)

Name Life Combat Upkeep Major Ability Minor Ability Classification
Spearman
10
4
2
First Strike (1/1) Armor (3) Infantry
Ballista
7
5
4
Archery (1/1) -.- Archer
Cavalry
15
7
8
Speed (2/1) Deamonslayer (0) Cavalry
Twin Catapult
16
2
12
Siege (1/1) -.- Machine
Pegasus
19
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)

Name Life Combat Upkeep Major Ability Minor Ability Classification
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)

Name Life Combat Upkeep Major Ability Minor Ability Classification
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) -.- Monster
Ogre
21
11
20
Crushing Blow (1/1) Terror (3) Infantry
Ogre Hero
22
10
0
Fear (1/1) Bloodlust (1)
Crushing Blow (1)
Monsterslayer (1)
Poison (1)
Terror (1)
Hero

Orcs (Orcan, Evil)

Name Life Combat Upkeep Major Ability Minor Ability Classification
Goblin
9
4
1
Taunt (1/1) Dwarfslayer (2) Infantry
Orc
12
6
3
Bloodlust (1/1) Extra Tough (2) Infantry
Wolfrider
15
8
5
Disease (1/1) Speed (3) Cavalry
Goblin Thrower
16
4
8
Siege (1/1) -.- Machine
Wyvern
20
10
20
Poison (1/3) -.- Dragon, Flight
Orkish Hero
20
9
0
Fear (1/1) Bloodlust (1)
Curse (1)
Disease (1)
Monsterslayer (1)
Warding (1)
Hero

Undead (Undead, Evil)

Name Life Combat Upkeep Major Ability Minor Ability Classification
Skeleton
9
5
2
Manslayer (1/1) Warding (2) Infantry
Liche
13
5
4
Death Gaze (1/1) Magic Immunity (5) Infantry
Skeleton Rider
14
9
8
Smite Good (1/1) Assassin (5) Cavalry)
Skull Thrower
10
3
12
Siege (1/1) -.- Machine)
Dragonliche
21
12
20
Curse (1/3) -.- Dragon, Flight
Undead Hero
23
8
0
Fear (1/1) Assassin (1)
Curse (1)
Monsterslayer (1)
Terror (1)
Vampirism (1)
Hero

Dark Elves (Elven, Evil)

Name Life Combat Upkeep Major Ability Minor Ability Classification
Spider
9
5
1
Poison (1/1) Elfslayer (2) Monster
Assassin
11
6
3
Assassin (1/1) First Strike (3) Infantry
Shadowrider
15
8
10
Negate (1/1) Speed (3) Cavalry
Manticore
12
4
8
Siege (1/1) Archery (2) Machine
Harpy
19
9
16
Terror (1/1) Scavenging (5) Monster, Flight
Dark Elven Hero
20
8
0
Fear (1/1) Assassin (1)
Curse (1)
Negate (1)
Taunt (1)
Terror (1)
Hero

Daemons (Demons, Evil)

Name Life Combat Upkeep Major Ability Minor Ability Classification
Imp
8
4
2
Taunt (1/1) Scavenging (3) Flight
Soul Gatherer
9
5
4
Vampirism (1/1) Manslayer (3) Infantry
Daemon Minion
19
6
8
Fire (1/1) Taunt (5) Infantry
Hellbore
11
5
12
Siege (1/1) -.- Monster
Hydra
23
9
20
Multi-Attack (1/1) Poison (5) Monster
Daemon Hero
22
10
0
Fear (1/1) Death Gaze (1)
Fire (1)
Regeneration (1)
Terror (1)
Warding (1)
Hero

Dragons (Dragons, Neutral)

Name Life Combat Upkeep Major Ability Minor Ability Classification
Dragonknight
13
4
2
First Strike (1/1) Giantslayer (3) Human, Infantry
Swamp Dragon
16
6
8
Disease (1/3) -.- Flight
Storm Dragon
20
9
10
Terror (1/3) -.- Flight
Flame Cannon
15
3
12
Siege (1/1) Fire (3) Machine
Fire Dragon
22
15
20
Fire (1/3) -.- Flight
Dragonlord Hero
21
9
0
Leadership (1/1) Monsterslayer (1)
Fire (1)
First Strike (1)
Heal (1)
Warding (1)
Hero, Human

Elves (Elven, Good)

Name Life Combat Upkeep Major Ability Minor Ability Classification
Elven Archer
8
3
3
Archery (1/1) Scouting (2) Archer
Elfguard
9
5
2
Dwarfslayer (1/1) Magic Immunity (2) Infantry
Elven Knight
14
9
4
Speed (2/1) -.- Cavalry
Unicorn
15
7
10
Heal (1/1) Smite Evil (5) Monster
Treant
27
10
20
Warding (1/1) Siege (3) Monster
Elven Hero
18
10
0
Leadership (1/1) Archery (1)
Heal (1)
Magic Immunity (1)
Monsterslayer (1)
Scouting (1)
Hero
Notes:
  • The major ability values in parenthesis (X/Y) are the ability's starting level X and the increment per level Y.
  • The minor ability value in parenthesis (X) is the unit's level before this ability is available.
  • Heroes have always one exclusive of the listed minor abilities.

8.6.6 Production Time

The game has a fairly complex production time algorithm. For the moment no equation could be extrapolated from the interaction between the warlord's played race and the city race. The tabled below shows the different production times for all cities based on the warlord's played race (title).

Knights

Unit Knights Elves Empire Ogres Orcs Undead Dark Elves Daemons Dragons Dwarves
Level 1
1/2
1/2
1/2
1
1
2
1
1
1
1/2
Level 2
1
1
1
2
3
4
3
2
3
1
Level 3
2
2
3
3
4
5
4
3
4
2
Level 4
2
2
3
4
5
6
5
4
3
2
Level 5
3
4
4
5
6
8
6
5
5
4
Level 6
4
-.-
-.-
-.-
-.-
-.-
-.-
-.-
-.-
-.-

Empire

Unit Knights Elves Empire Ogres Orcs Undead Dark Elves Daemons Dragons Dwarves
Level 1
1/2
1/2
1/2
1/2
1
1
2
1
2
1/2
Level 2
1
1
1
1
2
3
4
3
4
1
Level 3
2
2
2
3
3
4
5
4
4
3
Level 4
2
2
2
3
4
5
6
5
4
3
Level 5
4
3
4
4
5
7
7
6
6
4
Level 6
-.-
4
-.-
-.-
-.-
-.-
-.-
-.-
-.-
-.-

Dwarves

Unit Knights Elves Empire Ogres Orcs Undead Dark Elves Daemons Dragons Dwarves
Level 1
1/2
1/2
1/2
1/2
1/2
1/2
1
2
2
1
Level 2
1
1
1
1
1
1
3
4
5
2
Level 3
3
2
2
2
2
3
4
5
5
3
Level 4
3
2
2
2
2
3
5
6
5
4
Level 5
4
4
3
4
4
4
6
7
7
5
Level 6
-.-
-.-
4
-.-
-.-
-.-
-.-
-.-
-.-
-.-

Ogres

Unit Knights Elves Empire Ogres Orcs Undead Dark Elves Daemons Dragons Dwarves
Level 1
1
1/2
1/2
1/2
1/2
1/2
1
1
3
1
Level 2
2
1
1
1
1
1
2
3
6
3
Level 3
3
3
2
2
2
3
3
4
6
4
Level 4
4
3
2
2
2
3
4
5
6
5
Level 5
5
4
4
3
4
5
5
6
8
6
Level 6
-.-
-.-
-.-
4
-.-
-.-
-.-
-.-
-.-
-.-

Orcs

Unit Knights Elves Empire Ogres Orcs Undead Dark Elves Daemons Dragons Dwarves
Level 1
1
1
1/2
1/2
1/2
1/2
1/2
1
2
2
Level 2
3
2
1
1
1
1
1
2
5
4
Level 3
4
3
3
2
2
2
3
3
5
5
Level 4
5
4
3
2
2
2
3
4
5
6
Level 5
6
5
4
4
3
5
4
5
7
7
Level 6
-.-
-.-
-.-
-.-
4
-.-
-.-
-.-
-.-
-.-

Undead

Unit Knights Elves Empire Ogres Orcs Undead Dark Elves Daemons Dragons Dwarves
Level 1
2
1
1
1/2
1/2
1/2
1/2
1/2
2
1
Level 2
4
3
2
1
1
1
1
1
4
3
Level 3
5
4
3
3
2
2
2
3
4
4
Level 4
6
5
4
3
2
2
2
3
4
5
Level 5
7
6
5
4
4
4
4
4
6
6
Level 6
-.-
-.-
-.-
-.-
-.-
4
-.-
-.-
-.-
-.-

Dark Elves

Unit Knights Elves Empire Ogres Orcs Undead Dark Elves Daemons Dragons Dwarves
Level 1
1
2
1
1
1/2
1/2
1/2
1/2
1
1
Level 2
3
4
3
2
1
1
1
1
3
2
Level 3
4
5
4
3
3
2
2
2
4
3
Level 4
5
6
5
4
3
2
2
2
3
4
Level 5
6
7
6
5
4
5
3
4
5
5
Level 6
-.-
-.-
-.-
-.-
-.-
-.-
4
-.-
-.-
-.-

Daemons

Unit Knights Elves Empire Ogres Orcs Undead Dark Elves Daemons Dragons Dwarves
Level 1
1
1
2
1
1
1/2
1/2
1/2
1
1/2
Level 2
2
3
4
3
2
1
1
1
3
1
Level 3
3
4
5
4
3
3
2
2
3
3
Level 4
4
5
6
5
4
3
2
2
2
3
Level 5
5
6
7
6
5
5
4
3
5
4
Level 6
-.-
-.-
-.-
-.-
-.-
-.-
-.-
4
-.-
-.-

Dragons

Unit Knights Elves Empire Ogres Orcs Undead Dark Elves Daemons Dragons Dwarves
Level 1
1/2
1
1
2
1
1
1/2
1/2
1
1/2
Level 2
1
2
3
4
3
2
1
1
3
1
Level 3
3
3
4
5
4
3
3
2
3
2
Level 4
3
4
5
6
5
4
3
2
2
2
Level 5
4
5
6
7
6
6
4
4
4
4
Level 6
-.-
-.-
-.-
-.-
-.-
-.-
-.-
-.-
4
-.-

Elves

Unit Knights Elves Empire Ogres Orcs Undead Dark Elves Daemons Dragons Dwarves
Level 1
1/2
1/2
1
1
2
1
1
1/2
1
1/2
Level 2
1
1
2
3
4
3
2
1
3
1
Level 3
2
3
3
4
5
4
3
3
3
2
Level 4
2
3
4
5
6
5
4
3
2
2
Level 5
4
4
5
6
7
7
5
4
5
3
Level 6
-.-
-.-
-.-
-.-
-.-
-.-
-.-
-.-
-.-
4
Notes:
  • The bigger the distance in the race wheel the greater the production time penalty will grow. The greatest penalty is 4 times the normal production.
  • A production time below 1 is always 2 units per turn (or 1/2 turn), whatever correction factor is added by sites or warlords.

8.6.7 Experience Points

This section will try to shed some light on how the experience points are computed and distributed to winning team after a fight.

Unit Value

Base unit XP amount = {1, 1, 2, 2, 3, 4}. So 1/2 turn and 1 turn units are worth 1 XP to kill and a hero is worth 4 XP to kill. There is a modifier of +1 added for every level (including L1). So a tier-3 unit of level 4 will be worth XP = 2 + 3 = 5.

Total XP Pool

The game then goes thru and counts up the number of killed units and adds the XP based on the above two calculations.

If you are the attacker and you capture a city you get +2 XP. Not per unit, just +2 XP for the battle. If you are the defender and you are in a city you get -2 XP. This last part is important if your facing Weaponmaster warlords. Instead of disbanding scouts you can kill them on a city knowing they will give 2 XP (1/2 turn and L1) and take 2 XP away leaving 0 for the enemy.

Then only modifiers are applied, modifers are: Weaponmaster skill and Justice spell.

Repartition

Then the important part, the hand out of the XP. The XP is divided into two values the major and minor share. The units is the starting number of units in the army.

major = max(1, (4*TotalXP)/(units + 3))
minor = max(1, TotalXP/(units + 3))

The surviving unit gets the major share, the rest each get a minor share. One thing to note: If there is only 1 survivor, he gets only the major share, not the minor shares as well. So he gets gyped on some XP. In fact all units that die take a small portion of the XP pie with them that the rest don't get. So minimizing your losses maximizes your XP.

If any unit is above L5 the XP award is modified downward as follows:

percentage = max(10, 100 - (unitLevel - 5)*10)

This percentage is then multiplied by the unit share. So a L10 unit gets (10-5)*10% of the XP, Or 50% of your XP share.

This is why higher level units don't get much XP and after L10 it's almost impossible to go higher unless you kill other L10+ units so that the XP reward is very high.

Examples

You kill 4 tier-1 units of level 1 in the open. The XP from that battle is 2 + 2 + 2 + 2 = 8. That gets divided amoung your survivors, lets say 4 units in the initial army. The unit on the battle field gets (4*8)/(4 + 3) = 4 (rounded down). The rest gets 8/(4 + 3) = 1 (rounded down).

You kill a L3 fire dragon and a L5 hero in a city. The XP from that battle is 6 (dragon) + 9 (hero) + 2 (city) = 17. If the same army of 4 is in the battle and they all have a level lower then 5, then the unit on the battle field gets XP (4*17)/(4 + 3) = 9 (rounded down). The other units gets 17/(4 + 3) = 2 (rounded down).

8.6.8 Terrain Bonus

Since Patch 1.05 the terrain might affect life and combat or abilities of the units. There are a whole bunch of terrain type, see the in game help for details. In short, forest is the impassible woods terrain and woods is the area around the edge of forests where units can travel (generally about 1-2 squares out from a forest) and you often see single/small trees. A chasm is that area on land that looks like a deep valley that only fliers can cross. Rock is flat nasty ground that that is not a hill.

Combat/Life Bonus

Bonus' are given out based on unit type rather than race. A Treant is part of the Elf race but it's not an Elf unit, it's a monster unit. This is basically how slayer skills work where man slayer doesn't function against an Archon. So terrain bonus's are given out based on unit type.

Unit Plain Desert Snow Marsh Hill Moutain Lava Water Wood Rock Chasm Road Forest City Ruin Note
Human
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
Dwarf
0/0
0/0
0/0
0/0
0/2
1/2
0/0
0/0
0/-2
1/0
0/0
0/0
0/0
0/0
0/0
Giant (Ogre)
0/0
0/0
0/0
0/0
0/2
1/2
0/0
0/0
-1/-2
1/0
0/0
0/0
0/0
0/0
0/0
Orc
0/0
-1/0
0/0
1/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
Undead
0/0
0/-2
0/0
0/2
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
Dark Elf
0/0
0/0
0/0
0/0
0/0
0/0
-1/0
0/0
0/0
1/0
0/0
0/0
0/0
0/0
0/0
Daemon
0/0
0/0
-1/-2
0/0
0/0
0/0
1/2
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
Dragon
0/0
0/0
-1/0
0/0
0/0
0/2
1/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
Elf
0/0
0/0
0/0
0/0
0/0
0/0
-1/0
0/0
2/0
0/0
0/0
0/0
2/0
0/0
0/0
Monster
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
1/2
Only received as defender
Infantry
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
-1/0
0/0
0/0
0/0
Cavalry
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
-1/0
0/0
0/0
1/0
-1/0
0/0
-1/0
Filer
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
-1/0
Only received as attacker
Archer
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
1/0
1/0
Only received as defender
Siege
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
0/0
-1/0
0/0
1/2
0/0
City bonus only received as attacker
Notes:
  • For each cell the bonus Combat/Life is given.
  • Units can have up to 3 types. This is why when you right click on a unit like a Swordsman you'll see HUMAN, GOOD, INFANTRY. Hence units will be able to have up to 3 terrain bonus' (good or bad) applied to them.
  • This can lead to some interesting scenario's with multiple classifications. For example Cavalry get a -1 combat in woods/forest but Elves get a +2 combat so Elven Cavalry will be +1 combat while other Cavalry will be -1 combat.
  • Mountain bonus' for Dwarves/Giants while high are almost impossible to get since they are flier only terrain. So only mounted heroes would be able to achieve it.
  • The skill bonus' to fire/disease are yet to be done and are not shown in the above tables. This is unit bonus' only.

Ability Bonus

Some abilities are affect by the terrain type. This bonus takes effect regardless of whether it came from a unit/spell/item.

Ability Plain Desert Snow Marsh Hill Moutain Lava Water Wood Rock Chasm Road Forest City Ruin Note
Fire
0
0
-1
0
0
0
1
-1
0
0
0
0
0
0
0
Disease
0
0
0
1
0
0
0
0
0
0
0
0
0
0
0
Terror
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
Only received as the defender
Archery
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
Only vs flying units

8.7 Preferences

You can modify some parameters that will be remembered at each application launch.

Name Description
Load / Save
Game Folder: Path to the folder where the game is installed. If you don't install the editor in the game folder this field is useful. An empty field considers the current install folder as the game folder (default setting).
History: Number of warlord files the application must remember. By default, this is set to 4.
Backup Warlord: When a warlord file is saved, makes a backup of the existing file if present. The file will be have the same name but with a .bak extension. (By default, this is not set)

Updates
Updates Automated: Automatically checks the server for new versions and start updating. (By default, this is set)

Proxy
Use Proxy Gate: Enable the usage of a proxy server for Internet connections.
Host: The DNS name or IP address of the proxy server.
Port: Port number to use.

Help
Target: Choose where the help must come from. "Local" will use the help file provided with the editor when installed, the "Online" will use the most up-to-date version found on Internet. (By default, this is set to "Local")

The preferences are saved into a file called Warlords4Editor.ini in the same folder as the application. Delete this file to reset the preferences.

Note: Online help as well as automated updates requires the computer to have Internet access.

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.

8.8 Keyboard Shortcuts

Here are different keyboard controls that are recognized:

Key Stroke Description
Ctrl - N New warlord.
Ctrl - S Save the warlord in the current file.
Ctrl - A Save the warlord in a new file. You will be prompted for a new file name.
Ctrl - L Load an existing warlord.
Ctrl - P Play warlords IV.
Ctrl - W Creation Wizard.
F9 Opens the preferences dialog.
ESC
Alt - F4
Ctrl - F4
Quit the application.
F1
Crtl + F1
Visualize this help. Works any where in the application.
F11 About dialog.

Note: if the warlord has been modified and you quit, you will be prompted to save it.

8.9 Classes

To help you select the right class in accordance with your abilities here is a table.

Major Minor Class Skills Abilities
Combat Combat Warrior Fame, Chaos, Weaponmaster, Morale Armor, Bloodlust
Divine Magic Templar Glory, Weaponmaster, Morale, Divine Magic Armor, Warding
Rune Magic Barbarian Weaponmaster, Morale, Engineer, Rune Magic Armor, Magic Immunity
Nature Magic Ranger Weaponmaster, Morale, Archmage, Nature Magic Armor, Negate
Summoning Flameknight Weaponmaster, Morale, Archmage, Summoning Armor, Death Gaze
Necromancy Blackguard Weaponmaster, Morale, Archmage, Necromancy Armor, Terror
Divine Magic Combat Paladin Fame, Chaos, Crusader, Divine Magic Bless, Bloodlust
Divine Magic Priest Glory, Crusader, Divine Magic Bless, Warding
Rune Magic Cleric Crusader, Engineer, Divine Magic, Rune Magic Bless, Magic Immunity
Nature Magic Monk Crusader, Archmage, Divine Magic, Nature Magic Bless, Negate
Summoning Heretic Crusader, Archmage, Divine Magic, Summoning Bless, Death Gaze
Necromancy Deathpriest Crusader, Archmage, Divine Magic, Necromancy Bless, Terror
Rune Magic Combat Runelord Fame, Merchant, Chaos, Rune Magic Crushing Blow, Bloodlust
Divine Magic Runepriest Glory, Merchant, Divine Magic, Rune Magic Crushing Blow, Warding
Rune Magic Runemaster Merchant, Engineer, Rune Magic Crushing Blow, Magic Immunity
Nature Magic Runesmith Merchant, Archmage, Rune Magic, Nature Magic Crushing Blow, Negate
Summoning Seer Merchant, Archmage, Rune Magic, Summoning Crushing Blow, Death Gaze
Necromancy Gorgon Merchant, Archmage, Rune Magic, Necromancy Crushing Blow, Terror
Nature Magic Combat Beastmaster Fame, Defender, Chaos, Nature Magic First Strike, Bloodlust
Divine Magic Heirophant Glory, Defender, Divine Magic, Nature Magic First Strike, Warding
Rune Magic Alchemist Defender, Engineer, Rune Magic, Nature Magic First Strike, Magic Immunity
Nature Magic Druid Defender, Archmage, Nature Magic First Strike, Negate
Summoning Shaman Defender, Archmage, Nature Magic, Summoning First Strike, Death Gaze
Necromancy Black Druid Defender, Archmage, Nature Magic, Necromancy First Strike, Terror
Summoning Combat Battlemage Fame, Gate, Chaos, Summoning Fire, Bloodlust
Divine Magic Mystic Gate, Glory, Divine Magic, Summoning Fire, Warding
Rune Magic Conjuror Gate, Engineer, Rune Magic, Summoning Fire, Magic Immunity
Nature Magic Elementalist Gate, Archmage, Nature Magic, Summoning Fire, Negate
Summoning Summoner Gate, Archmage, Summoning Fire, Death Gaze
Necromancy Sorceror Gate, Archmage, Summoning, Necromancy Fire, Terror
Necromancy Combat Death Knight Fame, Anti-Magic, Chaos, Necromancy Curse, Bloodlust
Divine Magic Plague Priest Glory, Anti-Magic, Divine Magic, Necromancy Curse, Warding
Rune Magic Cabalist Anti-Magic, Engineer, Rune Magic, Necromancy Curse, Magic Immunity
Nature Magic Warlock Anti-Magic, Archmage, Nature Magic, Necromancy Curse, Negate
Summoning Ghoul Anti-Magic, Archmage, Summoning, Necromancy Curse, Death Gaze
Necromancy Necromancer Anti-Magic, Archmage, Necromancy Curse, Terror

The skills are given according to the class chosen, the abilities are given during the game to your warlord unit. The abilities are given in Major-Minor order

You are not required to select a class that is made for the selected abilities, however you will face the problem that you will only get the spells linked to that class and not to the abilities or skills you choose.

8.9.1 Classes & Races

If you want to choose a certain race with the warlord class, here are some combos that turns out to be some of the best combinations. This is not an absolute rule and all combination will play well, it is just that some combos yield more potential.

Combat is a neutral skill; that means it works well with all races. But like anything else there are a few races that especially benefit from it. In order best to worth, these are the races that benefit most from having combat as a major skill (combat as a minor skill is about as close to neutral as you can get). In addition the minor best choice, in order, is proposed.

Combat

Rank Race Minor
1. Dragons Nature, Combat
2. Ogres Nature, Rune, Combat
3. Knights Divine, Combat
4. Orcs Necromancy, Summoning, Combat
5. Deamons Summoning
6. Dark Elves Nature, Summoning, Combat
7. Empire Nature, Combat
8. Undead Necromancy, Summoning, Combat
9. Elves Divine, Nature, Combat
10. Dwarves Rune, Divine, Combat

For specialty casters these are the ones for each races:

Specialty

Race Sphere
Knights Divine
Elves Divine, Nature, Necromancy
Empire Nature, Summoning
Ogres Nature, Rune, Summoning
Orcs Necromancy, Summoning
Undead Necromancy, Summoning
Dark Elves Nature, Summoning, Necromancy
Daemons Summoning
Dragons Nature, Summoning
Dwarves Divine, Rune

8.10 Hit Chance Table

The hit chance is calculated by subtracting the defenders combat score from the attacker's combat score.

Combat Hit Combat Hit Combat Hit Combat Hit
<=-20 1% -10 16% 0 50% 10 84%
-19 2% -9 18% 1 55% 11 86%
-18 3% -8 21% 2 59% 12 88%
-17 4% -7 24% 3 63% 13 90%
-16 5% -6 27% 4 67% 14 92%
-15 6% -5 30% 5 70% 15 94%
-14 8% -4 33% 6 73% 16 95%
-13 10% -3 37% 7 76% 17 96%
-12 12% -2 41% 8 79% 18 97%
-11 14% -1 45% 9 82% 19 98%
>=20 99%

8.11 Retinues Arrival Turn

Each retune you create will come back to the game at a certain turn. The level of the unit and the type level define the return turn. The level of the unit depends on what you choose as retinue, the higher level you boosted your unit the longer it will take to get it back. The unit type level is given in the manual. A hero is considered a level 4 unit type.

Turn of arrival := (Level + 1)/2 + Unit Type level

Note: The division is an integer division without rest.

For example with a Hero (of any race) the return turn would be:

Level Turn Level Turn Level Turn
1th 5 11th 10 21th 15
2th 5 12th 10 22th 15
3th 6 13th 11 23th 16
4th 6 14th 11 24th 16
5th 7 15th 12 25th 17
6th 7 16th 12 26th 17
7th 8 17th 13 27th 18
8th 8 18th 13 28th 18
9th 9 19th 14 29th 19
10th 9 20th 14 30th 19

By experience the best is to have a retinue with a low level to get it back faster.

8.12 Spells

List of all spells each school offers. Not all spells are available all the time during the game. They are chosen at random.

8.12.1 Divine Magic

Name Description Mana Type
Common
Guardian Summons a level 3 Knight with the Warding +1 skill.
10
Creature
Heal All units healed to full Life.
6
Invocation
Holy Armor All good units gain Armor +2 in the next combat.
12
Battle
Holy Weapon All of your heroes gain Smite Evil +4 in the next combat.
9
Battle
Inspiration Adds +3 to Morale for the duration of the spell.
10/1
Enchantement
Paladin Summons a level 3 Knight with the Heal +1 skill.
10
Creature
Prosperity All cities gain +5 Gold to their income.
10/1
Enchantement
White Ward All good creatures gain Warding +1 while this spell lasts.
12
Enchantement

Rare
Circle of Protection All good units gain Negate +1 while this spell lasts.
15/2
Enchantement
Disrupt Undead Destroys all low/mid level Undead near the spell's origin.
18
Invocation
Endurance All of your troops gain +4 Movement at the start of every turn.
14/1
Enchantement
Justice Doubles experience points from the next combat.
14
Battle
Summon Unicorn Summons a powerful Unicorn to the current city or group.
15
Creature
Templar Summons a level 5 Knight with the Armor +2 skill.
15
Creature
Tranquility All Necromantic and Summoning Enchantments and Battle Spells are dispelled.
14
Invocation

Arcane
Altar of Battle All creatures gain +2/+3/+4 Combat while this spell lasts for warlords of level L1-14/L15-29/L30+.
20/4
Enchantement
Archangel Summons a level 5 Archon to the current city or group.
20
Creature
Divine Grace All creatures gain +25% life when produced.
20/3
Enchantement
Holy Word Destroys all low/mid/high level Undead and Daemons near the spell's origin.
20
Invocation
Resurrection The last hero slain (from any side, not just your own) will be resurrected in your current group.
20
Invocation

8.12.2 Nature Magic

Name Description Mana Type
Common
Accuracy All archers gain Archery +2 in their next battle
13
Battle
Blessing of Iris All of your heroes gain Bless +2 while this spell lasts.
12/1
Enchantement
Bounty Income increases by +100 Gold per turn while this spell lasts.
12/1
Enchantement
Forestguard Summons a level 3 Elfguard to serve the caster.
6
Creature
Growth All cities receive an extra turn of production.
14
Invocation
Herbalism All heroes gain Healing +5 in the next combat.
10
Battle
Venom All monsters gain Poison +5 in their next battle.
10
Battle
Wind Flying stacks get +14 movement at the beginning of each turn while this spell lasts.
12/1
Enchantement

Rare
Eagle Eye This spell allows you to see into all enemy cities and ruins as well as granting a +1 Fog of War view.
14/2
Enchantement
Gladeward All Rune and Necromantic Enchantments and Battle Spells are dispelled.
14
Invocation
Ironbark Summons a level 5 Treant with the Armor +1 skill.
16
Creature
Mandrake Summons a level 5 Treant with the Death Gaze +1 skill.
15
Creature
Pegasus Summons a powerful Pegasus to the current city or group.
14
Creature
Regeneration All units gain Regeneration +2 in the next battle.
16
Battle
Thorns All infantry, cavalry and monsters gain +3 to their Combat skill in the next battle.
14/2
Enchantement

Arcane
Altar of Wind All creatures gain +1/+2 Speed while this spell lasts for warlords of level L1-14/L15+.
20/3
Enchantement
Ancient Treant Summons a very powerful Treant with Crushing Blow +3 to the current city or group.
20
Creature
Call of Kargoth Summons 16 spiders of level 3 to the current city or group. A penalty rate of 1.5 mana per square when cast outside a city is applied.
20
Creature
Nature's Feast While this spell lasts, your upkeep is reduced to zero.
20/3
Enchantement
Tentacles All monsters gain Multiattack +5 in the next combat.
20
Battle

8.12.3 Necromancy

Name Description Mana Type
Common
Bonedance Any stack containing only Undead, immediately gains +14 movement.
12
Invocation
Flaming Skulls Summons a level 1 Skull Thrower with the Fire +1 skill.
7
Creature
Stolen Memories All evil units begin play with +8 Experience Points.
12/1
Enchantement
Phantom Steed All cavalry gain +2 Speed while this spell lasts.
10/1
Enchantement
Raise Dead Summons 3 level 1 Skeletons to serve the caster.
6
Creature
Summon Liche Summons a powerful Liche to the current city or group.
12
Creature
Unholy Armor All evil creatures gain Armor +2 in the next battle.
12
Battle
Unholy Blade All heroes gain +4 Smite Good.
8
Battle

Rare
Death Knight Summons a level 5 Undead Rider with the Negate +1 skill.
15
Creature
Deathplague All Undead gain Disease +3 while this spell lasts.
14/1
Enchantement
Mana Drain All players instantly lose 15 mana.
15
Invocation
Raise Champion Summons a level 3 Undead Hero to serve the caster.
14
Creature
Skeleton Horde Summons a group of 8 Skeletons (with a leader) to the current city or group. A penalty rate of 1.5 mana per square when cast outside a city is applied.
14
Creature
Veil of Force All evil creatures gain Negate +2 in the next combat.
15
Battle
Void All Nature and Divine Enchantments and Battle Spells are dispelled.
12
Invocation

Arcane
Legion of Doom Summons a group of 8 Undead Riders (with a leader) to the current city or group. A penalty rate of 1.5 mana per square when cast outside a city is applied.
20
Creature
Raise Dragon Summons a powerful L9 Dragonliche to the current city or group.
20
Creature
Blood Ritual All Heroes gain Vampirism +5 while this spell lasts.
20/4
Enchantement
Bane All good creatures close to the spell's origin have a 75% chance of being slain.
20
Invocation
Altar of Night All creatures gain +2/+3/+4 Terror while this spell lasts for warlords of level L1-14/L15-29/L30+.
20/3
Enchantement

8.12.4 Rune Magic

Name Description Mana Type
Common
Create Golem Summons a powerful Golem to the current city or group.
10
Creature
Dispel All Nature and Summoning Enchantments and Battle Spells are dispelled.
12
Invocation
Earth Spirit Summons a level 1 Elemental to serve the caster.
9
Creature
Hail All units out in the open, near the spell's origin, take 5-8 points of damage.
10
Invocation
Pathfinding All groups of units treat all terrain as if it were plains.
14/1
Enchantement
Shield All infantry gain +2 Armor
10
Battle
Storm Enemy fliers are at -5 Combat Skill in the next battle.
10
Battle
Strength All monsters gain +5 Combat Skill in the next battle.
10
Battle

Rare
Doomstones All monsters gain Crushing Blow +3 in the next battle.
14
Battle
Earthpower While this spell is in effect, all Towers gain +12 Life and +2 Damage.
15/2
Enchantement
Fire Golem Summons a level 5 Golem with the Fire +1 skill.
15
Creature
Flame Blade Infantry gain Fire +2 in the next battle.
13
Battle
Iron Golem Summons a level 5 Golem with the Build +3 skill.
14
Creature
Slow All enemies are at -3 movement while this spell lasts.
18/2
Enchantement
Summon Giant Summons a powerful Rock Giant to the current city or group.
16
Creature

Arcane
Altar of Stone All creatures gain +2/+3/+4 Warding while this spell lasts for warlords of level L1-14/L15-29/L30+.
20/3
Enchantement
Colossus Summons a very powerful Elemental to the current city or group.
20
Creature
Earthquake All level 2 and 3 cities near the spell's origin drop to level 1.
20
Invocation
Meteor Storm All units out in the open, near the spell's origin, take 10-18 points of damage.
20
Invocation
Shatter Destroys all items carried by enemies (excluding artifacts) near the spell's origin.
20
Invocation

8.12.5 Summoning

Name Description Mana Type
Common
Banich 50% chance to destroy Level 1 Daemons within 8 grids of caster.
10
Battle
Enrage All creatures gain Taunt +3 in their next battle.
12
Battle
Fireward All Daemons gain Warding +4 in the next combat.
12
Battle
Hellfire All evil creatures gain Fire +2 in the next combat.
12
Battle
Ring of Fire All enemy units near the spell's origin suffer 4-8 points of damage.
12
Invocation
Souleater Summons a powerful Soul Gatherer to the current city or group.
15
Creature
Summon Imps Summons a group of 3 Imps to the current city or group.
12
Creature
Summon Minion Summons a level 1 Daemon Minion to serve the caster.
6
Creature

Rare
Bone Daemon Summons a level 5 Daemon Minion with the Death Gaze +1 skill.
15
Creature
Planar Rift All Rune and Divine Enchantments and Battle Spells are dispelled.
14
Invocation
Pyrohydra Summons a level 5 Hydra with a bonus Fire skill to the current city or group.
17
Creature
Recall Recalls your most powerful hero (and his troops) to your capital city.
16
Invocation
Slayer Daemon Summons a level 5 Daemon Minion with the Assassin +2 skill.
15
Creature
Soulharvest Summons a group of 4 Soul Gatherers to the current city or group.
16
Creature
Visage All Heroes gain Terror +5 in the next battle.
15
Battle

Arcane
Altar of Fire All units gain +2/+3/+4 Fire while this spell lasts for warlords of level L1-14/L15-29/L30+.
20/4
Enchantement
Daemon Prince Summons a high-level Daemonic Hero to the current city or group.
20
Creature
Doombat Summons a group of 8 powerful Giant Bats to the current city or group.
15
Creature
Flame of Khazdhul All your heroes gain Curse +5.
20/2
Enchantement
Gate Summons a group of 8 Daemon Minions (with a leader) to the current city or group.
20
Creature

8.12.6 Heroes

Name Description Research Mana Type
Heroic Presence Add +2 morale for the battle.
3
6
Battle
Heroic Strike Doubles the chance for a critical (20 instead of 10) for all units in the next battle.
3
8
Battle
Heroic Expertise All units gain +1 to their damage in the next battle.
3
12
Battle
Heroes Feast All units gain +2 life in their next battle.
3
10
Battle
Heroes Mount Summons a special trained flying mount for the hero to ride.

Alignment Hero L1-L4 Hero L5-L9 Hero L10+
Good L1 Pegasus L2 Pegasus L3 Pegasus
Neutral L1 Storm Dragon L2 Storm Dragon L3 Storm Dragon
Evil L1 Wyvern L2 Wyvern L3 Wyvern
5
18
Invocation
Notes:

8.13 Experience Points

You always wondered how your Warlord is rewarded for playing a game. Well this should help you understand. The first thing you must know is that the game will not give any experience if you finish before turn 10. So the start-resign trick to get experience won't work at all.

Knight Prince King Emperor
Base:
4
Win:
4
Per Ally:
0.5
0.5
1
1.5
Per defeated enemy:
0.5
1
1.5
2

For example if you are allied with one AI and you kill off 3 enemy AI's all on Knight level you'd get the following experience:

XP = 4 (Base) + 4 (Win) - 0.5 (1 AI ally) + 1.5 (3 AI enemies) = 9

Notes:

9 Creation Wizard

For those that are interested in making warlords and retinues that matches the game specification, a content creation wizard exists. This wizard follows the rules setup for each unit and warlord. You can only make a 100% game compliant edition. To create a warlord and retinues with the wizard select the "File > Creation Wizard..." or hit the <Ctrl + W> key. Once the warlord created, save it by the traditional way.

10 PBEM Warlord

The editor can import and export warlords from and to play by e-mail packed warlords. Create your warlord and directly bundle it (export it) into a PBEM format. In the same way, import a PBEM warlord and edit it.

Use the import and export menus from the "File > [Import|Export] PBEM Warlord..." menu in the menu bar or hit the <Ctrl + I> and <Ctrl + E> respectively.

11 Pre-made Warlord

The editor can import warlords from pre-made packed warlords. Create your warlord based on an existing one. Use the import menu from the "File > Import Pre-made Warlord..." menu in the menu bar or hit the <Ctrl + Alt + I> key.

Note: For integrity reasons, the export function for pre-made warlords is not available.

12 Known Issues

The following problems have been observed in the Warlords IV - Warlord & Retinues Editor:

13 Changes Log

List of bug fixes and improvements:

Version 2.55

As for patch 1.05
- Bug fixes: - Enhancements:

Version 2.54

As for patch 1.05
- Bug fixes: - Enhancements:

Version 2.53

As for patch 1.05
- Bug fixes: - Enhancements:

Version 2.52

As for patch 1.05
- Bug fixes: - Enhancements:

Version 2.51

As for patch 1.05
- Bug fixes: - Enhancements:

Version 2.50

As for patch 1.05
- Bug fixes: - Enhancements:

Version 2.41

As for patch 1.04
- Bug fixes: - Enhancements:

Version 2.40

As for patch 1.03
- Bug fixes: - Enhancements:

Version 2.32

- Bug fixes: - Enhancements:

Version 2.31

- Bug fixes: - Enhancements:

Version 2.30

- Bug fixes: - Enhancements:

Version 2.20

- Bug fixes: - Enhancements:

Version 2.10

- Bug fixes: - Enhancements:

Version 2.00

- Bug fixes: - Enhancements:

Version 1.20

- Bug fixes: - Enhancements:

Version 1.10

- Bug fixes: - Enhancements:

Version 1.00

14 Contact

If you want to contact me to have more information or indicate problems with the application you can do it. I would be very grateful to receive feedback of any kind - both good and bad. I also welcome any comments or suggestion for future enhancement of the editor.

The author can be contacted at:

warlords@portailsmm.com

PS: Make the title of the mail explicit enough. If you want the source code please specify it as well.

15 Acknowledgment

I want to thanks all the fans that are playing this game and using this editor. As I look to the download hits of this editor, it seems that the game has still some popularity. Use it with care and don't go blasting on-line with all the cheatz on!

I also want to thanks all of you guys that send me bug reports and especially Vixay for his help in developing the Provinces edition panel. Without his help I could never have realized the full version of this editor. I also need to thanks KGB for creating the patches as well as Steve Fawkner for providing him the source code of the game.

You can always report a problem or ask for more in the editor by contacting me.