======   === =======  ======= === ======= ===      ======= =======     ========
¦       ¦ ¦ ¦      ¦ ¦     ¦ ¦ ¦ ¦     ¦ ¦ ¦      ¦     ¦ ¦     ¦     ¦      ¦
¦      ¦ ¦ ¦ ¦ =====  ¦ ====  ¦ ¦ ¦     ¦ ¦ ¦      ¦ ====  ¦ =====     =====  ¦
¦ ¦   ¦ ¦ ¦ ¦ ¦      ¦ ¦     ¦ ¦ ¦     ¦ ¦ ¦      ¦ ¦     ¦ ¦             ¦  ¦
¦ ¦   ¦ ¦ ¦ ¦ =====  ¦ ¦     ¦ ¦ ¦     ¦ ¦ ¦      ¦ ==    ¦ =====      ===   ¦
¦ ¦  ¦ ¦ ¦ ¦ ¦      ¦ ¦ ¦     ¦ ¦ ¦ ¦===  ¦ ¦      ¦  ¦    ¦      ¦    ¦      ¦
¦ ¦ /  ¦ ¦ ¦ ====   ¦ ¦ ¦     ¦ ¦ ¦ ¦     ¦ ¦      ¦ ==    ====   ¦    ¦  ====
¦ ¦/   ¦ ¦ ¦     ¦  ¦ ¦ ¦     ¦ ¦ ¦ ¦     ¦ ¦      ¦ ¦         ¦  ¦    ¦  ¦
¦      ¦ ¦ ¦  ===   ¦ ¦ ====  ¦ ¦ ¦ ¦     ¦  ===== ¦ ====  ====   ¦    ¦  =====
¦     /  ¦ ¦ ¦      ¦ ¦     ¦ ¦ ¦ ¦ ¦     ¦      ¦ ¦     ¦ ¦      ¦    ¦      ¦
======   === =======  ======= === ===     ======== ======= =======     ========

                         r i s e   o f   t h e   e l v e s

==============================================================================
¦ The aim of this file is to provide you with general information on         ¦
¦ Disciples 2 : Rise of the Elves in a clear and readable format.            ¦
¦ I hope it serves you well !!                           - Mister Sinister   ¦
==============================================================================

              Dedicated to my parents ... thanks for being horny that night xx


Table of Contents

      1.     Introduction and Overview of the Game
      2.     Basic Controls
      3.     The Elves
      4.     Tact & Diplomacy
      5.     Types of Items
      6.     Stats for Units
      7.     Rulers and Leaders
      8.     Comments on Units and Suggested Upgrade Routes
      9.     Tips and Tricks
     10.     Credits

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                SECTION ONE                                 ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                                   OVERVIEW

Disciples 2 : Rise of the Elves is a turn-based strategy game where the
player FINALLY gets to play as a race that has eluded them thusfar throughout
the Disciples 2 series - the Elves - and battle across either a pre-defined
sequence of levels (the Sagas), one of a number of set individual missions
(the Quests), plays in a Custom Saga, or with other human in multi-player
mode.

Rise of the Elves is an official Expansion Pack for the Disciples 2 title.

It is a swords and sorcery type game, with a reasonably simple interface and
gentle learning curve, but which boasts hours and hours of gameplay, and is
quite honestly ?  HELLISHLY addictive ... I heartily recommend it.

I have written an in-depth walkthrough for the Elves' Saga, and this can be
found at http://www.gamefaqs.com.

Helpful comments and so on are always welcome, and I can be reached at
shadowpath@hotmail.com

                                                       - Mister Sinister, 2004

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                SECTION TWO                                 ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

BASIC CONTROLS

As with any strategy game, troop management skills are FUNDAMENTAL to your
success.  In order to become a good Rise of the Elves player, you will need
to learn which units function well together, which units complement each other,
and which units should definitely NEVER be placed together.

For example, sending nothing but Elves to battle Elves doesn't SOUND like too
bad an idea unless you've not paid attention to which Elven units are warded
against, and immune to, air magic.  Sending batches of air-immune troops to
battle hordes of air-immune troops is ... in short ?  Either VERY smart ?  Or
VEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEERY stupid.

I have sub-divided this section of my FAQ into three parts :-

            A)   The World Map
            B)   Combat
            C)   City Management

=============================== THE WORLD MAP ================================

The World Map is where (not surprisingly) you move all your troops about.  Each
unit is led by one of the creatures in it, and this creature represents the
entire unit's icon on the map.  For example, a unit led by a werewolf will be
depicted as a werewolf on the map.

Each unit has a different number of movement points, and these are reduced at
different speeds depending on which type of terrain you are crossing ... for
example, you will travel MUCH slower by water than you will through forests ...

... some units can fly, and this helps get about the map a fair bit quicker ...
but if you put flying units with non-flying units, you are once again (by and
large - there ARE a couple of exceptions) slowing down your troop movement
as the unit must move together, as one.

Combat is initiated by moving to a square adjacent to a rival or enemy unit on
the map, and combat is dealt with in a separate screen.

The world map begins by being totally covered in a fog of war, which disperses
as you move your units about ... certain terrain cannot be traversed, and you
will have to find ways around it ... examples include waterfalls, whirlpools
and mountain ranges.

Obviously not all of the creatures you encounter on the world map will be
hostile - some will give you sub-quests which you can complete to gain prizes
should you wish ... others will be territorial, and will either attack you on
sight or pursue you until you leave their area of the map.

You will encounter cities belonging to other players, as well as neutral
cities, and various other structures dotted about the map, ALL of which can be
explored and/or conquered.

BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game.  Therefore,
whilst you have the luxury of time to think your moves through, as you would
in a chess game, poor troop movement can lead to units becoming isolated at
the end of a turn, and easy pickings for roaming creatures ...

                                                ... always watch your back ...

Each unit on the map can comprise up to SIX individual characters.  So, taking
our earlier example of the unit being led by the Werewolf, this unit can
comprise the Werewolf that leads them, and up to FIVE other characters ... if
the leader dies, the unit will still be able to move, but will do so at a MUCH
slower rate, and the unit's icon on the map will change.  It will still be the
Werewolf, but you will see that the leader has died because a little skull
shield will be displayed at the foot of the icon.  This allows you at a glance
to see units which have had their leaders slain.

Provided at least ONE character in the unit is still alive, it is possible to
heal and/or resurrect those characters in the unit which have died.  You can
either do this via magic, CHEATING (tut tut), at any of your Cities (provided
you have constructed a Temple in your Capital City), or using potions.

Your Capital City represents your seat of Power on the level.  Keep in mind,
however, that unlike many OTHER turn-based strategy games where there is a REAL
risk of losing your Capital, and thus losing the level, in Disciples 2 each
player's Capital City is occupied by (not only a maximum of 11 "normal" troops
but also)an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE
purpose is to protect the Capital.

Sounds like you might still be vulnerable ?  In all practical reality you won't
be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you
will ever lose your Capital ;)

You will ALSO find shops on the world map ... there are several merchants in
the game who have set up shop on the various levels, and with whom you can
trade ... even if you can see no use for something you have picked up on a
level, you can always sell it at a shop to gain extra gold ;)

The currencies of the game are six-fold.  You have gold (obviously), which
you use to buy upgrades for your cities, to recruit new troops, to bribe the
other players, and so on.

Then there are the five types of mana.  There is Death Mana, Runestone Mana,
Life Mana, Infernal Mana and Grove Mana (a new introduction for this Expansion
Pack).

Both gold AND mana are generated at resources on the map, and these resources
can be bled off to give (effectively) unlimited resources to your race - I say
*effectively* unlimited as, whilst there is only a certain amount of each type
of energy that will be generated by each resource per turn, the supply from
which this is drawn is infinite - i.e. you will never deplete a gold or mana
resource on the map (which is KEWL !!)

One last thing.

When you look at the map you will be able to see the terrain that belongs to
your race by looking at the ground.  Each turn, your race's terrain expands
from every city in every direction, and whenever it touches an unclaimed
resource, it seizes it for your race.

Since it would take an eternity to gain control over the ENTIRE map this way,
the game designers have very kindly provided each race with one type of unit
that can be recruited who's sole purposes is to "plant rods".  Planting a rod
is a very simple process which allows you to stake a claim to a very small
parcel of land which is not already yours.

... I hope that makes sense ... I'll try to explain ...

Say this is the world, and you own the left-hand side of it. :-

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 ¦                                   ¦                                       ¦
 ¦                                   ¦                                       ¦
 ¦                                   ¦                                       ¦
 ¦                                   ¦                                       ¦
 ¦                                   ¦                                       ¦
 ¦    YOUR                           ¦            MY                         ¦
 ¦                                   ¦                                       ¦
 ¦           LAND                    ¦                    LAND               ¦
 ¦                                   ¦                                       ¦
 ¦                                   ¦                                       ¦
 ¦                                   ¦                        ¦======¦       ¦
 ¦                                   ¦                        ¦ GOLD ¦       ¦
 ¦                                   ¦                        ¦======¦       ¦
 ¦                                   ¦                                       ¦
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you want to take control over the GOLD resource I have labelled in MY land,
you would either have to expand your terrain on a turn by turn basis until the
Gold Resource was yours, OR you could send your "rod-planter" (the name for
the character varies with each race) TO the Gold Resource, and then stake it.

If you plant a rod at the Gold Resource, and thereby stake it as being yours,
the terrain around the resource changes to become yours.

Rods CAN, however, be destroyed by other rod-planters, and this dispute over
resources forms a VERY important part of the game, naturally ...

... right !  I've bored you with that - now we can go onwards to the combat
aspect of the game !!


=================================== COMBAT ===================================

As I stated in the previous section, combat occurs when one of your units
enters a square on the map that is adjacent to a non-friendly unit (or,
conversely, when a non-friendly unit enters a square that is adjacent to one
of YOUR troops).

When this happens, the action switches to a 3-dimensional view of the square
in question, and combat takes place.

Combat in Disciples 2 is a VERY very simple affair.  The unit that is
attacking is highlighted at its feet in yellow, and the units you are
presently opting to attack is highlighted at its feet in red ... just point
the mouse at the unit you want to attack (or help, depending on your race),
and click !

HOW EASY IS THAT BY THE WAY !?!?!

Combat is, however, not as DULL as that sounds.

You recall I mentioned earlier that a unit can comprise a maximum of SIX
characters ??  Well, each unit is broken up into two RANKS as well.

THIS IS VITALLY IMPORTANT.

Combat basically looks like this :-

              YOUR UNITS                                    THEIR UNITS

 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 ¦                  ¦                   ¦                   ¦                  ¦
 ¦    BACK ROW      ¦   FRONT ROW       ¦   FRONT ROW       ¦     BACK ROW     ¦
 ¦                  ¦                   ¦                   ¦                  ¦
 ¦        1         ¦        1          ¦        1          ¦         1        ¦
 ¦                  ¦                   ¦                   ¦                  ¦
 ==============================================================================
 ¦                  ¦                   ¦                   ¦                  ¦
 ¦    BACK ROW      ¦   FRONT ROW       ¦   FRONT ROW       ¦     BACK ROW     ¦
 ¦                  ¦                   ¦                   ¦                  ¦
 ¦        2         ¦        2          ¦        2          ¦         2        ¦
 ¦                  ¦                   ¦                   ¦                  ¦
 ==============================================================================
 ¦                  ¦                   ¦                   ¦                  ¦
 ¦    BACK ROW      ¦   FRONT ROW       ¦   FRONT ROW       ¦     BACK ROW     ¦
 ¦                  ¦                   ¦                   ¦                  ¦
 ¦        3         ¦        3          ¦        3          ¦         3        ¦
 ¦                  ¦                   ¦                   ¦                  ¦
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

... geez ... I hope I haven't made that look more complicated than it needed
to be.

BASICALLY your six units are on the left, and THEIR six units are on the right.
Melee units should be placed in the FRONT row, as they can only attack adjacent
units ... spellcasters, who are generally weaker, should be placed in the BACK
row, as they can attack at range ...

... hope that makes sense :">

You will see from the Stats section that each character has its own method of
attacking.

With VERY rare exceptions, each character only has ONE way of attacking, so it
really is just a very simple point-and-click routine ... but the variety comes
in the sheer NUMBER of different creatures you can command and control, and
the fun-factor and beauty of their attack animations :">

The order in which characters attack in the combat screen is determined by
their initiative roll - each character has an initiative modifier, which
swings initiative in their favour, but there are occasional upsets - as in,
where a character with a higher initiative is pipped to the post by a
character with a lower initiative ...

There are a number of different combat OPTIONS ... these include allowing the
Computer to take over combat for you (although certainly on the easier
difficulties it doesn't always attack the units you probably would).

There is also the option to end combat immediately (i.e. automatically resolve
who wins and who loses) - good for those "AAAAAAAAAAARGH I can't be @rsed to
fight you - let's just see who WINS" moments (which you WILL have).

Further options include retreat, where you really wanna get out with your life
(but all attacking units get a free hit on units that are running away, so if
you DO run you'd better do it en masse), and Defend - an instruction to a
particular character to brace itself for an incoming attack.

The variety of options on the combat screen, coupled with the variety of units
and attacks they have IN TOTAL, makes for a lot of strategy in the combat
screen AS YOU WILL SEE ;)

Combat ends when either all six characters in your opponents unit are dead or
have fled.

... there ... we've pretty much exhausted that section ... ONWARD !! =D

============================== CITY MANAGEMENT ===============================

This is VITAL to your success in Disciples 2: Rise of the Elves.

Basically, when a creature levels up, it GENERALLY (although not always)
changes its appearance to become tougher ... harder ... MORE kick@ss ...

What your creature becomes when it levels up will depend on the buildings you
have erected in your Capital City.

For example, your bog-standard melee fighter is the Centaur Lancer character.
In your Capital you can build one of two different buildings that will alter
the Centaur Lancer's Upgrade Route.  If you construct the Centaur Hollow, your
Centaur Lancer will become a Centaur Strider when he levels up ... if you
choose instead to construct the Centaur Stables, your Centaur Lancer will
become a Centaur Charger.

Both routes are mutually exclusive - this means that you cannot allow some of
your Centaur Lancers to become Centaur Striders, and some to become Centaur
Chargers - it's all or nothing ...

Fortunately, however, once you have completed a level, all the buildings in
your Capital City are wiped out, so on the start of the NEXT level you can
change the upgrade paths and, consequently, your units, should you wish.

Certain buildings do not affect the upgrade path of units ... these are the
Mage Tower (which is necessary in order for you to research spells), the
Thieves' Guild (which is required before you can recruit thieves, who can spy
on enemy players to reveal the characters garrisoned in Cities, etc.), and the
Temple (which you need before you can heal and/or resurrect creatures).

You can also conduct spell research in your capital, provided you have enough
mana to learn the spell in question, and it is picked from your list of
available spells.

PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER
TURN.

You will also take over other cities, naturally ... these cities are NOT your
capital, however, and whilst the majority of the rules apply, there are
certain changes.  FOR EXAMPLE, you cannot build buildings in your other cities
- this is because you only NEED one set, and for ease of administration those
are all located in the Capital.  For example, once a Temple has been built in
your Capital, you can heal and resurrect characters in ALL your cities.

Each NON-CAPITAL city can "grow" as well ... there are five levels of growth,
and these affect the number of characters that can be housed in a city, the
rate at which your terrain sprouts forth from the city, the speed with which
characters that are in the city recover their Hit Points, and so on.

Each city can only grow ONCE per turn.

Finally, each city can house troops and hold items.  On the party screen, you
will see two units of troops.  On the left is a list of troops that are just
healing, etc., in the city.

To the right is a list of the troops which are garrisoned in the city ...

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                               SECTION THREE                                ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

THE ELVES

For those of you that are familiar with the "plot" (as complex as it is) of
the Disciples 2 titles, I will first point out that (to MY mind at least), the
Rise of the Elves Saga is set just AFTER the Servants of the Dark Expansion
Pack ... keeping that in mind ...

THE ELVES, after having waited SO long and SO patiently for the return of their
God Gallean, are TOTALLY devastated when Mortis catches up with him ... for
those of you that AREN'T up to speed, here's the scoop.  Basically there were
FIVE Gods that oversaw events on Nevendaar ... the Highfather (God of the
Empire), Bethrezen (God of the Legions of the Damned), Wotan (God of the
Mountain Clans), Gallean (God of the Elves) and Solonielle (Goddess of the
Merfolk).

Tempers gradually started to flare, as they do, and events precipitated which
saw Wotan and Gallean get into a scrap.  Wotan tore Gallean's heart out and
threw his body into the Sun, and his beloved (Solonielle) tore off like a bat
outta hell to stop it before it got there.

She managed to salvage what she could of him, but she became to badly hurt and
so hideously scarred by the sheer FEROCITY of the Sun's rays, that she returned
to Nevendaar as the Goddess Mortis - Goddess of Death.

Mortis' ENTIRE Disciples 2: Dark Prophesy Saga was dedicated to resurrecting
Gallean, her long lost love, in the hopes that they might finally be re-united.

UNFORTUNATELY for our mate Mortis, when Gallean WAS reborn ?  He took one look
at what she had become, and what she had DONE to resurrect him, and SPURNED
her.

Mortis then pursued Gallean seeking revenge during the Disciples 2: Servants
of the Dark Campaign, and got her bitter-sweet revenge by torturing and
slaying (and then 'resurrecting') Gallean's child Lachla'an.

Gallean, so SHOCKED by this turn of events (and having JUST returned to his
Elven children) descends into madness ... effectively leaving the Elves (to the
untrained eye at least) and becoming a recluse.

Gallean DOESN'T in fact leave the Elves - he just becomes somewhat harder to
hear.  Only those with the ability to hear him can commune with him now, and
one such character falls in with your Elven heroes very soon in your Saga ...

... the Oracle Millu ...

... so the Elven Saga sees you and your Elven Brethren trying to understand
just what it is that their God wants of them, and do it ...

As an army, the Elves are quite well balanced.  They have some GREAT ranged
units, as you would expect, and have their own range of healer-units, similar
to the Empire (save the Elven ones bestow wards as well).

There are, of course, other "mini" races in the game, but you cannot play as
these ... they include the Marshdwellers, the Greenskins, the Barbarian
Tribes and the Occultists.  They help add variety and spice to the game,
and to generally keep it interesting =)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                SECTION FOUR                                ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

TACT & DIPLOMACY

Although not of PARAMOUNT importance - at least not on the easier difficulty
settings, is the notion of tact and diplomacy.  You play against other races
... those races have rulers ... those rulers can be spoken to, and negotiated
with ...

The Disciples 2 Diplomacy interface is kinda limited ... but it's very much a
secondary aspect of the game anyway, so it doesn't really DETRACT from it or
anything ... basically you have options for Diplomacy ... you can offer gold
to another player, you can offer to sell them a magic spell, you can propose
an alliance with them, or you can even break an existing alliance with them
and go to war with them ...

You will find that, as you attack another player's enemies, your popularity
with that player will naturally increase and, over time, the other players may
well offer to ally with you.

Alliances are NOT set in stone, however, so always make sure to watch your
back at all times ;)

When you are allied with another race you cannot attack their troops or
cities, or steal their resources unless the treaty is broken ... the treaty
can be broken at any time, but whilst it is in place, you too can feel
reasonably safe from attacks by that race ...

Similarly, you will find that your allies will, from time to time, attempt to
sell YOU spells and other niceities, and they will frown upon you if you do
not take them ... even though 99.9% of the time they inflate the price ;)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                SECTION FIVE                                ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

TYPES OF ITEMS

There are LOADS of different types of items that you can pick up ... these
include :-

POTIONS                  Only good once, and can only affect one character for
                         one turn.
SCROLLS                  Can only be used once, and only by a Magic User, but
                         any spell can wind up being picked up as a scroll, so
                         they are QUITE useful ;)
ORBS                     Only useable in combat, and only by a magic user - can
                         only be used once and then they disappear.
TALISMANS                Can be used several times before they wear out, but
                         only once per combat session, and only in combat.
STAFFS                   Can be used like spells, and do not wear out ... no
                         use in combat, however.
ARTIFACTS                Can be equipped by leaders (if they have the
                         corresponding skill), and can bolster their power or
                         give them new powers - VERY USEFUL !!
BANNERS                  Only one can be carried by your leader at a time (and
                         even then only if your leader has the corresponding
                         skill), but with effects like "Increase the damage of
                         all characters in your unit by 20%" they are NOT to
                         be sneezed at.
TOMES                    With VERY rare exception, tomes are exclusively used
                         as wards.  You can only use one at a time but, whilst
                         holding it, you are warded against that type of attack
                         - e.g. Tome of Air = Air Ward
TRAVEL ITEMS             Boots, basically ... they augment your movement points
                         and/or skills - e.g.  Boots of the Elements mean that
                         you suffer no movement penalty whilst travelling over
                         water - WHICH IS GREAT !! =D

                        (I am sure there are more, but you can take these as a
                         smattering)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                 SECTION SIX                                 ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

     ============ =============        ==        ============ ============
     ¦          ¦ ¦           ¦       ¦  ¦       ¦          ¦ ¦          ¦
     ¦    ======= ¦           ¦       ¦  ¦       ¦          ¦ ¦    =======
     ¦    ¦       ====     ====      ¦    ¦      ====    ==== ¦    ¦
     ¦    =======     ¦   ¦          ¦    ¦          ¦   ¦    ¦    =======
     ¦          ¦     ¦   ¦         ¦      ¦         ¦   ¦    ¦          ¦
     =======    ¦     ¦   ¦        ¦   ==   ¦        ¦   ¦    =======    ¦
           ¦    ¦     ¦   ¦        ¦   ¦¦   ¦        ¦   ¦          ¦    ¦
     =======    ¦     ¦   ¦       ¦   ¦  ¦   ¦       ¦   ¦    =======    ¦
     ¦          ¦     ¦   ¦       ¦   ¦  ¦   ¦       ¦   ¦    ¦          ¦
     ============     =====       ====    ====       =====    ============

==============================================================================
¦ The aim of this part is to provide you with the stats for as many races    ¦
¦ (hopefully all of them) as I could fine, and to present these stats in a   ¦
¦ clear and readable format.  Obviously in order to make it readable, space  ¦
¦ is very important, and I have therefore had to abbreviate in certain areas ¦
¦ For your ease of reference, I have reproduced a key below, which I hope    ¦
¦ will make sense - it's pretty obvious ;)               - Mister Sinister   ¦
==============================================================================


KEY :-

In the event that I haven't had enough space to put a FULL text explanation of
what something means, I have abbreviated.  Here is a list of the abbreviations
I have used throughout this document :-


          % HIT    =  Percentage Chance to Hit
          A        =  Air
          ADJ      =  Adjacent only
          Ai       =  Air
          AR       =  Armour Rating
          ATT      =  Attacks (methods of attacking)
          Br       =  Breath (usually of Dragon's)
          Brth     =  Breath (usually of Dragon's)
          CHIEFTN  =  Chieftain [Barbarian Chieftn = Barbarian Chieftain]
          Cur      =  Cure
          D        =  Death
          DAM      =  Damage inflicted
          De       =  Death
          De.      =  Death (usually "Death Touch")
          Dm       =  Damage
          Drn      =  Drain
          E        =  Earth
          Ea       =  Earth
          Elem     =  Elemental
          F        =  Fire
          Fi       =  Fire
          Frstbt   =  Frostbite
          HP       =  Hit Points
          IMM      =  Immunities
          In-B     =  Infernal Blade
          INIT     =  Initiative
          Li       =  Life
          Low      =  Lower [Low Init = Lower Initiative]
          Lvl      =  Level
          Lwr      =  Lower [Lwr Dam  = Lower Damage]
          M        =  Mind
          Mi       =  Mind
          Overflw  =  Overflow (as in, Drain Life Overflow) ;)
          P'lyse   =  Paralyse
          Para     =  Paralyse
          Pet      =  Petrify
          Po       =  Poison
          Poi      =  Poison
          REA      =  Reach
          Shr      =  Shower (as in, Ice Shower) ;)
          Sp       =  Swipe, when used with Tree - i.e. Tree Sp = Tree Swipe
          SRC      =  Source of the Attack(s)
          Swd      =  Sword
          TAR      =  Targets
          Tch      =  Touch (e.g. De. Tch = Death's Touch)
          Un.      =  Undead [usually "Undead Blade" (Un.Blade)]
          W        =  Water
          Wa       =  Water
          Wat      =  Water
          War      =  Ward
          WARD     =  Warded Against
          We       =  Weapon

Nb - if an attack type is listed in brackets it means the unit has TWO of this
attack

==============================================================================

              ======== ===      === ========  === ========  ========
              ¦      ¦ ¦      /  ¦ ¦       ¦ ¦ ¦ ¦       ¦ ¦      ¦
              ¦   ===  ¦     /   ¦ ¦       ¦ ¦ ¦ ¦       ¦ ¦   ===
              ¦   ¦    ¦    /    ¦ ¦       ¦ ¦ ¦ ¦       ¦ ¦   ¦
              ¦   ==   ¦          ¦ ¦  =====  ¦ ¦ ¦  =====  ¦   ==
              ¦     ¦  ¦          ¦ ¦ /       ¦ ¦ ¦        ¦     ¦
              ¦   ==   ¦  ¦  /¦  ¦ ¦ ¦       ¦ ¦ ¦        ¦   ==
              ¦   ¦    ¦  ¦ / ¦  ¦ ¦ ¦       ¦ ¦ ¦        ¦   ¦
              ¦   ===  ¦  ¦    ¦  ¦ ¦ ¦       ¦ ¦ ¦  ¦    ¦   ===
              ¦      ¦ ¦  ¦    ¦  ¦ ¦ ¦       ¦ ¦ ¦  ¦    ¦      ¦
              ======== ===     ===  ===       === ===   === ========

==============================================================================

                             THE UNITS OF THE EMPIRE

                        LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

MYZRAEL      900 50+40 -    -    Holy Wrath       95  250   Life  90  Any  6
PEGASUS
   KNIGHT    150  0   -     -    Long Sword       80   50   Wea   50  Adj  1
RANGER        90  0   -     -    Falcon Arrow     80   40   Wea   60  Any  1
ARCHMAGE      65  0   -     -    Lightning        80   30   Air   40  Any  6
ARCHANGEL    100  0   -     -    Healing         100   40   Life  10  Any  1
THIEF        100  0   -     -    Daggers          80   30   Wea   60  Adj  1

                           SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ACOLYTE       50  0   -     -    Heal            100   20   Life  10  Any  1
ANGEL        225  0   -     -    Holy Lance       80  125   Wea   50  Adj  1
APPRENTICE    35  0   -     -    Lightning        80   15   Air   40  Any  6
ARCHER        45  0   -     -    Arrow            80   25   Wea   60  Any  1
CLERIC        75  0   -     -    Healing         100   20   Life  10  Any  6
DEFENDER
    OF FAITH 225 30   -     -    Sword            80  125   Wea   70  Adj  1
ELEMENTALIST  95  0   -     Air  Summon          100    0   Air   40  Any  1
GRAND
 INQUISITOR  210  0  Mind   Fire Holy Mace        80  100   Wea   50  Adj  1
HIEROPHANT   125  0   -     -    Heal/Revive  100/100 120   Li/Li 10  Any  1
HOLY AVENGER 250  0   -     -    2 x Long Sword   80   75   Wea   50  Adj  1
IMPERIAL
    ASSASSIN 135  0   -     -    Dagger/Poison  85/75  60   We/De 60  Any  1
IMPERIAL
    KNIGHT   200  0   -     -    Lance            80   75   Wea   50  Adj  1
IMPERIAL
    PRIEST   100  0   -     -    Healing         100   80   Life  10  Any  1
INQUISITOR   180  0 Mind    -    Mace             80   75   Wea   50  Adj  1
KNIGHT       150  0   -     -    Sword            80   50   Wea   50  Adj  1
MAGE          65  0   -     -    Lightning        80   30   Air   40  Any  6
MARKSMAN      90  0   -     -    Arrow            85   40   Wea   60  Any  1
MATRIARCH    100  0   -     -    Heal/Cure     100/100 40   Li/Li 10  Any  6
PALADIN      175 30   -     -    Long Sword       80  100   Wea   50  Adj  1
PRIEST        75  0   -     -    Healing         100   40   Life  10  Any  1
PROPHETESS   125  0   -     -    Heal/Cure     100/100 70   Li/Li 10  Any  6
SQUIRE       100  0   -     -    Sword            80   25   Wea   50  Adj  1
TITAN        250  0   -     -    Smash            80   60   Wea   50  Adj  1
WHITE WIZARD 125  0   -     -    Lightning        80   60   Air   40  Any  6
WITCH-HUNTER 140  0 Mind    -    Sword            80   50   Wea   50  Adj  1
WIZARD        95  0   -     -    Lightning        80   45   Air   40  Any  6

==============================================================================

           ===    === ======== ========  =======    ======== ========
           ¦ ¦    ¦ ¦ ¦      ¦ ¦       ¦ ¦       ¦   ¦      ¦ ¦       ¦
           ¦ ¦    ¦ ¦ ¦ ==== ¦ ¦       ¦ ¦  ¦    ¦  ¦   ===  ¦   ====
           ¦ ¦    ¦ ¦ ¦ ¦  ¦ ¦ ¦       ¦ ¦  ¦    ¦  ¦   ¦    ¦   ¦
           ¦ ====== ¦ ¦ ¦  ¦ ¦ ¦  =====  ¦  ¦  ¦   ¦ ¦   ==   ¦   ====
           ¦        ¦ ¦ ¦  ¦ ¦ ¦        ¦  ¦   ¦  ¦ ¦     ¦  ¦       ¦
           ¦ ====== ¦ ¦ ¦  ¦ ¦ ¦        ¦  ¦  ¦   ¦ ¦   ==   =====   ¦
           ¦ ¦    ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦     ¦  ¦ /   ¦  ¦   ¦         ¦  ¦
           ¦ ¦    ¦ ¦ ¦ ==== ¦ ¦ ¦     ¦  ¦/    ¦  ¦   ===  =====   ¦
           ¦ ¦    ¦ ¦ ¦      ¦ ¦ ¦     ¦       ¦   ¦      ¦ ¦       ¦
           ===    === ======== ===   === =======/    ======== ========

==============================================================================

                            THE UNITS OF THE UNDEAD HORDES

                          LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ASHGAN
DEATH KNIGHT 150  0 Death   -    Undead Blade     80   50   Wea   50  Adj  1
NOSFERAT      90  0 Death   -    Drain Life       80   10   Dea   50  Any  6
LICH QUEEN    65  0 Death   -    Fire Storm       80   30   Fire  40  Any  6
BANSHEE      100  0 Death   -    Paralyze         70    0   Mind  20  Any  1
THIEF        100  0   -     -    Daggers          80   30   Wea   60  Adj  1

                       SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ARCHLICH     170  0 Death   -    Plague           80   90   Dea   40  Any  6
DARK LORD    200  0   -  F,W,A,E Undead Blade     80   75   Wea   50  Adj  1
DEATH        125  0 Wea,De  -    Death Touch/Poi 80/50 100  De/De 60  Any  1
DEATHDRAGON  375  0 Death   -    Breath           80   55   Dea   35  Any  6
DOOMDRAKE    300  0   -     -    Breath           80   40   Dea   35  Any  6
DRACOLICH    525  0 Death   -    Pestilence Br    80   75   Dea   35  Any  6
DREADWYRM    450  0 Death   -    Plague Br/Poi   80/40 65   De/De 35  Any  6
ELDER VAMP   210  0 Death   -    Drain Li Overflw 80   60   Dea   40  Any  6
FIGHTER      120  0   -     -    Sword            80   25   Wea   50  Adj  1
GHOST         45  0 Death   -    Paralyze         65    0   Mind  20  Any  1
INITIATE      45  0   -     -    Pestilence       80   15   Dea   40  Any  6
LICH         140  0 Death   -    Plague           80   70   Dea   40  Any  6
NECROMANCER  105  0   -   Death  Pestilence       80   45   Dea   40  Any  6
PHANTOM WARR 320  0 Death   -    Un.Blade/Para   80/50 125  We,Mn 50  Adj  1
SHADE        135  0 Death   -    Paralyse         50    0   Mind  20  Any  6
SKELETON
    CHAMPION 270  0 Death   -    Long Sword       80   100  Wea   50  Adj  1
SKELETON
    WARRIOR  220  0 Death   -    Long Sword       80   75   Wea   50  Adj  1
SPECTER       90  0 Death   -    Paralyse         70    0   Mind  20  Any  1
TEMPLAR      160  0   -  F,W,A,E Lance            80   50   Wea   50  Adj  1
VAMPIRE      185  0 Death   -    Drain Life       80   50   Dea   40  Any  6
WARLOCK       75  0   -     -    Pestilence       80   30   Dea   40  Any  6
WEREWOLF     100  0 Weapon  -    Slash            80   40   Wea   50  Adj  1
WIGHT        105  0 We,De   -    De.Tch/Drn Lvl 80/80  75   De/De 50  Any  1
WRAITH        75  0 We,De   -    Pestilence       80   60   Dea   60  Any  1
WYVERN       225  0   -     -    Breath           80   25   Dea   35  Any  6
ZOMBIE       170  0 Death   -    Slash            80   50   Wea   50  Adj  1

==============================================================================

             ===      ======== ======== === ======== ======== ========
             ¦ ¦      ¦      ¦ ¦      ¦ ¦ ¦ ¦      ¦ ¦      ¦ ¦      ¦
             ¦ ¦      ¦  ===== ¦  ====  ¦ ¦ ¦ ==== ¦ ¦      ¦ ¦  ====
             ¦ ¦      ¦ ¦      ¦  ¦     ¦ ¦ ¦ ¦  ¦ ¦ ¦ ==== ¦ ¦  ¦
             ¦ ¦      ¦  ===   ¦  ¦     ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ ¦  ====
             ¦ ¦      ¦     ¦  ¦  ¦ === ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ ¦      ¦
             ¦ ¦      ¦  ===   ¦  ¦ ¦ ¦ ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ =====  ¦
             ¦ ¦      ¦ ¦      ¦  ¦ ¦ ¦ ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦     ¦  ¦
             ¦ ====== ¦  ===== ¦  === ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦  ¦ ¦ =====  ¦
             ¦      ¦ ¦      ¦ ¦      ¦ ¦ ¦ ¦      ¦ ¦ ¦  ¦ ¦ ¦      ¦
             ======== ======== ======== === ======== ===  === ========

==============================================================================

                        THE UNITS OF THE LEGIONS OF THE DAMNED

                          LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ASHKAEL
DUKE         150  0   -     -    Infernal Sword   80   50   Wea   50  Adj  1
COUNSELOR     90  0   -     -    Crossbow         80   40   Wea   60  Any  1
ARCH-DEVIL    65  0   -     -    Flame Burst      80   30   Fire  40  Any  6
BARONESS     100  0   -     -    Fear             80    0   Mind  20  Any  1
THIEF        100  0   -     -    Daggers          80   30   Wea   60  Adj  1

                             SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ANTI-PALADIN 220  0   -     -    Battle Axe       80   75   Wea   50  Adj  1
ABYSSAL
     DEMON   600  0   -     -    In-B/Pet       80/40 140   We/Mn 40  Adj  1
BEAST        420  0   -     -    Slash            80   70   Wea   20  Any  6
BERZERKER    170  0   -     -    Battle Axe       80   50   Wea   50  Adj  1
CULTIST       45  0   -     -    Fire Rain        80   15   Fire  40  Any  6
DEMON        270  0   -     -    Slash            80   80   Wea   35  Adj  1
DEMONOLOGIST 105  0   -     -    Fire Rain        80   45   Fire  40  Any  6
DEMON LORD   470  0   -     -    Axe              80  140   Wea   40  Adj  1
DEVIL        170  0   -     -    Slash            80   50   Wea   35  Adj  1
DOPPLEGANGER 120  0   -     -    Morph/Slash      80   30   Wea   80  Adj  1
FIEND        250  0   -     -    Slash/Poison   80/40  60   We/De 50  Adj  1
GARGOYLE      90 40 Poison Mind  Rock Shards      80   40   Wea   60  Any  1
HAG          115  0   -     -    Polymorph        80    0   Mind  20  Any  1
INCUBUS      135  0   -     -    Petrify          65    0   Earth 20  Any  6
INFERNAL
     KNIGHT  270  0   -     -    Infernal Sword   80  100   Wea   50  Adj  1
MARBLE
    GARGOYLE 150 60 Poison Mind  Rock Shards      80   65   Wea   60  Any  1
MODEUS       170  0   -    Fire  Fire Storm       80   75   Fire  40  Any  6
MOLOCH       370  0   -     -    Slash            80  110   Wea   35  Adj  1
ONYX
    GARGOYLE 170 65 Poison Mind  Onyx Shards      80   85   Wea   60  Any  1
OVERLORD     570  0   -     -    Infernal Blade   80  170   Wea   40  Adj  1
PANDEMONEUS  135  0   -     -    Fire Storm       80   60   Fire  40  Any  6
POSSESSED    120  0   -     -    Short Sword      80   25   Wea   50  Adj  1
SORCEROR      75  0   -     -    Fire Rain        80   30   Fire  40  Any  6
SUCCUBUS     145  0   -     -    Polymorph        40    0   Mind  20  Any  6
TIAMATH      495  0   -     -    Slash/Lwr Dam  80/80 100   We/Mn 20  Any  6
WITCH         75  0   -     -    Polymorph        80    0   Mind  20  Any  1


==============================================================================

                ======== ====         ===     ========== ========
                ¦      ¦ ¦  ¦         ¦ ¦     ¦        ¦ ¦       ¦
                ¦  ====  ¦  ¦        ¦   ¦    ¦  ===   ¦ ¦  =====
                ¦  ¦     ¦  ¦        ¦   ¦    ¦  ¦  ¦  ¦ ¦  ¦
                ¦  ¦     ¦  ¦       ¦     ¦   ¦  ¦  ¦  ¦ ¦  =====
                ¦  ¦     ¦  ¦       ¦     ¦   ¦  ¦  ¦  ¦ ¦       ¦
                ¦  ¦     ¦  ¦      ¦   ¦   ¦  ¦  ¦  ¦  ¦ ======  ¦
                ¦  ¦     ¦  ¦      ¦  ¦ ¦  ¦  ¦  ¦  ¦  ¦      ¦  ¦
                ¦  ====  ¦  ====  ¦   ¦ ¦   ¦ ¦  ¦  ¦  ¦ =====   ¦
                ¦      ¦ ¦      ¦ ¦  ¦   ¦  ¦ ¦  ¦  ¦  ¦ ¦       ¦
                ======== =======  ===     === ====  ==== ========

==============================================================================

                          THE UNITS OF THE MOUNTAIN CLANS

                         LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

VITHAR       900 50+40 -    -    Vithar's Thunder 95  250   Life  90  Any  6
KING'S GUARD 225  0   -     -    Battle Axe       80   60   Wea   40  Adj  1
ENGINEER     135  0   -     -    Crossbow         80   40   Wea   50  Any  1
LOREMASTER    95  0   -     -    Earth Fall       80   30   Earth 30  Any  6
DWARF
    CHAMPION 150  0   -     -    Axe              80   40   Wea   30  Adj  1
THIEF        150  0   -     -    Daggers          80   40   Wea   50  Adj  1

                          SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ALCHEMIST    120  0   -     -    Give Attack     100    0   Life  10  Any  1
ARCHDRUIDESS 150  0   -     -    Boost Dmg/Cur 100/100 +100 Li/Li 70  Any  1
AXE THROWER   65  0   -     -    Throwing Axe     80   25   Wea   40  Any  1
CROSSBOWMAN  110  0   -     -    Crossbow         80   40   Wea   40  Any  1
DRUIDESS     120  0   -     -    Boost Dmg/Cur 100/100 +75  Li/Li 70  Any  1
DWARF        150  0   -     -    Warhammer        80   30   Wea   40  Adj  1
DWARF KING   250 30   -   Mi,Wa  Great Mace       80  100   Wea   20  Adj  1
ELDER ONE    400  0   -     -    Lightning        80   80   Air   20  Any  6
FLAME CASTER 130  0   -   Fire   Flame Burst      80   35   Fire  40  Any  6
FORGE
    GUARDIAN 155  0   -     -    Crossbow         80   70   Wea   40  Any  1
HERMIT       250  0   -     -    Ice Shr/Lw Int 80/33  55   Wa/Wa 40  Any  6
HILL GIANT   210  0   -     -    Tree Sp          80   60   Earth 30  Adj  1
ICE GIANT    400  0  Water  -    Ice Shard        80  120   Water 30  Adj  1
MOUNTAINEER  225  0   -     -    Ice Shards       80   30   Water 40  Any  6
NOVICE        90  0   -     -    Boost Damage    100   +50  Life  70  Any  1
ROCK GIANT   310  0   -     -    Punch            80   90   Earth 30  Adj  1
RUNE MASTER  300  0   -     -    2 x Axe          80   65   Wea   40  Adj  1
SON OF YMIR  500  0  Water  -    Ice Swd/Frstbt 80/85 150   Wa/Wa 50  Adj  1
TEMPEST
      GIANT  350  0   -     -    Call Lightning   80   50   Air   20  Any  6
TENDERFOOT    60  0   -     -    Boost Damage    100   +25  Life  70  Any  1
VENERABLE
     WARRIOR 275  0   -     -    Great Axe        80  100   Wea   40  Adj  1
VETERAN      250  0   -     -    Warhammer        80   80   Wea   40  Adj  1
WARRIOR      200  0   -     -    Warhammer        80   55   Wean  40  Adj  1
WOLF LORD    225  0   -     -    Morph/Frost Brth 80   40   Water 40  Any  6
YETI         230  0   -   Water  Ice Breath       80   30   Water 40  Any  6

==============================================================================

                  ======== ===     ====  ==== ======== ========
                  ¦      ¦ ¦ ¦     ¦  ¦  ¦  ¦ ¦      ¦ ¦      ¦
                  ¦  ===== ¦ ¦     ¦   ¦¦   ¦ ¦  ===== ¦  =====
                  ¦ ¦      ¦ ¦      ¦  ¦¦  ¦  ¦ ¦      ¦  ¦
                  ¦  ===   ¦ ¦      ¦  ==  ¦  ¦  ===   ¦  =====
                  ¦     ¦  ¦ ¦      ¦      ¦  ¦     ¦  ¦      ¦
                  ¦  ===   ¦ ¦       ¦    ¦   ¦  ===   =====  ¦
                  ¦ ¦      ¦ ¦       ¦    ¦   ¦ ¦          ¦  ¦
                  ¦  ===== ¦ ======   ¦  ¦    ¦  ===== =====  ¦
                  ¦      ¦ ¦      ¦   ¦  ¦    ¦      ¦ ¦      ¦
                  ======== ========    ==     ======== ========

==============================================================================

                             THE UNITS OF THE ELVES

                       LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT DAM   SRC  INIT REA TAR

ILLUMIELLE   900 50+40 Shatter - Dragon Blade     95  250   Life  90  Any  6
FOREST LIEGE 135  0   -     -    Swords           80   50   Wea   55  Adj  1
GUARDIAN     135  0   -     -    Longbow          80   40   Wea   50  Any  1
DRYAD         55  0   -     -    Chain Lightning  80   35   Air   45  Any  6
SAGE          80  0   -     -    Summon Ent Minor 100   0   Life  40  Any  1
THIEF         90  0   -     -    Daggers          80   30   Wea   65  Adj  1

                     SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT DAM   SRC  INIT REA TAR

Adept         35  0   -     -    Shock            80   15   Air   45  Any  6
Archon        85  0   -     -    Tempest          80   50   Air   45  Any  6
Bandit       115  0   -     -    (2x) Arrows      80   30   Wea   60  Any  1
Brigand      155  0   -     -    (2x) Arrows      80   55   Wea   60  Any  1
Centaur
     Charger 175 20   -     -    Lance            80   50   Wea   40  Adj  1
Centaur
     Lancer  150  0   -     -    Lance            80   30   Wea   40  Adj  1
Centaur
     Savage  210  0   -     -    Club/Crit. Hit   80  100   Wea   35  Adj  1
Centaur
     Strider 175  0   -     -    Poleaxe          80   65   Wea   40  Adj  1
Channeler     60  0   -     -    Lightning Blast  80   30   Air   45  Any  6
Firedancer   115  0   -     -    Bestow Fire War 100   50   Life  10  Any  6
                                 Heal            100   50   Life  10  Any  6
Griffin      200  0   -     -    Claws            80   65   Wea   50  Adj  1
Grovemaiden   85  0   -     -    Bestow Elem War 100   50   Life  10  Any  1
                                 Heal            100   50   Life  10  Any  1
Hunter        85  0   -     -    Arrows           80   45   Wea   60  Any  1
Marauder     170  0   -     -    (2x) Arrows      80   70   Wea   60  Any  1
Oracle        60  0   -     -    Heal            100   40   Life  10  Any  1
Scout         45  0   -     -    Arrows           80   30   Wea   65  Any  1
Sentry       120  0   -     Wa   Ice Arrow        85   55   Wa    70  Any  1
                                 Frostbite        70   20   Wa    70  Any  1
Skylord      300  0   -     -    Bite             80  100   Wea   50  Adj  1
Spiritess     45  0   -     -    Heal            100   25   Life  10  Any  1
Stinger      125  0   -     -    Arrows/Poison  80/90 65/15 We/De 60  Any  1
Sylph         95  0   -     -    Bestow Wat War  100   55   Life  10  Any  6
                                 Heal            100   55   Life  10  Any  6
Theurgist     95  0   -     -    Lightning Storm  80   40   Air   45  Any  6
                                 Shatter          80   40   Air   45  Any  6
Warden       120  0   -     Fi   Flame Arrow      85   60   Fire  70  Any  1
                                 Blister          70   15   Fire  70  Any  1
Watchman      75  0   -     -    Lightning Bolt   85   40   Air   65  Any  1

==============================================================================


         ======== ======== ===  === ======== ========   ====   ===
         ¦      ¦ ¦      ¦ ¦ ¦  ¦ ¦ ¦      ¦ ¦      ¦   ¦  ¦   ¦  ¦
         ¦      ¦ ¦  ====  ¦ ¦  ¦ ¦ ¦      ¦ ¦      ¦   ¦  ¦   ¦  ¦
         ¦ ==== ¦ ¦  ¦     ¦ ¦  ¦ ¦ ===  === ¦      ¦  ¦    ¦  ¦  ¦
         ¦ ¦  ¦ ¦ ¦  ==    ¦ ¦  ¦ ¦   ¦  ¦   ¦  ====   ¦    ¦  ¦  ¦
         ¦ ¦  ¦ ¦ ¦   ¦    ¦ ¦  ¦ ¦   ¦  ¦   ¦        ¦    ¦  ¦  ¦
         ¦ ¦  ¦ ¦ ¦  ==    ¦ ¦  ¦ ¦   ¦  ¦   ¦       ¦      ¦ ¦  ¦
         ¦ ¦  ¦ ¦ ¦  ¦     ¦ ¦  ¦ ¦   ¦  ¦   ¦       ¦ ==== ¦ ¦  ¦
         ¦ ¦  ¦ ¦ ¦  ====  ¦ ==== ¦   ¦  ¦   ¦ ¦    ¦ ¦  ¦ ¦ ¦  =====
         ¦ ¦  ¦ ¦ ¦      ¦ ¦      ¦   ¦  ¦   ¦ ¦    ¦ ¦  ¦ ¦ ¦      ¦
         ===  === ======== ========   ====   ===  === ===  === ========

==============================================================================

                                 THE NEUTRAL UNITS

                         LEADER UNITS (Party Leaders, etc.)

[PLEASE NOTE THAT THIS CATEGORY INCLUDES ALL SUMMONED CREATURES, THE MARSH
DWELLERS, ETC.]

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

AIR ELEMENTL 100  0  Air    -    Slash            80    30  Air   40  Any  1
BARBARIAN
     CHIEFTN 275  0   -     -    Great Claws      80   100  Wea   40  Adj  1
BARBARIAN
     WARRIOR 250  0   -     -    Axe              80    80  Wea   40  Adj  1
BLACK DRAGON 800  0  Death  -    Acid Breath      75    125 Death 40  Any  6
BLUE DRAGON  700  0  Water  -    Steam Breath     75    100 Water 40  Any  6
BROWN BEAR   270  0   -     -    Claw             80    60  Wea   65  Adj  1
CENTAUR      140  0   -     -    Arrow            80    40  Wea   60  Any  1
CENTAUR
   LANCER    225  0   -     -    Lance            84    89  Wea   55  Adj  1
ELF LORD     195  0   -    Air   Lightning        80    50  Air   50  Any  6
ELF RANGER    45  0   -     -    Arrow            80    25  Wea   65  Any  1
FAT IMP      100  0   -     -    Slash            70    30  Wea   50  Adj  1
FOREST ELF   100  0   -     -    Spear            80    40  Wea   65  Adj  1
GIANT BLACK
      SPIDER 370  0   -     -    Pincer/Paralyse 80/90 120  We/De 35  Adj  1
GIANT SPIDER 420  0   -     -    Pincer/Paralyse 80/80 130  We/Mi 35  Adj  1
GOBLIN        50  0   -     -    Spear            80    15  Wea   30  Adj  1
GOBLIN ARCHER 40  0   -     -    Arrow            80    15  Wea   50  Any  1
GOLEM        150 50  Ea,Po  -    Earthquake       80    70  Earth 70  Any  6
GREEN DRAGON 600  0  Fire   -    Fire Breath      75    60  Fire  40  Any  6
IMP           50  0   -     -    Tail Whip        80    20  Wea   30  Adj  1
KRAKEN       350  0   -     -    Tentacle         80   120  Wea   40  Adj  1
LIVING
     ARMOUR  175  0  Mi,Po  -    Great Sword      80    65  Wea   55  Adj  1
LIZARD MAN   200  0   -     -    Swords           80    75  Wea   50  Adj  1
MAN AT ARMS   95  0   -     -    Axe              80    25  Wea   50  Adj  1
MASTER THUG  110  0   -     -    Shrt Sw/P'lyse 80/80   35  We/De 75  Adj  1
MEDUSA       115  0   -     -    Petrify          60     0  Earth 20  Any  6
MERMAID       75  0   -     -    Maelstrm,P'lyse 60/50  20  Wa/Mi 20  Any  6
MERMAN       140  0   -     -    Trident          80    40  Wea   50  Adj  1
OCCULTIST     75  0   -     -    Summon           100    0  Death 40  Any  1
OGRE         300  0   -     -    Giant Club       80   130  Wea   20  Adj  1
ORACLE ELF   125  0   -    Air   Healing          100   60  Life  10  Any  6
ORC          200  0   -     -    Axe              80    55  Wea   40  Adj  1
ORC CHAMPION 220 20   -     -    Flail            80    80  Wea   40  Adj  1
ORC KING     295 30   -     -    Mace             80   115  Wea   55  Adj  1
PEASANT       40  0   -     -    Pitchfork        75    15  Wea   30  Adj  1
POLAR BEAR   300  0   -   Water  Claw             80    80  Wea   70  Adj  1
PRIMITIVE
     GIANT   310  0   -     -    Giant Mace       80   100  Wea   30  Adj  1
RED DRAGON   800  0  Fire   -    Fire Breath      75   125  Fire  40  Any  6
SEA SERPENT  400  0   -     -    Bite             80   125  Wea   70  Adj  1
SKELETON     100  0  Death  -    Bone             80    40  Wea   60  Adj  1
SPEARMAN     140  0   -     -    Spear            80    50  Wea   50  Adj  1
SPIRIT WOLF  200  0   -     -    Spirit Howl      90    50  Air   40  Any  6
THUG          65  0   -     -    Daggers          80    25  Wea   65  Adj  1
TROLL        350  0   -     -    Slash            80   120  Wea   40  Adj  1
VALKYRIE     250  0   -     -    Ice Storm        80    55  Water 60  Any  6
WHITE DRAGON 700  0  Air    -    Vapor Breath     75   100  Air   40  Any  6
WOLF         180  0   -     -    Bite             80    55  Wea   50  Adj  1

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              ========== ===  === ===== ======= ======== ========

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                                  UNIQUE UNITS

                 HP  AR   IMM  WARD   ATT         % HIT  DAM  SRC  INIT REA TAR

Absenn          100  0    Dea    -   Choking Fog    80    40  Air   40  Any  6
Bleag           310  0     -     -   Punch          80    90  Ea    30  Adj  1
Dargermiel      180  0    Dea    -   Cleavers       80   105  Wea   40  Adj  1
Darog           135  0     -     -   Crossbow       80    40  Wea   50  Any  1
De'elkil        100  0     -     -   Spear          80    40  Wea   65  Adj  1
Empire
 Fleet Tender   225 30     -     -   Sword          80   125  Wea   70  Adj  1
Gaud            840  0     -     -   Lightning      89   112  Air   20  Any  6
Geintel         337  10    -     -   Pole axe       89   128  Wea   44  Adj  1
Gelliwyn         80  0     -  MDFWAE Smn Minor Ent 100     0  Life  40  Any  1
Golben          255  0     -     -   Battle Axe     82    80  Wea   40  Adj  1
Gradrei         310  0     -     -   Punch          80    90  Ea    30  Adj  1
Gramel          165  0     -     -   Earth Fall     87    65  Ea    30  Any  6
Grizzlespit     205  0     -     -   Crossbow       87    75  Wea   50  Adj  1
Gumtik         1100  0    Mind Fi,Ea Catapult       80   110  Wea   40  Any  6
   Bledwater I                       Blister        50    15  Fire  40  Any  6
Gumtik         1584 20    Mind  FAE  Catapult       80   176  Wea   40  Any  6
   Bledwater II                      Blister        50    15  Fire  40  Any  6
Haegr           225  0     -     -   Battle Axe     80    60  Wea   40  Adj  1
Hoarfang        910  0    Air    -   Vapor Breath   78   130  Air   40  Any  6
Menelles         80  0     -  MDFWAE Smn Minor Ent 100     0  Life  40  Any  1
Millu            60  0     -     -   Heal          100    40  Life  10  Any  1
Murgres         414  0   Mi, De  -   Cleavers       89   252  Wea   40  Adj  1
Orummell        195  0     -    Air  Lightning      80    50  Air   50  Any  6
Sir Allemon    1152 40    Mind DFWAE Blessed Sword  80   300  Wea   60  Adj  1
                                     Shatter        50     0  Wea   60  Adj  1
Taironn Gull   1152 10    Fire   -   Fire Breath    75   125  Fire  40  Any  6
Thuume          100  0     -     -   Lightning      80    60  Air   40  Any  6
Vey             100  0    Dea    -   Choking Fog    80    40  Air   40  Any  6
Wells           110  0     -     -   Falcon Arrow   82    50  Wea   60  Any  1
Yataa'Halli     103 20     -     -   Runic Axe      80    80  Wea   40  Adj  1

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¦                               SECTION SEVEN                                ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

RULERS AND LEADERS

The first decision you really have to make insofar as your RULER is concerned
is whether he (or she) is going to be a Fighter/Magic User/Thief ... this is
your RULER we are talking about - i.e. you.

If you choose to make your Ruler a FIGHTER, your units will heal a percentage
of their Hit Points at the end of each turn ... that's ... ALL your units ...
so that's quite a natty power.  To counter this, there is an upper limit on
the level of spells you can research and cast.

If you choose to make your Ruler a MAGE LORD, your Capital City will
automatically have the Magic Tower constructed at the beginning of each level,
you will be able to research all spells at HALF their original cost, AND you
can (provided you have the mana) cast each spell TWICE per turn ... MAGE LORDS
ROCK MAN !! =D

If you choose to make your Ruler a GUILDMASTER (aka Thief), your Capital City
will automatically have the Thieves' Guild constructed at the beginning of
each level, you will be able to make your cities grow at half the normal cost,
and your thieves will have LOADS more options available to them than the
thieves of a Fighter or Mage Lord.  Options like changing the orders of your
opponents, so as to confuse them ... things like that :">

If you click on the portrait for your Ruler, you can change your Ruler's face
if you like.

From this screen you also pick the difficulty setting (and, if you are playing
in a Quest rather than a Saga, you can also import a previously exported hero
to assist you should you wish).

ALSO bear in mind that you can only take ONE leader with you to the next level,
so I would *STRONGLY* suggest that you focus on building on just ONE leader ...
just use the others as cannon-fodder and scouts basically ;)

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¦                               SECTION EIGHT                                ¦
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COMMENTS ON UNITS AND SUGGESTED UPGRADE ROUTES

A VERY brief section with my comments on units I really like and which upgrade
paths I choose whilst I am playing :-

[NOTE:  Where I say "hit for six" I mean hit all the units in your opponent's
team at once]

==============================================================================

THE ELVES

F I G H T E R   U N I T S

UPGRADE ROUTE

Centaur Stables
Centaur Charger

Centaur Chargers I LOVE simply because :- a) they have armour, b) they LOOK so
mean, and c) they level up SOOOOOOOOOOOO quickly ;)

M A G E   U N I T S

Cupola      --> Elementarium
Channeler   --> Theurgist

I really like the Theurgist ... those speedy little balls he CHUCKS at his
opponents are BOSS, PLUS he has the SHATTER ability, which is KICK@SS !! :) :)

R A N G E   A T T A C K   U N I T S

Skinner's Hutch --> Hovel  --> Hideout --> Harborage
Hunter          --> Bandit --> Brigand --> Marauder

THIS route I like because the later units can shoot two arrows per combat round.
They can target units individually, thus helping you to even the odds, so-to-
speak ;)

S U P P O R T   U N I T S

Spriggan's Circle --> Thicket     --> Gallean's Altar
Oracle            --> Grovemaiden --> Sylph

This was GENUINELY a tough call ... a total toss-up between the Firedancer,
who has a REALLY purdee animation, and the Sylph, who wins out simply because
a) you fight more AIR attacking units than FIRE attacking units in this game in
my humble opinion, and b) SHE HAS BLUE SKIN JUST LIKE THAT CHICK FROM STAR WARS!

Lol.

MY BEST UNDEAD HORDES UNIT COMPRISES :-

                  Dryad, Theurgist, Marauder, 3 Centaur Chargers


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¦                                SECTION NINE                                ¦
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TIPS AND TRICKS

Here are a couple of tricks that I have picked up ... I don't feel the need to
give credit to anybody for these, as I honestly came up with them myself !!  It
MAY be that they are printed elsewhere - I really don't know ... (God how
bolschy eh !!)

HEAL YOUR TROOPS

     If you are playing as the Empire, and you have destroyed all but one unit
     in your opponent's army ... IF that unit does less damage when it attacks
     than your healer would do when he/she heals, then have all your units
     EXCEPT the healer defend, and tend to their wounds during combat ... then
     slay the remaining unit when all your characters are back to 100%
     health !!  This trick works ESPECIALLY well if you are using a six-hit-
     healer ;)

MAKE THE COMPUTER FLUFF UP ITS CHANCE OF HITTING YOU ?

     Whilst I have been reasonably criticised for mentioning this before, I
     HONESTLY believe that, if you click the mouse at a certain point during
     the computer opponent's attacking animation, you can increase their
     chances of missing you.  I might be talking UTTER cack, but I'll settle
     for that ... if I'm onto something it would be remiss of me not to mention
     it :">

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¦                                SECTION TEN                                 ¦
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CREDITS

I dedicate this guide to my mum and dad, who have always had, and WILL always
have, my utmost love and respect xx

                                                       - Mister Sinister, 2004

==============================================================================

                                                   Copyright David Booth, 2004

==============================================================================