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.

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
18HovelMorale +1
19OverseerMorale +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 Morale -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 Morale -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
19ObeliskMorale +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 ShrineMorale +1
18Infernal CloisterUnit Combat +2
19Thralls' QuartersIncome +30
20Blood AltarEnnemy Morale -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 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.

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 (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

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 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

NameAbilityPowerCostLevelID
Archer's HelmArchery
2
750
Minor
7
Crown of EtheriaHeal
5
5000
Artifact
20
Crown of KGBMana Regeneration
2
1800
Major
103
Elven CrownLeadership
1
750
Minor
9
Gladiator's HelmCombat
2
450
Minor
5
Grotesque HelmTerror
1
500
Minor
1
Helm of LifeLife
2
250
Minor
12
Helm of NightFear
1
750
Minor
8
Helm of SartekCurse
5
5000
Artifact
21
Helm of SeekingScavenging
2
250
Minor
10
Helm of SightScouting
2
300
Minor
2
Helm of SpeedSpeed
1
350
Minor
4
Helm of TruthScouting
2
300
Minor
11
Helm of WarCombat
3
600
Major
19
Kinslayer HelmManslayer
3
700
Major
15
Knight's HelmCombat
2
450
Minor
13
Lysean CrownIncome
4
500
Major
14
Mask of VulcanRune Magic
2
1000
Major
114
Medusa HelmDeath Gaze
3
1000
Major
16
Ruby HelmFire
1
500
Minor
3
Scorpion HelmPoison
4
1200
Major
18
Warrior's HelmCombat
1
300
Minor
6
Witch's CrownCurse
3
1300
Major
17

Weapon

NameAbilityPowerCostLevelID
Assassin's BladeAssassin
2
600
Minor
26
Axe of MaliceBloodlust
2
750
Minor
27
Axe of SlayingAssassin
3
750
Major
42
BloodkrysLife
3
300
Minor
24
Bow of AccuracyArchery
1
500
Minor
38
Bow of BriannaArchery
5
5000
Artifact
52
Bow of EldrosArchery
3
1200
Major
41
Cross of PowerDivine Magic
2
1000
Major
112
Daemonic CrossBowDeamonslayer
2
500
Minor
121
Dagger of VenomPoison
2
600
Minor
35
DarkswordCombat
1
300
Minor
37
DoublebladeMulti-Attack
1
750
Minor
33
DragonbladeDragonslayer
5
750
Major
46
Flail of MadnessMulti-Attack
3
1200
Major
49
GiantbladeGiantslayer
2
500
Minor
31
Greenblade's SwordDragonslayer
5
750
Major
102
Heathen's HammerSiege
1
750
Minor
105
Hero's TorchMonsterslayer
5
750
Major
122
LightbladeCombat
3
600
Major
51
Mace of CrushingCrushing Blow
1
500
Minor
29
Mace of DisruptionDeathslayer
5
750
Major
45
Melkor's StaffFire
5
5000
Artifact
56
Oaken StaffCombat
2
450
Minor
23
OrcslayerOrcslayer
2
500
Minor
34
Paladin's BladeDeathslayer
2
500
Minor
30
RedbladeCombat
1
300
Minor
39
Rod of BuildingBuild
2
300
Minor
28
Sheppard's StaffNature Magic
1
500
Minor
115
Staff of RulingLeadership
3
1500
Major
43
Staff of StrikingFirst Strike
3
1000
Major
44
Staff of StrikingFirst Strike
3
1000
Major
47
StormbladeGiantslayer
5
750
Major
48
Sword of AnkhCombat
1
300
Minor
40
Sword of EtheriaBless
5
5000
Artifact
55
Sword of SirianSmite Evil
5
5000
Artifact
53
Sword of the GolemCrushing Blow
3
1000
Minor
25
Titan's MaulCrushing Blow
5
5000
Artifact
54
Vampiric BladeVampirism
1
500
Minor
22
Vampiric BladeVampirism
1
500
Minor
36
Wand of HealingHeal
2
1000
Minor
32
Wand of NegationNegate
3
1100
Major
50

Armor

NameAbilityPowerCostLevelID
Aelfwine's ArmorDeathslayer
2
500
Minor
61
Antharg's ArmorDisease
5
5000
Artifact
73
Armor of BrillianceMagic Immunity
1
350
Minor
57
Armor of EtheriaWarding
5
5000
Artifact
75
Armor of WardingWarding
1
600
Minor
64
Azrak's ArmorLife
2
250
Minor
66
Blessed ArmorBless
1
750
Minor
60
Daemongold ArmorLife
5
750
Major
72
Dragonscale ArmorArmor
3
1200
Major
70
Druid's NecklaceRegeneration
1
500
Minor
65
Dwarven MailElfslayer
2
500
Minor
58
Elven MailDwarfslayer
2
500
Minor
59
Healer's TorcHeal
3
1250
Major
69
Holy MailBless
2
1000
Major
71
Medal of ValorCombat XP Bonus
5
1250
Major
107
Merchant's JewelsIncome
4
500
Major
68
Midnight ArmorFear
2
1000
Minor
62
Mithril MailArmor
5
5000
Artifact
74
Necklace of MissilesArchery
2
750
Minor
67
Paladin's ArmorDivine Magic
1
500
Minor
111
Ranger's CloakMove Bonus
1
400
Minor
123
Shining ArmorFirst Strike
1
600
Minor
63
WizIce's RobeMagic Immunity
5
800
Major
106

Accessory

NameAbilityPowerCostLevelID
A Kings RansomFealty
1
2500
Major
125
Albion's ShieldWarding
3
1200
Major
96
Banner of MightLeadership
1
750
Minor
84
Banner of PlagueDisease
2
600
Minor
80
Banner of RageBloodlust
3
1000
Major
94
Basilisk ShieldDeath Gaze
1
500
Minor
79
Beedub's HornMorale
1
1500
Major
108
Boots of AgilityCombat
1
300
Minor
91
Boots of DancingTaunt
4
1000
Major
98
Boots of SpeedSpeed
3
1000
Major
97
Cursed ShieldCurse
1
700
Minor
78
Daemon's HeartSummoning Magic
2
1000
Major
118
Dragon BannerDragonslayer
2
500
Minor
81
Dragonwizard's OrbCurse
3
1300
Major
101
Dwarven AleRecruit Allies
1
1000
Major
126
Elspeth's RingHeal
1
750
Minor
77
Figurine of KorChaos
1
1500
Major
109
Four Leaf CloverNature Magic
2
1000
Major
116
Gloves of SkillRune Magic
1
500
Minor
113
Golden ChestCity Gold
2
400
Minor
110
Golden RingIncome
2
200
Minor
83
Moonwine CupMaximum Mana
3
750
Minor
104
Orb of EtheriaScouting
5
5000
Artifact
99
Orb of FireFire
3
1000
Major
95
Ring of BuildingBuild
4
750
Major
93
Ring of DarknessTerror
1
500
Minor
87
Ring of DoomTerror
5
5000
Artifact
100
Ring of EscapeEscape
1
5000
Artifact
124
Ring of HealthLife
2
250
Minor
90
Ring of RegenerationRegeneration
1
500
Minor
76
Ring of SightScouting
2
300
Minor
88
Ring of TauntingTaunt
2
500
Minor
89
Ring of TrollsRegeneration
2
600
Major
92
Ruby RingFire
1
500
Minor
82
Shield of NegationNegate
1
600
Minor
86
Summoning OrbSummoning Magic
1
500
Minor
117
Talking SkullNecromancy
2
1000
Major
120
Tome of NecromancyNecromancy
1
500
Minor
119
Warder's ShieldWarding
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)

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 (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)

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)-.-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)

NameLifeCombatUpkeepMajor AbilityMinor AbilityClassification
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)

NameLifeCombatUpkeepMajor AbilityMinor AbilityClassification
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)

NameLifeCombatUpkeepMajor AbilityMinor AbilityClassification
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)

NameLifeCombatUpkeepMajor AbilityMinor AbilityClassification
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)

NameLifeCombatUpkeepMajor AbilityMinor AbilityClassification
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)

NameLifeCombatUpkeepMajor AbilityMinor AbilityClassification
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

UnitKnightsElvesEmpireOgresOrcsUndeadDark ElvesDaemonsDragonsDwarves
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

UnitKnightsElvesEmpireOgresOrcsUndeadDark ElvesDaemonsDragonsDwarves
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

UnitKnightsElvesEmpireOgresOrcsUndeadDark ElvesDaemonsDragonsDwarves
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

UnitKnightsElvesEmpireOgresOrcsUndeadDark ElvesDaemonsDragonsDwarves
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

UnitKnightsElvesEmpireOgresOrcsUndeadDark ElvesDaemonsDragonsDwarves
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

UnitKnightsElvesEmpireOgresOrcsUndeadDark ElvesDaemonsDragonsDwarves
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

UnitKnightsElvesEmpireOgresOrcsUndeadDark ElvesDaemonsDragonsDwarves
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

UnitKnightsElvesEmpireOgresOrcsUndeadDark ElvesDaemonsDragonsDwarves
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

UnitKnightsElvesEmpireOgresOrcsUndeadDark ElvesDaemonsDragonsDwarves
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

UnitKnightsElvesEmpireOgresOrcsUndeadDark ElvesDaemonsDragonsDwarves
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.

UnitPlainDesertSnowMarshHillMoutainLavaWaterWoodRockChasmRoadForestCityRuinNote
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.

AbilityPlainDesertSnowMarshHillMoutainLavaWaterWoodRockChasmRoadForestCityRuinNote
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.

NameDescription
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 StrokeDescription
Ctrl - NNew warlord.
Ctrl - SSave the warlord in the current file.
Ctrl - ASave the warlord in a new file. You will be prompted for a new file name.
Ctrl - LLoad an existing warlord.
Ctrl - PPlay warlords IV.
Ctrl - WCreation Wizard.
F9Opens the preferences dialog.
ESC
Alt - F4
Ctrl - F4
Quit the application.
F1
Crtl + F1
Visualize this help. Works any where in the application.
F11About 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.

MajorMinorClassSkillsAbilities
CombatCombatWarriorFame, Chaos, Weaponmaster, MoraleArmor, Bloodlust
Divine MagicTemplarGlory, Weaponmaster, Morale, Divine MagicArmor, Warding
Rune MagicBarbarianWeaponmaster, Morale, Engineer, Rune MagicArmor, Magic Immunity
Nature MagicRangerWeaponmaster, Morale, Archmage, Nature MagicArmor, Negate
SummoningFlameknightWeaponmaster, Morale, Archmage, SummoningArmor, Death Gaze
NecromancyBlackguardWeaponmaster, Morale, Archmage, NecromancyArmor, Terror
Divine MagicCombatPaladinFame, Chaos, Crusader, Divine MagicBless, Bloodlust
Divine MagicPriestGlory, Crusader, Divine MagicBless, Warding
Rune MagicClericCrusader, Engineer, Divine Magic, Rune MagicBless, Magic Immunity
Nature MagicMonkCrusader, Archmage, Divine Magic, Nature MagicBless, Negate
SummoningHereticCrusader, Archmage, Divine Magic, SummoningBless, Death Gaze
NecromancyDeathpriestCrusader, Archmage, Divine Magic, NecromancyBless, Terror
Rune MagicCombatRunelordFame, Merchant, Chaos, Rune MagicCrushing Blow, Bloodlust
Divine MagicRunepriestGlory, Merchant, Divine Magic, Rune MagicCrushing Blow, Warding
Rune MagicRunemasterMerchant, Engineer, Rune MagicCrushing Blow, Magic Immunity
Nature MagicRunesmithMerchant, Archmage, Rune Magic, Nature MagicCrushing Blow, Negate
SummoningSeerMerchant, Archmage, Rune Magic, SummoningCrushing Blow, Death Gaze
NecromancyGorgonMerchant, Archmage, Rune Magic, NecromancyCrushing Blow, Terror
Nature MagicCombatBeastmasterFame, Defender, Chaos, Nature MagicFirst Strike, Bloodlust
Divine MagicHeirophantGlory, Defender, Divine Magic, Nature MagicFirst Strike, Warding
Rune MagicAlchemistDefender, Engineer, Rune Magic, Nature MagicFirst Strike, Magic Immunity
Nature MagicDruidDefender, Archmage, Nature MagicFirst Strike, Negate
SummoningShamanDefender, Archmage, Nature Magic, SummoningFirst Strike, Death Gaze
NecromancyBlack DruidDefender, Archmage, Nature Magic, NecromancyFirst Strike, Terror
SummoningCombatBattlemageFame, Gate, Chaos, SummoningFire, Bloodlust
Divine MagicMysticGate, Glory, Divine Magic, SummoningFire, Warding
Rune MagicConjurorGate, Engineer, Rune Magic, SummoningFire, Magic Immunity
Nature MagicElementalistGate, Archmage, Nature Magic, SummoningFire, Negate
SummoningSummonerGate, Archmage, SummoningFire, Death Gaze
NecromancySorcerorGate, Archmage, Summoning, NecromancyFire, Terror
NecromancyCombatDeath KnightFame, Anti-Magic, Chaos, NecromancyCurse, Bloodlust
Divine MagicPlague PriestGlory, Anti-Magic, Divine Magic, NecromancyCurse, Warding
Rune MagicCabalistAnti-Magic, Engineer, Rune Magic, NecromancyCurse, Magic Immunity
Nature MagicWarlockAnti-Magic, Archmage, Nature Magic, NecromancyCurse, Negate
SummoningGhoulAnti-Magic, Archmage, Summoning, NecromancyCurse, Death Gaze
NecromancyNecromancerAnti-Magic, Archmage, NecromancyCurse, 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

RankRaceMinor
1.DragonsNature, Combat
2.OgresNature, Rune, Combat
3.KnightsDivine, Combat
4.OrcsNecromancy, Summoning, Combat
5.DeamonsSummoning
6.Dark ElvesNature, Summoning, Combat
7.EmpireNature, Combat
8.UndeadNecromancy, Summoning, Combat
9.ElvesDivine, Nature, Combat
10.DwarvesRune, Divine, Combat

For specialty casters these are the ones for each races:

Specialty

RaceSphere
KnightsDivine
ElvesDivine, Nature, Necromancy
EmpireNature, Summoning
OgresNature, Rune, Summoning
OrcsNecromancy, Summoning
UndeadNecromancy, Summoning
Dark ElvesNature, Summoning, Necromancy
DaemonsSummoning
DragonsNature, Summoning
DwarvesDivine, Rune

8.10 Hit Chance Table

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

CombatHit CombatHit CombatHit CombatHit
<=-201% -1016% 050% 1084%
-192% -918% 155% 1186%
-183% -821% 259% 1288%
-174% -724% 363% 1390%
-165% -627% 467% 1492%
-156% -530% 570% 1594%
-148% -433% 673% 1695%
-1310% -337% 776% 1796%
-1212% -241% 879% 1897%
-1114% -145% 982% 1998%
>=2099%

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:

LevelTurn LevelTurn LevelTurn
1th5 11th10 21th15
2th5 12th10 22th15
3th6 13th11 23th16
4th6 14th11 24th16
5th7 15th12 25th17
6th7 16th12 26th17
7th8 17th13 27th18
8th8 18th13 28th18
9th9 19th14 29th19
10th9 20th14 30th19

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

NameDescriptionManaType
Common
GuardianSummons a level 3 Knight with the Warding +1 skill.
10
Creature
HealAll units healed to full Life.
6
Invocation
Holy ArmorAll good units gain Armor +2 in the next combat.
12
Battle
Holy WeaponAll of your heroes gain Smite Evil +4 in the next combat.
9
Battle
InspirationAdds +3 to Morale for the duration of the spell.
10/1
Enchantement
PaladinSummons a level 3 Knight with the Heal +1 skill.
10
Creature
ProsperityAll cities gain +5 Gold to their income.
10/1
Enchantement
White WardAll good creatures gain Warding +1 while this spell lasts.
12
Enchantement

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

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

8.12.2 Nature Magic

NameDescriptionManaType
Common
AccuracyAll archers gain Archery +2 in their next battle
13
Battle
Blessing of IrisAll of your heroes gain Bless +2 while this spell lasts.
12/1
Enchantement
BountyIncome increases by +100 Gold per turn while this spell lasts.
12/1
Enchantement
ForestguardSummons a level 3 Elfguard to serve the caster.
6
Creature
GrowthAll cities receive an extra turn of production.
14
Invocation
HerbalismAll heroes gain Healing +5 in the next combat.
10
Battle
VenomAll monsters gain Poison +5 in their next battle.
10
Battle
WindFlying stacks get +14 movement at the beginning of each turn while this spell lasts.
12/1
Enchantement

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

Arcane
Altar of WindAll creatures gain +1/+2 Speed while this spell lasts for warlords of level L1-14/L15+.
20/3
Enchantement
Ancient TreantSummons a very powerful Treant with Crushing Blow +3 to the current city or group.
20
Creature
Call of KargothSummons 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 FeastWhile this spell lasts, your upkeep is reduced to zero.
20/3
Enchantement
TentaclesAll monsters gain Multiattack +5 in the next combat.
20
Battle

8.12.3 Necromancy

NameDescriptionManaType
Common
BonedanceAny stack containing only Undead, immediately gains +14 movement.
12
Invocation
Flaming SkullsSummons a level 1 Skull Thrower with the Fire +1 skill.
7
Creature
Stolen MemoriesAll evil units begin play with +8 Experience Points.
12/1
Enchantement
Phantom SteedAll cavalry gain +2 Speed while this spell lasts.
10/1
Enchantement
Raise DeadSummons 3 level 1 Skeletons to serve the caster.
6
Creature
Summon LicheSummons a powerful Liche to the current city or group.
12
Creature
Unholy ArmorAll evil creatures gain Armor +2 in the next battle.
12
Battle
Unholy BladeAll heroes gain +4 Smite Good.
8
Battle

Rare
Death KnightSummons a level 5 Undead Rider with the Negate +1 skill.
15
Creature
DeathplagueAll Undead gain Disease +3 while this spell lasts.
14/1
Enchantement
Mana DrainAll players instantly lose 15 mana.
15
Invocation
Raise ChampionSummons a level 3 Undead Hero to serve the caster.
14
Creature
Skeleton HordeSummons 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 ForceAll evil creatures gain Negate +2 in the next combat.
15
Battle
VoidAll Nature and Divine Enchantments and Battle Spells are dispelled.
12
Invocation

Arcane
Legion of DoomSummons 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 DragonSummons a powerful L9 Dragonliche to the current city or group.
20
Creature
Blood RitualAll Heroes gain Vampirism +5 while this spell lasts.
20/4
Enchantement
BaneAll good creatures close to the spell's origin have a 75% chance of being slain.
20
Invocation
Altar of NightAll 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

NameDescriptionManaType
Common
Create GolemSummons a powerful Golem to the current city or group.
10
Creature
DispelAll Nature and Summoning Enchantments and Battle Spells are dispelled.
12
Invocation
Earth SpiritSummons a level 1 Elemental to serve the caster.
9
Creature
HailAll units out in the open, near the spell's origin, take 5-8 points of damage.
10
Invocation
PathfindingAll groups of units treat all terrain as if it were plains.
14/1
Enchantement
ShieldAll infantry gain +2 Armor
10
Battle
StormEnemy fliers are at -5 Combat Skill in the next battle.
10
Battle
StrengthAll monsters gain +5 Combat Skill in the next battle.
10
Battle

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

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

8.12.5 Summoning

NameDescriptionManaType
Common
Banich50% chance to destroy Level 1 Daemons within 8 grids of caster.
10
Battle
EnrageAll creatures gain Taunt +3 in their next battle.
12
Battle
FirewardAll Daemons gain Warding +4 in the next combat.
12
Battle
HellfireAll evil creatures gain Fire +2 in the next combat.
12
Battle
Ring of FireAll enemy units near the spell's origin suffer 4-8 points of damage.
12
Invocation
SouleaterSummons a powerful Soul Gatherer to the current city or group.
15
Creature
Summon ImpsSummons a group of 3 Imps to the current city or group.
12
Creature
Summon MinionSummons a level 1 Daemon Minion to serve the caster.
6
Creature

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

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

8.12.6 Heroes

NameDescriptionResearchManaType
Heroic PresenceAdd +2 morale for the battle.
3
6
Battle
Heroic StrikeDoubles the chance for a critical (20 instead of 10) for all units in the next battle.
3
8
Battle
Heroic ExpertiseAll 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 MountSummons a special trained flying mount for the hero to ride.

AlignmentHero L1-L4Hero L5-L9 Hero L10+
GoodL1 PegasusL2 PegasusL3 Pegasus
NeutralL1 Storm DragonL2 Storm DragonL3 Storm Dragon
EvilL1 WyvernL2 WyvernL3 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.

KnightPrinceKingEmperor
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.