Fantasy Wars

Fantasy Wars

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-------------------------------------------------------------------------------
                                Game Guide v1.2
                                  By: Warhead
                       E-mail: charlesjohan@gmail.com
                               Copyright: 2008
                         Date Started: July 25, 2008
                       Latest Update: August 27, 2008
-------------------------------------------------------------------------------


o-----------------------------------------------------------------------------o
|                            ..:: Introduction ::..                           |
o-----------------------------------------------------------------------------o

As a fan of the old DOS game Fantasy General by SSI I was exited to hear about 
its spiritual successor, Fantasy Wars. After browsing around on the web 
I was quite surprised to see that no guides were present for this russian made 
gem, even though people seemed to want one. In light of this I decided to take 
a shot at it myself, and perhaps in the doing, raising interest for the game as
well.
This is my first FAQ, so bare with me.

The designers/translators seem to be a bit indecisive when it comes to spell 
the word "armor" in the various descriptions, but at least it is spelled
consistent.
As a rule the headings are spelled "Armour" and in the text it is "Armor".
I say potatoe and you say... 

o-----------------------------------------------------------------------------o
|                         ..:: Table of Contents ::..                         |
o-----------------------------------------------------------------------------o

               Version History ......................... [VHIST]
               Campaigns
                  Human Campaign ....................... [HUMCA]
                  Orc Campaign ......................... [ORCCA]
                  Alliance Campaign .................... [ALICA]
               Units
                  Human Units .......................... [HUMAR]
                     Light Infantery
                        Peasants ....................... [PESNT]
                        Spearmen ....................... [SPRMN]
                        Yeomen ......................... [YEMEN]
                     Heavy Infantery
                        Militia ........................ [MILTA]
                        Halberdiers .................... [HLBRS]
                        Swordsmen ...................... [SWRDM]
                        Royal Guards ................... [RGUAR]
                        Foot Knights ................... [FTKNI]
                     Scouts
                        Scouts ......................... [SCOTS]
                        Rangers ........................ [RNGRS]
                     Light Cavalry
                        Horse Yeomen ................... [HYEOM]
                        Hobilars ....................... [HBLRS]
                     Heavy Cavalry
                        Landless Knights ............... [LLKNI]
                        Feudal Knights ................. [FEKNI]
                        Royal Knights .................. [ROKNI]
                        Knights of Marcus .............. [KNIOM]
                        Champions of Marcus ............ [CHAOM]
                        Paladins ....................... [PLDNS]
                     Archers
                        Bowmen ......................... [BWMEN]
                        Crossbowmen .................... [CBWMN]
                        Yeomen Archers ................. [YARCH]
                        Royal Archers .................. [RARCH]
                        Arbalesters .................... [ARBRS]
                        War Machines
                        Ballista ....................... [BLIST]
                        Catapult ....................... [CTPLT]
                     Sky Hunter
                        Tamed Eagle .................... [TMEAG]
                        War Eagle ...................... [WEAGL]
                     Bomber
                        Eagle Rider .................... [EGLRI]
                     Heroes
                        Derrick Pfeil .................. [HDEPF]
                        Master Brennok ................. [HMABR]
                        Father Dexter .................. [HFADE]
                        King Victor .................... [HKINV]
                  Orc Units ............................ [ORCAR]
                     Light Infantery
                        Goblin Looters ................. [GOBLO]
                        Goblin Robbers ................. [GOBRO]
                        Goblin Killers ................. [GOBKI]
                        Goblin Crashers ................ [GOBCR]
                     Heavy Infantery
                        Orc Mobs ....................... [ORCMO]
                        Orc Stabbers ................... [ORCST]
                        Battle Orcs .................... [BTLOC]
                        Orc Mights ..................... [ORCMI]
                        Mads ........................... [MADS0]
                        Bad Mads ....................... [BMADS]
                        Wild Trolls .................... [WITRL]
                        War Trolls ..................... [WATRL]
                     Scouts
                        Goblin Runners ................. [GOBRU]
                        Goblin Sneakers ................ [GOBSN]
                        Goblin Stalkers ................ [GOBST]
                     Light Cavalry
                        Mounted Goblins ................ [MOGOB]
                        Goblin Raiders ................. [GBLRA]
                     Heavy Cavalry
                        Orcish Riders .................. [ORCRI]
                        Mighty Riders .................. [MIGRI]
                     Archers
                        Goblin Archers ................. [GBLAR]
                        Goblin Sharp-Eyes .............. [GBLSE]
                     War Machines
                        Spear Hurler ................... [SPHUR]
                        Stone Tosser ................... [STNTO]
                     Sky Hunter
                        Pteranodon Rider ............... [PTRID]
                     Bomber
                        Goblin Zeppelina ............... [GBLZP]
                     Heroes
                        Ugraum Grableg ................. [HUGGR]
                        Sho-doon ....................... [HSHDO]
                        Ash-hoon ....................... [HASHO]
                        Besargar ....................... [HBESA]
                  Alliance Units ....................... [ALIAR]
                     Light Infantery
                        Elven Swords ................... [ELVSW]
                        Flame Guards ................... [FLMGU]
                     Heavy Infantery
                        Dwarven Axemen ................. [DWAXE]
                        Dwarf Nobles ................... [DWNOB]
                     Archers
                        Dwarven Crossbowmen ............ [DWCRO]
                        Elven Bows ..................... [ELVBO]
                     War Machines
                        Dwarven Mobile Fort ............ [DWMOF]
                     Sky Hunter
                        Dragon ......................... [DRAGN]
                     Heroes
                        Teya ........................... [TEYA0]
                        Dwarnrock ...................... [DWRNR]
                  Summoned Units ....................... [XSUMA]
                     Shadow Boars ...................... [XSHBO]
                     Spectral Warriors ................. [XSPWA]
                     Spectral Wolves ................... [XSPWO]
                     Golem ............................. [XGOLM]
                     Flying Eye ........................ [XFLEY]
               Perks ................................... [PRKS0]
               States .................................. [STTES]
               Terrain and Movement Tables
                  Terrain Bonuses in Defence ........... [TBIND]
                  Terrain Bonuses in Attack ............ [TBINA]
                  Movement Cost Table .................. [MOCOT]
               Artifacts ............................... [ARTFT]
               Tips & Tricks ........................... [TSNTR]
               Cheats
                 Easier Experience ..................... [CEXPR]
                 Artifact Switching Cost ............... [CARTC]
                 Quick-Resting ......................... [CQRST]
                 Remove Fog-of-War ..................... [CRFOW]
               Credits


o-----------------------------------------------------------------------------o
|                           ..:: Version History ::..                 [VHIST] |
o-----------------------------------------------------------------------------o

Version 1.0
  First version

Version 1.1
  Added new tips and tricks
  Fixed formatting bug for unit statistics
  Added fog-of-war cheat
  Added missing unit price
  Added Flame Guards unit

Version 1.2
  Fixed a bunch of ugly typos


o-----------------------------------------------------------------------------o
|                             ..:: Campaigns ::..                             |
o-----------------------------------------------------------------------------o


o-----------------------------------------------------------------------------o
|      Human Campaign                                                 [HUMCA] |
o-----------------------------------------------------------------------------o

For a long time now Derrik Pfeil, the youngest son a poor noble family, has
been making his living as a mercenary. His numerous victories have earned him
the reputation of a great commander.

Eventually Pfeil's army was hired on a long-term basis by the Trade Council of
Sylent. But the neighboring kingdoms did not rush to attack the free town, and
merchants felt really bad about paying the money to maintain the mercenaries.

Pfeil's army was sent to Derenhalle. King Victor pays gold for tranquility of
his southern boarders.


1. Wind of the Steppes
----------------------
  Artifacts: Burning Sword (Ruined Chapel)
  
  Gold Victory:
    Gold: 300
    Unit: Militia
    Artifact: None

  Silver Victory:
    Gold: 300
    Unit: Peasants
  
  Bronze Victory:
    Gold: 300


2. Against the Wind
-------------------
  Artifacts: Eye of an Eagle (Dead Mage)
  
  Gold Victory:
    Gold: 400
    Unit: Halberdiers
    Artifact: Helm of Saint

  Silver Victory:
    Gold: 400
    Artifact: Helm of Saint
  
  Bronze Victory:
    Gold: 400


3. Rapid Rescue
---------------
  Artifacts: Sphere of Cold (Altar)
  
  Gold Victory:
    Gold: 400
    Unit: Horse Yeomen
    Artifact: Amulet of the Fanatic

  Silver Victory:
    Gold: 400
    Unit: Horse Yeomen
  
  Bronze Victory:
    Gold: 400


4. Back to Derenhalle
---------------------
  Artifacts: Banner of Valor (Ruined chapel)
  
  Gold Victory:
    Gold: 500
    Unit: Catapult
    Artifact: Lance of Glory

  Silver Victory:
    Gold: 500
    Artifact: Lance of Glory
  
  Bronze Victory:
    Gold: 500


5. Freiburg's Destiny
---------------------
  Artifacts:
    Sword of Wrath (Old church)
    Relics of Marcus (Temple of Marcus' Blood)
  
  Gold Victory:
    Gold: 500
    Unit: Yeomen
    Artifact: Elixir of Life

  Silver Victory:
    Gold: 500
    Unit: Yeomen
  
  Bronze Victory:
    Gold: 500


6. Plains of Leranse
--------------------
  Artifacts:
    Sphere of Cold (Troll's cave)
    Horn of Horror (Killing the Goblin Hexer)
  
  Gold Victory:
    Gold: 600
    Unit: Royal Archers
    Artifact: Staff of the Eternal Flame

  Silver Victory:
    Gold: 600
    Unit: Royal Archers
  
  Bronze Victory:
    Gold: 600


7. Generals of Leranse
----------------------
  Artifacts:
    Firkan's Map (Water mill)
  
  Gold Victory:
    Gold: 600
    Unit: Elite Ranger
    Artifact: Shield of the Ancients

  Silver Victory:
    Gold: 600
    Artifact: Shield of the Ancients
  
  Bronze Victory:
    Gold: 600


8. Wings of Verson
------------------
  Artifacts:
    None
  
  Gold Victory:
    Gold: 700
    Unit: Paladins
    Artifact: Standard of High King

  Silver Victory:
    Gold: 700
    Unit: Paladins
  
  Bronze Victory:
    Gold: 700


9. Deserted City
----------------
  Artifacts:
    None
  
  Gold Victory:
    Gold: 700
    Unit: Royal Archers
    Artifact: Cloak of a Saint

  Silver Victory:
    n/a
  
  Bronze Victory:
    n/a


10. Bloody Waves (Last scenario)
----------------
  Artifacts:
    None


o-----------------------------------------------------------------------------o
|      Orc Campaign                                                   [ORCCA] |
o-----------------------------------------------------------------------------o

The quarreling between the orcs has been going on for ages. Clans decimate
each other down to the last warrior, then new tribes come to inhabit the lands
of those who have passed, and the wars continue. Hexers try to preserve the
remnants of legends from the times when their tribes were powerful, but even
legends end up dying in the endless bloodshed. Yet, everything changes...

The young, strong chief Ugraum heard the hexer's word and grasped their
meaning. He decided to unite the orcs into a great Horde, in order to give them
the power the felt was their right. The orcs would rule the world! The first
step would be to conquer Verk Wastes.


1. Conquest of Goblins
----------------------
  Artifacts: Mummy Eye (Stone circle)
  
  Gold Victory:
    Gold: 500
    Unit: Goblin Robbers
    Artifact: None

  Silver Victory:
    Gold: 400
    Unit: Goblin Looters
  
  Bronze Victory:
    Gold: 300


2. Reconnaissance in Force
--------------------------
  Artifacts: Axe of Madness (Cave)
  
  Gold Victory:
    Gold: 400
    Unit: Orc Stabbers
    Artifact: Sphere of Cold

  Silver Victory:
    Gold: 400
    Unit: Orc Mobs
  
  Bronze Victory:
    Gold: 400


3. Joining the majority
-----------------------
  Artifacts: Night Stone (Troll's cave)
  
  Gold Victory:
    Gold: 400
    Unit: Stone Tosser
    Artifact: Horn of Fury

  Silver Victory:
    Gold: 400
    Artifact: Horn of Fury
  
  Bronze Victory:
    Gold: 400


4. Fall of Irand
----------------
  Artifacts: Red Plate of Azurnash (Witch circle)
  
  Gold Victory:
    Gold: 500
    Unit: Goblin Sneakers
    Artifact: Horn of Horror

  Silver Victory:
    Gold: 500
    Unit: Goblin Sneakers
  
  Bronze Victory:
    Gold: 500


5. Fall of Freiburg
-------------------
  Artifacts: 
    Desecrated Relic (Old church)
    Ancient Crown (Killing King Victor)

  Gold Victory:
    Gold: 500
    Unit: Mounted Goblins
    Artifact: Staff of The Eternal Flame

  Silver Victory:
    Gold: 500
    Artifact: Artifact: Staff of The Eternal Flame
  
  Bronze Victory:
    Gold: 500


6. Land Of Knights
------------------
  Artifacts:
    Lance of Glory (Kill the Foot Knights in the additional quest "Intercept
    the magic cargo"
  
  Gold Victory:
    Gold: 600
    Unit: War Trolls
    Artifact: Firkan's Map

  Silver Victory:
    Gold: 600
    Artifact: Firkan's Map
  
  Bronze Victory:
    Gold: 600


7. War in The Air
-----------------
  Artifacts: Staff of Meteors (Cave at Snake Swamp)
  
  Gold Victory:
    Gold: 600
    Unit: Orc Mights
    Artifact: Feather Boots

  Silver Victory:
    Gold: 600
    Unit: Orc Mights
  
  Bronze Victory:
    Gold: 600


8. Trap for the King
--------------------
  Artifacts: Staff of Eternity (The Black Altar)
  
  Gold Victory:
    Gold: 700
    Unit: Bad Mads
    Artifact: Big Banner of Ugraum

  Silver Victory:
    Gold: 700
    Unit: Bad Mads
  
  Bronze Victory:
    Gold: 700


9. The Fall of Verson
---------------------
  Artifacts: None
  
  Gold Victory:
    Gold: 800
    Unit: Mighty Riders
    Artifact: Elixir of Life

  Silver Victory:
    Gold: 800
    Artifact: Elixir of Life
  
  Bronze Victory:
    Gold: 800


10. To the Last Sea (Last scenario)
-----------------------------------
  Artifacts:
    None


o-----------------------------------------------------------------------------o
|      Alliance Campaign                                              [ALICA] |
o-----------------------------------------------------------------------------o

Hundreds of years Glenderin Essente - head of the Great Council of Elves has
been doing his best to help his people survive in Illis. Elves are reducing in
numbers. In order to preserve their race the Elves have to constantly fight
preventing big wars.

All last time the Council chief is worried by the fact that somebody has
started gathering Orcish tribes. Orcs must be weakened before their clans have
formed a real Horde.

Glenderin has summoned to Ildanor the Elven sorceress Teya, Speaking with
Dragons.


1. Secret mission
-----------------
  Artifacts: Bow of Doom (Troll's cave)
  
  Gold Victory:
    Gold: 400
    Unit: None
    Artifacts: Lightning Bow, Elixir of Life

  Silver Victory:
    Gold: 400
    Artifact: Elixir of Life
  
  Bronze Victory:
    Gold: 400


2. Ofris
--------
  Artifacts:
    Staff of Eternity (Stone circle)

  Gold Victory:
    Gold: 400
    Unit: None
    Artifact: None

  Silver Victory:
    Gold: 400
    Unit: None
  
  Bronze Victory:
    Gold: 400


3. Unmasking
------------
  Artifacts: None
  
  Gold Victory:
    Gold: 500
    Unit: None
    Artifacts: Staff of Meteors, Ring of True Sight

  Silver Victory:
    Gold: 500
    Artifacts: Ring of True Sight
  
  Bronze Victory:
    Gold: 500


4. Breakthrough
---------------
  Artifacts:
  
  Gold Victory:
    Gold: 700
    Unit: None
    Artifact: None

  Silver Victory:
    Gold: 400
    Unit: None
  
  Bronze Victory:
    Gold: 200


5. Knights of the Sword
-----------------------
  Artifacts:
    Cloak of a Saint (Church of Saint Sacrifice)
  
  Gold Victory:
    Gold: 800
    Unit: None
    Artifact: None

  Silver Victory:
    Gold: 500
    Unit: None
  
  Bronze Victory:
    Gold: 200


6. Ugraum's Revenge
-------------------
  Artifacts: None
  
  Gold Victory:
    Gold: 1000
    Unit: None
    Artifact: None

  Silver Victory:
    Gold: 600
    Unit: None
  
  Bronze Victory:
    Gold: 200


7. Desperate Drive
----------------------
  Artifacts: None
  
  Gold Victory:
    Gold: 700
    Unit: Flame Guards
    Artifact: Flameguard Token

  Silver Victory:
    Gold: 700
    Unit: None
  
  Bronze Victory:
    Gold: 700


8. The Last Battle
----------------------
  Kill Farrakh and conclude the three campaigns.



o-----------------------------------------------------------------------------o
|                               ..:: Units ::..                               |
o-----------------------------------------------------------------------------o


o-----------------------------------------------------------------------------o
|      Human Units                                                   [HUMAR]  |
o-----------------------------------------------------------------------------o

Peasants [PESNT]
--------
  Strength... 15       Defence.... 10     Move....... 3 (Foot)
  Price...... 45       Melee...... 7      
  Sellback... 22       Sight...... 2

  Campaign availability: Start of human campaign
 
  Description:
    The peasants have it bad. They have poor armor, poor weapons, and they are
    poor warriors, too. Peasants are often sacrificed in big battles, when
    they're used to block massive assaults. But their life in peacetime is even
    harder so peasants often join the army willingly. Long years of working in
    a field can bring several coins, while in a war such sum may come within
    months - if such a poor warrior is lucky enough to survive that long.

  Default Perks: None

  Perks:
    Level 1: Brigandine Armour, Forest Ambushers, Highlander
    Level 2: Force March, Swamp Foxes
    Level 3: Storm Troops, Ford Seekers
    Level 4: Segmented Movement
    Level 5: Peoples Rage

  Possible Upgrades: All foot units + Horse Yeomen and Hobilars


Militia [MILTA]
-------
  Strength... 15       Defence.... 10     Move....... 3 (Foot)
  Price...... 120      Melee...... 7      
  Sellback... 60       Sight...... 2

  Campaign availability: Start of human campaign
 
  Description:
    A peasant is very lucky if he is recruited into a militia detachment by his
    lord. Militiamen get food and clothes, and there is even the chance that
    they'll earn a few coins. In peacetime, the militia is used to suppress
    frequent peasant riots, while in wartime, these detachments form  the core
    of the infantry. One would never say they are great soldiers, but the
    members of the militia really know how to survive in a difficult fight.
  
  Default Perks: None

  Perks:
    Level 1: Brigandine Armour, Shooting Protection, Highlander
    Level 2: Hard Drill, Derenhalle Blades
    Level 3: Force March, Ford Seekers
    Level 4: Famous, Attack Leaders
    Level 5: Light Equipment

  Possible Upgrades:
    Swordsmen, Spearmen, Halberdiers, Royal Guards, Foot knights, Yeomen
  

Halberdiers [HLBRS]
-----------
  Strength... 15       Defence.... 12     Move....... 3 (Foot)
  Price...... 210      Melee...... 10      
  Sellback... 105      Sight...... 2

  Campaign availability: Rapid Rescue
 
  Description:
    Mercenary halberdiers have always been the best of the best. They have
    fought in many battles, are disciplined, and have a strong understanding of
    battle tactics. Their clothes are all a similar color, emphasizing the
    cohesion of their units. Their service come at a price, but the power of
    their attack is worth the money spent. Furthermore, no other infantrymen
    can provide better protection against cavalry.
  
  Default Perks: Cavalry Protection, Armour Piercing (Melee)

  Perks:
    Level 1: Defensive Tactics, Shooting Protection, Close Order Formation
    Level 2: Hard Drill, Mail Armour
    Level 3: Force March, Storm Troops
    Level 4: Attack Leaders
    Level 5: Heavy Halberds

  Possible Upgrades: Royal Guards


Swordsmen [SWRDM]
---------
  Strength... 15       Defence.... 12     Move....... 3 (Foot)
  Price...... 200      Melee...... 12      
  Sellback... 100      Sight...... 2

  Campaign availability: Rapid Rescue
 
  Description:
    Most swordsmen are wandering mercenaries, though some lords employ them to
    protect their family castles. Swordsmen are well-trained professionals
    excellent at handling a shield and a sword, and familiar with infantry
    tactics. Few can rival their efficiency and hardness.
  
  Default Perks: City Fighters

  Perks:
    Level 1: Mail Armour, Shooting Protection, Derenhalle Blades
    Level 2: Hard Drill, Highlander
    Level 3: Force March, Storm Troops
    Level 4: Cause Fear
    Level 5: Full Plate Armour

  Possible Upgrades: Foot Knights


Spearmen [SPRMN]
--------
  Strength... 15       Defence.... 11     Move....... 4 (All Terrain)
  Price...... 205      Melee...... 10      
  Sellback... 102      Sight...... 2

  Campaign availability: Rapid Rescue
 
  Description:
    Spearmen are chosen from among the most nimble militiamen. They are
    equipped with spears, shields, and leather armor. Their armor is not the
    strongest, but it affords some protection in battles. Due to the lightness
    of their armor, spearmen can travel fast to where support is most needed,
    and can swiftly pass through places where others may get stuck.
  
  Default Perks: None

  Perks:
    Level 1: Highlander, Shooting Protection, Forest Ambushers
    Level 2: Hard Drill, Swamp Foxes
    Level 3: Force March, Ford Seekers
    Level 4: Segmented Movement
    Level 5: Light Equipment

  Possible Upgrades: Yeomen


Foot Knights [FTKNI]
------------
  Strength... 15       Defence.... 13     Move....... 3 (Foot)
  Price...... 330      Melee...... 14      
  Sellback... 165      Sight...... 2

  Campaign availability: Plains of Leranse
 
  Description:
    Often, swordsmen are knighted as a reward for their deeds in battle. The
    ones who do not receive land or war horses become foot knights. These
    professional infantrymen are used to fighting on the ground, and do not
    need horses. Tough shields and good armor make foot knights practically
    invincible. Wherever a detachment of these warriors appears, the enemy will
    face a difficult battle.
  
  Default Perks: Hard Target, City Fighters, Defensive Stance

  Perks:
    Level 1: Mail Armour, Shooting Protection, Derenhalle Blades
    Level 2: Hard Drill, Highlander
    Level 3: Force March, Storm Troops
    Level 4: Cause Fear
    Level 5: Full Plate Armour

  Possible Upgrades: None


Royal Guards [RGUAR]
------------
  Strength... 15       Defence.... 14     Move....... 3 (Foot)
  Price...... 310      Melee...... 12      
  Sellback... 155      Sight...... 2

  Campaign availability: Plains of Leranse
 
  Description:
    Only experienced mercenaries, who have fought in many battles, can become
    members of the royal guard. They have earned fortunes for their services,
    which explains why they have the best clothes and uniforms, and their
    battle-axes are distinguishable for their expert workmanship. Commanders
    turn a blind eye to these excesses because Royal Guards are the most
    efficient defence against anyone foolish enough to attack their bristling
    ranks.
  
  Default Perks: Cavalry Protection, Armour Piercing (Melee), Defence Mainstay

  Perks:
    Level 1: Defensive Tactics, Shooting Protection, Close Order Formation
    Level 2: Hard Drill, Mail Armour
    Level 3: Force March, Storm Troops
    Level 4: Attack Leaders
    Level 5: Heavy Halberds

  Possible Upgrades: None


Yeomen [YEMEN]
------
  Strength... 15       Defence.... 13     Move....... 4 (All Terrain)
  Price...... 345      Melee...... 12      
  Sellback... 172      Sight...... 3

  Campaign availability: Plains of Leranse
 
  Description:
    Becoming a yeoman is the best thing a peasant can hope for when he joins
    his lord's army. Armed with light spears, axes and short swords, protected
    by shields and leather armor, and capable of moving quickly on any terrain,
    yeomen represent a serious threat to any enemy. In peaceful times this
    force can be used to train militia.
  
  Default Perks: Invisible Stance

  Perks:
    Level 1: Highlander, Shooting Protection, Forest Ambushers
    Level 2: Hard Drill, Swamp Foxes
    Level 3: Force March, Ford Seekers
    Level 4: Segmented Movement
    Level 5: Light Equipment

  Possible Upgrades: None


Bowmen [BWMEN]
------
  Strength... 10       Defence.... 6      Move....... 3 (Foot)
  Price...... 125      Melee...... 4      Missile.... 5 (Range 2)
  Sellback... 62       Sight...... 2

  Campaign availability: Start of human campaign
  
  Description:
    Archers are needed in any war. Peasants know that well. That's why
    farsighted fathers teach their sons not only to work in a field, but also
    archery. Who knows, during a war a son might make enough money to feed his
    whole family. And when there is no war, there's always prey in the lord's
    forest. 

  Default Perks: None

  Perks:
    Level 1: Brigandine Armour, Counter Attack (Missile), Bodkin Arrows
    Level 2: Ralin Boots, Hills Archers
    Level 3: Eagle Eye, Merry Men
    Level 4: Wooden Stakes
    Level 5: Elven Bowstrings

  Possible Upgrades:
    Crossbowmen, Yeomen Archers, Arbalesters, Royal Archers


Crossbowmen [CBWMN]
-----------
  Strength... 10       Defence.... 10     Move....... 3 (Foot)
  Price...... 220      Melee...... 5      Missile.... 7 (Range 2)
  Sellback... 110      Sight...... 2

  Campaign availability: Rapid Rescue
  
  Description:
    Crossbowmen is a relative new weapon, but it has already become quite
    popular among mercenaries. However, only the richest can afford to buy
    one. Crossbowman units present quite a spectacle to the enemy. Every
    fighter tries to emphasize his wealth and outdo his fellow warriors by the
    finery of his dress. Commanders usually turn a blind eye to their
    presumptuous behavior and lack of discipline, because of their
    effectiveness in battle. A volley of crossbow bolts can knock down even the
    most heavily armoured regiment of knights.

  Default Perks: Armour Piercing (Missiles)

  Perks:
    Level 1: Brigandine Armour, Counter Attack (Missile), Steel Bolts
    Level 2: Slayer, Hills Archers
    Level 3: Crippling Shot, Siege Shooters
    Level 4: Eagle Eye
    Level 5: Heavy Crossbow

  Possible Upgrades: Arbalesters
  

Yeomen Archers [YARCH]
--------------
  Strength... 10       Defence.... 7      Move....... 3 (All Terrain)
  Price...... 230      Melee...... 5      Missile.... 8 (Range 2)
  Sellback... 115      Sight...... 2

  Campaign availability: Rapid Rescue
  
  Description:
    These warriors are much more disciplined and highly-trained than ordinary
    peasant archers. Loyal to their lord and hardened by battle experience,
    yeomen archers are indeed very dangerous. In melee combat, they use axes
    and clubs, but they do much more harm to the enemy with their longbows,
    accurately shooting arrows 300 paces.

  Default Perks: Expert Huntsmen

  Perks:
    Level 1: Brigandine Armour, Counter Attack (Missile), Bodkin Arrows
    Level 2: Ralin Boots, Hills Archers
    Level 3: Eagle Eye, Merry Men
    Level 4: Wooden Stakes
    Level 5: Elven Bowstrings

  Possible Upgrades: Royal Archers


Royal Archers [RARCH]
-------------
  Strength... 10       Defence.... 9      Move....... 3 (All Terrain)
  Price...... 340      Melee...... 6      Missile.... 10 (Range 2)
  Sellback... 170      Sight...... 2

  Campaign availability: Generals of Leranse
  
  Description:
    Becoming an archer in the royal guard is the ultimate goal of any archer,
    but few will ever attain this position. Once a year, archery tournaments
    are held at large midsummer fairs, and the winner are offered a place in
    the regiment of these elite warriors. Others marvel at the size of their
    salaries, their luxurious uniforms and outfits. But mainly, it's the
    accuracy of their bows that sets them apart from the other bowmen.

  Default Perks: Expert Huntsmen, Multiple Support

  Perks:
    Level 1: Brigandine Armour, Counter Attack (Missile), Bodkin Arrows
    Level 2: Ralin Boots, Hills Archers
    Level 3: Eagle Eye, Merry Men
    Level 4: Wooden Stakes
    Level 5: Elven Bowstrings

  Possible Upgrades: None


Arbalesters [ARBRS]
-----------
  Strength... 10       Defence.... 12     Move....... 3 (Foot)
  Price...... 330      Melee...... 6      Missile.... 9 (Range 2)
  Sellback... 165      Sight...... 2

  Campaign availability: Generals of Leranse
  
  Description:
    These mercenaries are the true elite of crossbowmen. Their skill level is
    similar to other crossbowmen, but their equipment is far superior. Armorers
    are paid well to employ the most excellent steel for their armor and
    crossbows. These warriors generally demand substantial salaries for their
    services.

  Default Perks: Armour Piercing (Missiles), City Fighters

  Perks:
    Level 1: Brigandine Armour, Counter Attack (Missile), Steel Bolts
    Level 2: Slayer, Hills Archers
    Level 3: Crippling Shot, Siege Shooters
    Level 4: Eagle Eye
    Level 5: Heavy Crossbow

  Possible Upgrades: None


Scouts [SCOTS]
------
  Strength... 10       Defence.... 8      Move....... 4 (All Terrain)
  Price...... 190      Melee...... 4      Skirmish... 7 
  Sellback... 95       Sight...... 3

  Campaign availability: Start of human campaign

  Description:
    Many peasants roam in their lord's forests at night carrying bows and
    spears, in the hope that they may be able to kill something to eat. The
    punishment for poaching is death, but if a hunter gets caught, a timely war
    may save him from the gallows pole. Poachers make the best scouts. Why not
    allow them to pay for their crimes by providing the lord with valuable but
    dangerous service?

  Default Perks: Segmented Movement

  Perks:
    Level 1: Forest Like Home, Poisoned Attack, Firestarters
    Level 2: Eagle Eye, Brigandine Armour
    Level 3: Swamp Foxes, Ford Seekers
    Level 4: Cause Fear
    Level 5: Light Equipment

  Possible Upgrades: Rangers, Horse Yeomen, Elite Rangers, Hobilars


Rangers [RNGRS]
-------
  Strength... 10       Defence.... 9      Move....... 4 (All Terrain)
  Price...... 280      Melee...... 5      Skirmish... 8 
  Sellback... 95       Sight...... 3

  Campaign availability: Back to Derenhalle

  Description:
    These warriors have forgotten that they were once common poachers. They've
    long since redeemed themselves with their glorious deeds an the
    battlefield. To relegate warriors with such incredible skill and training
    to simple field work would be a thoughtless waste. They are no longer
    common scouts, they are rangers. They can live alone in the woods for
    months, they move as silently as wild animals, and they are highly skilled
    with throwing spears and daggers.

  Default Perks: Concealment, Harassers, Segmented Movement
  
  Perks:
    Level 1: Forest Like Home, Poisoned Attack, Firestarters
    Level 2: Eagle Eye, Brigandine Armour
    Level 3: Swamp Foxes, Ford Seekers
    Level 4: Cause Fear
    Level 5: Light Equipment

  Possible Upgrades: Elite Rangers


Elite Rangers [ERNGR]
-------------
  Strength... 10       Defence.... 10     Move....... 4 (All Terrain)
  Price...... 390      Melee...... 6      Skirmish... 10 
  Sellback... 195      Sight...... 3

  Campaign availability: Generals of Leranse

  Description:
    Elite. The best of the best. These warriors have survived hundreds of
    battles, and have devoted their lives to mastering the art of silently
    killing the enemy. Even an elf needs all his skill to see these warriors in
    a forest. And he also needs all his luck to survive their attack.

  Default Perks: Concealment, Harassers, Segmented Movement, Pathfinder
  
  Perks:
    Level 1: Forest Like Home, Poisoned Attack, Firestarters
    Level 2: Eagle Eye, Brigandine Armour
    Level 3: Swamp Foxes, Ford Seekers
    Level 4: Cause Fear
    Level 5: Light Equipment

  Possible Upgrades: None


Horse Yeomen [HYEOM]
------------
  Strength... 10       Defence.... 9      Move....... 5 (Mounted)
  Price...... 285      Melee...... 6      Skirmish... 9 
  Sellback... 142      Sight...... 3

  Campaign availability: Back to Derenhalle

  Description:
    Some scouts are given the honor of becoming horsemen. Their duty include
    escorting the landlord on the hunt and catching runaway peasants. In
    wartime, horse yeomen are engaged in reconnaissance and carrying out raids
    behind enemy lines. For this purpose, they are equipped with light throwing
    spears and protected by leather armor. Of course, these cavalrymen cannot
    rival professional warriors, but they may cause a lot of trouble for
    baggage trains and light infantry.

  Default Perks: Segmented Movement, Shooting Protection: Fast Riding
  
  Perks:
    Level 1: Evaders, Poisoned Attack, Firestarters
    Level 2: Eagle Eye, Brigandine Armour
    Level 3: Trail Seekers, Ford Seekers
    Level 4: Defensive Stance (Skirmish)
    Level 5: Light Equipment

  Possible Upgrades: Hobilars


Hobilars [HBLRS]
--------
  Strength... 10       Defence.... 11     Move....... 5 (Mounted)
  Price...... 395      Melee...... 7      Skirmish... 11 
  Sellback... 197      Sight...... 3

  Campaign availability: Generals of Leranse

  Description:
    Experienced horse yeomen must serve in hobilar ranks, together with
    mercenaries. It is unclear who knows more about the art of war, but such
    mixed units work well in combat. Javelins with long, sharp tips,
    reinforced leather armor, good swords and fast horses make these light
    horsemen a rather troublesome enemy.

  Default Perks:
    Segmented Movement, Shooting Protection: Fast Riding, Restless Raiders
  
  Perks:
    Level 1: Evaders, Poisoned Attack, Firestarters
    Level 2: Eagle Eye, Brigandine Armour
    Level 3: Trail Seekers, Ford Seekers
    Level 4: Defensive Stance (Skirmish)
    Level 5: Light Equipment

  Possible Upgrades: 


Tamed Eagle [TMEAG]
-----------
  Strength... 10       Defence.... 7      Move....... 6 (Flight)
  Price...... 230      Air Melee.. 6      
  Sellback... 115      Sight...... 3

  Campaign availability: Rapid Rescue
 
  Description:
    These powerful birds have attracted the attention of people from time
    immemorial. Humans have since learned to tame the eagles living in the
    mountains of Leranse and turn them into perfect soldiers. Air hunters offer
    huge advantages to the armies they serve. Aside from having a bird's eye
    view of targets unavailable to land observers, eagles can fight both on
    earth and in the air using their beaks and claws.
  
  Default Perks: None

  Perks:
    Level 1: Sky Dancer, Shadow of a Vulture, Hunter Instincts
    Level 2: Shooting Protection: High Altitude, Segmented Movement
    Level 3: Iron Feathers, Light Wings
    Level 4: Eagle Eye
    Level 5: Flying Death

  Possible Upgrades: War Eagle, Eagle Rider


War Eagle [WEAGL]
---------
  Strength... 10       Defence.... 9      Move....... 6 (Flight)
  Price...... 330      Air Melee.. 9      
  Sellback... 165      Sight...... 3

  Campaign availability: Plains of Leranse
 
  Description:
    War eagles were initially bred from wild birds for hunting and to entertain
    the nobility back in the times of the old empire. New rulers now appreciate
    their strength in battle. Their mighty beaks and long claws can tear any
    enemy to pieces in a few moments. The only weakness of these feathered
    hunters is that they're vulnerable to shooters.
  
  Default Perks: None

  Perks:
    Level 1: Sky Dancer, Shadow of a Vulture, Hunter Instincts
    Level 2: Shooting Protection: High Altitude, Segmented Movement
    Level 3: Iron Feathers, Light Wings
    Level 4: Eagle Eye
    Level 5: Flying Death

  Possible Upgrades: None


Eagle Rider [EGLRI]
-----------
  Strength... 10       Defence.... 8      Move....... 5 (Flight)
  Price...... 310      Melee...... 4      Bombardment 9
  Sellback... 155      Sight...... 3

  Campaign availability: Plains of Leranse
 
  Description:
    Certain young eagles impress the royal falconers with their size. Such
    nestlings are taught to wear harnesses straight away, and usually, once
    they've grown up, they are strong enough to lift a rider with a load of
    stones or bombs into the air. The warriors who fly on the backs of these
    giant birds and throw deadly rounds down with precision on their enemies
    call themselves eagle riders.
  
  Default Perks: None

  Perks:
    Level 1: Sky Dancer, Shadow of a Vulture, Skilled Bomber
    Level 2: Shooting Protection: High Altitude, Rational Payload
    Level 3: Armour Plates, Flame Ammo
    Level 4: Cause Fear
    Level 5: Stealth Bomber

  Possible Upgrades: None


Ballista [BLIST]
--------
  Strength... 10       Defence.... 5      Move....... 3 (Wheeled)
  Price...... 260      Melee...... 3      Bolt....... 9 (Range 3)
  Sellback... 130      Sight...... 1

  Campaign availability: Rapid Rescue
  
  Description:
    They say that a spear launched by a ballista can kill an entire detachment.
    The stories about the might of these war machines may be slightly
    exaggerated, but their effectiveness has been proven time and time again in
    battle. A ballista is capable of sending its shells an enormous  distance.
    The only serious drawback of this war machine is its vulnerability once the
    enemy draws near.

  Default Perks: Armour Piercing (Bolt)

  Perks:
    Level 1: Slayer, Forward Observer, Target Practice (Bolt)
    Level 2: Long Range Thrower, Combat Training
    Level 3: Iron Hoop Wheels, Force March
    Level 4: Cause Fear
    Level 5: Counter Attack (Bolt)

  Possible Upgrades: None
  

Catapult [CTPLT]
--------
  Strength... 10       Defence.... 5      Move....... 3 (Wheeled)
  Price...... 275      Melee...... 3      Stone...... 10 (Range 3)
  Sellback... 137      Sight...... 1

  Campaign availability: Rapid Rescue
  
  Description:
    A catapult is a powerful war machine capable of attacking fortified cities
    and fortresses. To control a catapult you need experience and an accurate
    eye, rather than strength and dexterity. One catapult shot can cause
    tremendous damage and even a troll will have a hard time if hit by a stone
    round. However, a catapult is easily destroyed in a melee.

  Default Perks: Armour Piercing (Stone)
  
  Note:
    This unit's attack value against a unit that has a base strength of 15 will
    be multiplied by 1.67.

  Perks:
   Level 1: Garrison Atrillery, Forward Observer, Target Practice (Stone Throw)
   Level 2: Heavy Artillery, Combat Training
   Level 3: Iron Hoop Wheels, Force March
   Level 4: Cause Fear
   Level 5: Explosive Ammo

  Possible Upgrades: None
  

Landless Knights [LLKNI]
----------------
  Strength... 10       Defence.... 9      Move....... 4 (Mounted)
  Price...... 185      Melee...... 8      Charge..... 9
  Sellback... 92       Sight...... 2

  Campaign availability: Rapid Rescue

  Description:
    These noblemen are unlucky. The younger sons of rich and honorable families
    get nothing except their title and the right to wear the coat of arms. They
    can never expect money or hereditary land. These landless knights spend
    their lives fighting, taking part in whatever skirmishes they come across.
    For them, fighting is the only way they can earn their living and perhaps
    even attain some land by the way of a grant from the king.

  Default Perks: Impetuous, Hard Target

  Perks:
    Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances
    Level 2: Derenhalle Blades, Thoroughbred Horse
    Level 3: Full Plate Armour, Seneschal
    Level 4: Counter Attack (Charge)
    Level 5: Sacred Steel

  Possible Upgrades:
    Feudal Knights, Royal Knights, Knights of Marcus, Champions of Marcus,
    Paladins


Feudal Knights [FEKNI]
--------------
  Strength... 10       Defence.... 10     Move....... 4 (Mounted)
  Price...... 235      Melee...... 9      Charge..... 10
  Sellback... 117      Sight...... 2

  Campaign availability: Back to Derenhalle

  Description:
    Thanks to the revenue of they receive from hereditary lands, knights can
    afford good armor, arms and excellent war horses. Thus equipped, most
    knights do not evade battles, as they are an excellent way to increase
    their fortunes. Certain of their superiority, they rush to attack,
    disregarding traditional tactics. Only a few can withstand their dreadful,
    unpredictable strikes.

  Default Perks: Impetuous, Hard Target

  Perks:
    Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances
    Level 2: Derenhalle Blades, Thoroughbred Horse
    Level 3: Full Plate Armour, Seneschal
    Level 4: Counter Attack (Charge)
    Level 5: Sacred Steel

  Possible Upgrades:
    Royal Knights, Knights of Marcus, Champions of Marcus, Paladins


Royal Knights [ROKNI]
-------------
  Strength... 10       Defence.... 12     Move....... 4 (Mounted)
  Price...... 310      Melee...... 10     Charge..... 13
  Sellback... 155      Sight...... 2

  Campaign availability: Generals of Leranse

  Description:
    From childhood onward, boys in noble families are bred to become warriors
    and to bravely defend the honor of their native kingdom. After reaching the
    age of majority they are recruited to join the royal cavalry. A unit of
    such knights presents a colorful spectacle - pennants, badges, arms, gilt,
    silver embroidery, inlays, gems on sheaths, plumes on helmets. Some deem
    them too flashy and vain, but an attack by these splendid horsemen is sure
    to bury all doubt surrounding their ability to fight.

  Default Perks: Impetuous, Hard Target, Cause Fear

  Perks:
    Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances
    Level 2: Derenhalle Blades, Thoroughbred Horse
    Level 3: Full Plate Armour, Seneschal
    Level 4: Counter Attack (Charge)
    Level 5: Sacred Steel

  Possible Upgrades: Paladins


Knights of Marcus [KNIOM]
-----------------
  Strength... 10       Defence.... 12     Move....... 4 (Mounted)
  Price...... 315      Melee...... 10     Charge..... 12
  Sellback... 157      Sight...... 2

  Campaign availability: Generals of Leranse

  Description:
    Knights of Marcus are distinguished by their extraordinary discipline,
    which is why they are much more dangerous in battle than their secular
    fellows. Only the most experienced warriors are chosen to protect the
    faith. All of them carry shields with the brotherhood blazon as a sign of
    membership in the holy order. The church may rely on their heavy spears as
    the decisive argument in any theological polemic.

  Default Perks: Hard Target, Imperturbable, Iron Discipline

  Perks:
    Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances
    Level 2: Derenhalle Blades, Thoroughbred Horse
    Level 3: Full Plate Armour, Temple Defenders
    Level 4: Counter Attack (Charge)
    Level 5: Sacred Steel

  Possible Upgrades: Champions of Marcus


Champions of Marcus [CHAOM]
-------------------
  Strength... 10       Defence.... 14     Move....... 4 (Mounted)
  Price...... 440      Melee...... 11     Charge..... 14
  Sellback... 220      Sight...... 2

  Campaign availability: Deserted City

  Description:
    Champions of Marcus are elite knights who differ from their common fellows
    in strength and experience. Rumors abound that these knights know secret
    ways to fight the undead. These knights on white horses set an example of
    valor, discipline and faith for their brothers-in-arms, and symbolize
    horror and death for their enemies. Few can measure up to these symbols of
    holiness in battle.

  Default Perks:
    Hard Target, Imperturbable, Segmented Movement, Iron Discipline

  Perks:
    Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances
    Level 2: Derenhalle Blades, Thoroughbred Horse
    Level 3: Full Plate Armour, Temple Defenders
    Level 4: Counter Attack (Charge)
    Level 5: Sacred Steel

  Possible Upgrades: None


Paladins [PLDNS]
--------
  Strength... 10       Defence.... 14     Move....... 4 (Mounted)
  Price...... 430      Melee...... 11     Charge..... 15
  Sellback... 215      Sight...... 2

  Campaign availability: Deserted City

  Description:
    The glory of the paladins is known throughout the kingdoms of humans. They
    follow only faith, truth, and the king, their deeds inspire trust, and 
    their appearance causes admiration all around. Marvelous clothes, gilded
    armor, huge spears and heavy swords - those who have seen them once will
    never forget. Thanks to their unrivaled power and incredible skill,
    paladins are the first ones to claim victory in battles with monsters.
    No one other dares to stand in the way of these knights.

  Default Perks:
    Impetuous, Hard Target, Cause Fear, Slayer

  Perks:
    Level 1: Mail Armour, Armour Piercing (Charge), Heavy Lances
    Level 2: Derenhalle Blades, Thoroughbred Horse
    Level 3: Full Plate Armour, Seneschal
    Level 4: Counter Attack (Charge)
    Level 5: Sacred Steel

  Possible Upgrades: None


Derrick Pfeil (Hero) [HDEPF]
--------------------
  Strength... 10       Defence.... 12     Move....... 4 (Mounted)
  Price...... n/a      Melee...... 9      Charge..... 6
  Sellback... n/a      Sight...... 3

  Campaign availability: Start of human campaign
  
  Description:
    Captain Derrik Pfeil is a good commander for any mercenary army. His cold
    judgment and sternness work in combination with his knowledge and tactical
    mastery. During his years of command, Pfeil has never lost a single battle.
    The service of his army are not cheap, but he never lacks customers ready
    to pay for their safety. A descendant of an ancient family, Pfeil inherited
    honor, nobility, excellent manners and the secret of his ancestor's fencing
    school. One would be hard-pressed to find a more dangerous enemy than him
    throughout all the kingdoms.

  Default Perks: Commander

  Perks:
    Level  1: Master Crafted Armour, First Seneschal, Jouster
    Level  2: Fearless, Ford Seekers, Tactician
    Level  3: Siege Master, Counter Attack (Charge)
    Level  4: Defensive Order
    Level  5: Inspire to Defend
    Level  6: Order to March
    Level  7: Armour Piercing, Inspire to Attack
    Level  8: Fencers
    Level  9: Royal Steed
    Level 10: Slayer

  Possible Upgrades: n/a


Master Brennok (Hero) [HMABR]
---------------------

  Strength... 10       Defence.... 8      Move....... 3 (Foot)
  Price...... n/a      Melee...... 6      Missile.... 10 (Range 2)
  Sellback... n/a      Sight...... 3

  Campaign availability: Rapid Rescue

  Description:
    When you look at this broad-shouldered man, it's hard to believe that he
    is really Alfred Brennok, head of the mage academy, Licvetur. It seems as
    though armor would suit him better then the gown of a rector. Long ago the
    master was a sergeant of the guards, and one has to wonder who was more
    frightened of him, his enemies or the recruits placed under his command.
    Brennok's fate changed drastically when he was accused of practicing black
    magic. Naturally, the inquisitor were furious when his shackles fell to the
    ground on their own. The former Sergeant gradually learned to accept his
    gift for magic, and after many years of roaming, he settled down in the
    free town of Sylent, where he founded a mage academy.
  
  Default Perks: Fireball

  Perks:
    Level  1: Wizard Eye, Freeze, Battle Mage
    Level  2: Summon Spectral Warriors, Water Walk, Magic Armour
    Level  3: Lightning, Magic Flare
    Level  4: Rust
    Level  5: Tornado
    Level  6: Magic Boots
    Level  7: Meteor Fall, Summon Golem
    Level  8: Archmage's Shield
    Level  9: Word of Death
    Level 10: -

  Possible Upgrades: n/a


Father Dexter (Hero) [HFADE]
--------------------

  Strength... 10       Defence.... 12      Move....... 4 (Foot)
  Price...... n/a      Melee...... 10      Charge..... 10
  Sellback... n/a      Sight...... 3

  Campaign availability: Back to Derenhalle

  Description:
    Father Dexter is not someone people would like to meet, even though they
    would probably learn much from an encounter with him. Everyone who
    eventually befriends the father is astonished by his fine mind, excellent
    diplomatic skills, broad knowledge and impeccable manners. But most often,
    people's first impression are shaped by his strong will, firm faith, and
    fanatic longing for the truth. The authority of the Great Priest is
    unbelievably vast. Kings and even the Pope himself take his advice into
    account.
  
  Default Perks: Slayer

  Perks:
    Level  1: Fearless, Bless, Armour Piercing
    Level  2: Righteous Fury, Force March, Sanctified Armour
    Level  3: Cause Fear, Heal
    Level  4: Strike of Marcus
    Level  5: Mass Heal
    Level  6: Ralin Boots
    Level  7: Fencers, Resurrect
    Level  8: Mass Blessing
    Level  9: Holy Crusade
    Level 10: -

  Possible Upgrades: n/a


King Victor (Hero) [HKINV]
------------------

  Strength... 10       Defence.... 13      Move....... 4 (Foot)
  Price...... n/a      Melee...... 9       Charge..... 12
  Sellback... n/a      Sight...... 3

  Campaign availability: Bloody Waves

  Description:
    The king of Derenhalle is a true warrior. He is accustomed to ruling from
    the saddle, not the throne. During his younger years, Victor survived
    dozens of battles with the orcs who continually attacked his land. Military
    experience taught him to take case of his subjects, which is why King
    Victor prefers to use mercenary armies to sort out unpleasant situations
    on the borders of Derenhalle.
  
  Default Perks: Hard Target

  Perks:
    Level  1: Master Crafted Armour, First Seneschal, Jouster
    Level  2: Fearless, Ford Seekers, Tactician
    Level  3: Siege Master, Counter Attack (Charge)
    Level  4: Defensive Order
    Level  5: Inspire to Defend
    Level  6: Order to March
    Level  7: Armour Piercing, Inspire to Attack
    Level  8: Fencers
    Level  9: Royal Steed
    Level 10: Slayer

  Possible Upgrades: n/a


o-----------------------------------------------------------------------------o
|      Orc Units                                                     [ORCAR]  |
o-----------------------------------------------------------------------------o

Goblin Looters [GOBLO]
--------------
  Strength... 15       Defence.... 5      Move....... 4 (All Terrain)
  Price...... 40       Melee...... 5      
  Sellback... 20       Sight...... 2

  Campaign availability: Conquest of Goblins

  Description:
    No matter where orc clans go, no matter where they fight, hordes of goblins
    can be found lurking nearby. Orcs think these creatures are perfectly
    suited for different dirty jobs. Even at war goblins may be useful. They
    loot the dead and can even sack a village of unarmed peasants.

  Default Perks: Lazy

  Perks:
    Level 1: Quiky Mold, Shooting Protection, Forest Ambushers
    Level 2: Iron Things, Enthusiastic Retreat
    Level 3: Froggy, Lil Boss
    Level 4: Segmented Movement
    Level 5: Deathcup Beer

  Possible Upgrades: All goblin units


Goblin Robbers [GBLRO]
--------------
  Strength... 15       Defence.... 10     Move....... 4 (All Terrain)
  Price...... 140      Melee...... 7      
  Sellback... 70       Sight...... 2

  Campaign availability: Joining the majority
  
  Description:
    Goblin robbers are not very strong warriors. Dressed in old, worn-out
    leather armor, and armed with crude spears, these goblins follow the orc
    hordes wherever they venture. Dozens of skilled warriors will easily defeat
    an equal amount of robbers, but the teared armor of those who underestimate
    these small warriors may be added to the robbers' collection.

  Default Perks: Lazy

  Perks:
    Level 1: Quiky Mold, Shooting Protection, Forest Ambushers
    Level 2: Iron Things, Enthusiastic Retreat
    Level 3: Froggy, Lil Boss
    Level 4: Segmented Movement
    Level 5: Deathcup Beer

  Possible Upgrades: 
    Goblin Killers, Goblin Crashers


Goblin Killers [GBLKI]
--------------
  Strength... 15       Defence.... 11     Move....... 4 (All Terrain)
  Price...... 200      Melee...... 10     
  Sellback... 100      Sight...... 2

  Campaign availability: Fall of Freiburg
  
  Description:
    An enemy is making a mistake if he thinks he can easily cope with a unit
    of these goblins. They are not just simple looters or robbers, but true
    masters of quick fighting, a nightmare haunting the forests and swamps
    they inhabit. They have armor, helmets, shields and iron weapons, which
    they took from the enemy bodies they left in huge numbers on the
    battlefield. The victims are numerous in any fight involving goblin
    killers.

  Default Perks: Lazy, Invisible Stance

  Perks:
    Level 1: Quiky Mold, Shooting Protection, Forest Ambushers
    Level 2: Iron Things, Enthusiastic Retreat
    Level 3: Froggy, Lil Boss
    Level 4: Segmented Movement
    Level 5: Deathcup Beer

  Possible Upgrades:
    Goblin Crashers


Goblin Crashers [GBLCR]
---------------
  Strength... 15       Defence.... 13     Move....... 4 (All Terrain)
  Price...... 320      Melee...... 13     
  Sellback... 160      Sight...... 3

  Campaign availability: War in The Air
  
  Description:
    It's difficult to find anyone who can honestly say that they've seen a
    goblin crasher. Crashers kill everyone they can run down, and run from
    anyone they can't kill. It is said, that crashers rarely run away. Even
    orcs prefer not to mess with these goblins. It is far too dangerous to try
    to take their weapons and armor.

  Default Perks: Lazy, Invisible Stance, Force March

  Perks:
    Level 1: Quiky Mold, Shooting Protection, Forest Ambushers
    Level 2: Iron Things, Enthusiastic Retreat
    Level 3: Froggy, Lil Boss
    Level 4: Segmented Movement
    Level 5: Deathcup Beer

  Possible Upgrades: None


Orc Mobs [ORCMO]
--------
  Strength... 15       Defence.... 7      Move....... 3 (All Terrain)
  Price...... 60       Melee...... 7      
  Sellback... 30       Sight...... 2

  Campaign availability: Conquest of Goblins

  Description:
    Orc Mobs are terrifying mainly because of their size, not their power.
    Armed only with crude wooden or bone clubs, clothed in leather jackets,
    they are dangerous because of their great number. There are so many of
    them that their clans don't even bother to count the victims after a
    battle. There always will be another mob as a replacement.

  Default Perks: None

  Perks:
    Level 1: Thick Armour, Shooting Protection, Fine Stabza
    Level 2: Orcish Beer, Horse Eaters
    Level 3: Wild Temper, Force March
    Level 4: Cause Fear
    Level 5: Dirty Tricks

  Possible Upgrades:
    Orc Stabbers, Battle Orcs, Orc Mights, Mads, Bad Mads, Orcish Riders,
    Mighty Riders


Orc Stabbers [ORCST]
------------
  Strength... 15       Defence.... 8      Move....... 3 (Foot)
  Price...... 120      Melee...... 11      
  Sellback... 60       Sight...... 2

  Campaign availability: Reconnaissance in Force

  Description:
    Mighty orcs who emerge from within the orcish ranks. They are the ones who
    have survived the savage selection process of battle after battle. Hardened
    by endless fights with their fellow orcs, armed with metal weapons and
    shields, stabzas are the core might of orc hordes. No man can hope to kill
    an orc stabza with ease, because these orcs are larger and stronger than
    any human warrior.

  Default Perks: None

  Perks:
    Level 1: Thick Armour, Shooting Protection, Fine Stabza
    Level 2: Orcish Beer, Horse Eaters
    Level 3: Wild Temper, Force March
    Level 4: Cause Fear
    Level 5: Dirty Tricks

  Possible Upgrades:
    Battle Orcs, Orc Mights, Mads, Bad Mads, Orcish Riders, Mighty Riders


Battle Orcs [BTLOC]
-----------
  Strength... 15       Defence.... 10     Move....... 3 (Foot)
  Price...... 220      Melee...... 13     
  Sellback... 110      Sight...... 2

  Campaign availability: Fall of Irand

  Description:
    Battle orcs are veterans of many battles. They are better protected and
    armed, and by far more dangerous than most fighters in the horde. Notable
    strength and unrivaled discipline (for orcs) enable battle orcs to fight
    even foot knights, and their durable armor saves them from bowmen.

  Default Perks: Hard Target, City Fighters

  Perks:
    Level 1: Pha-lansa, Shooting Protection, Fine Stabza
    Level 2: Orcish Beer, Horse Eaters
    Level 3: Thick Armour, Force March
    Level 4: Cause Fear
    Level 5: Dirty Tricks

  Possible Upgrades: Orc Mights


Orc Mights [ORCMI]
----------
  Strength... 15       Defence.... 12     Move....... 3 (Foot)
  Price...... 320      Melee...... 15     
  Sellback... 160      Sight...... 2

  Campaign availability: Trap for the King

  Description:
    Every orc might can become a clan chief. You cannot miss these orcs among
    the ranks of a horde. Incredibly tall, dressed in the best armor with the
    heaviest swords and axes, they are easily distinguishable from afar. Orc
    mights will form an indestructible wall on their enemy's warpath. They can
    turn the tide even in the harshest battle situations.

  Default Perks: Hard Target, City Fighters, Defensive Stance

  Perks:
    Level 1: Pha-lansa, Shooting Protection, Fine Stabza
    Level 2: Orcish Beer, Horse Eaters
    Level 3: Thick Armour, Force March
    Level 4: Cause Fear
    Level 5: Dirty Tricks

  Possible Upgrades: None


Mads [MADS0]
----
  Strength... 15       Defence.... 9      Move....... 4 (Foot)
  Price...... 230      Melee...... 13     Charge..... 5
  Sellback... 115      Sight...... 2

  Campaign availability: Fall of Irand

  Description:
    Only hexers know the secret of how to brew the concoction for madness. Once
    a year they choose the best young orcs, and on Magdar night they make them
    drink this concoction. Surviving orcs become berserks. They become mad:
    voices and visions urge them to kill, tear and trample. Attacks by these
    orcs are violent and horrible. Berserks simply wipe out enemies who engage
    them in combat.

  Default Perks: Impetuous, Cause Fear

  Perks:
    Level 1: Commanding Eminence, Armour Piercing (Melee), Fine Stabza
    Level 2: Claustrophobia, Horse Eaters
    Level 3: Wild Temper, Force March
    Level 4: Frenzied Regeneration
    Level 5: Dirty Tricks

  Possible Upgrades: Bad Mads


Bad Mads [BMADS]
--------
  Strength... 15       Defence.... 10     Move....... 4 (Foot)
  Price...... 320      Melee...... 15     Charge..... 6
  Sellback... 160      Sight...... 2

  Campaign availability: Trap for the King

  Description:
    After surviving dozens of fights with wild animals, trolls and humans, mads
    become even more dangerous. Frequent use of concoctions has taught them to
    fall into a violent rage without any potions. Each bad mad is larger and
    faster than a common berserk and can hold a two-hand stabza with one hand.
    A single unit of these fighters can litter the entire battlefield with dead
    bodies.

  Default Perks: Impetuous, Cause Fear, Slayer

  Perks:
    Level 1: Commanding Eminence, Armour Piercing (Melee), Fine Stabza
    Level 2: Claustrophobia, Horse Eaters
    Level 3: Wild Temper, Force March
    Level 4: Frenzied Regeneration
    Level 5: Dirty Tricks

  Possible Upgrades: None


Orcish Riders [ORCRI]
-------------
  Strength... 10       Defence.... 11     Move....... 4 (Mounted)
  Price...... 280      Melee...... 11     Charge..... 10
  Sellback... 140      Sight...... 2

  Campaign availability: Fall of Irand

  Description:
    Wild animals can serve for more than just food! In ancient times, orcs that
    lived in forests decided their strongest warriors should battle on bulls'
    backs. Descendants of those old families preserved the tradition and now
    form the core of the bull cavalry. Bulls have always been the main weapon
    of these riders. Mighty animals are not afraid of hot battles, and can
    penetrate the most durable armor with one strike of their horns.

  Default Perks: Hard Target, Imperturbable

  Perks:
    Level 1: Almost Round Shields, Armour Piercing (Charge), Iron Horns
    Level 2: Fine Stabza, Ford Seekers
    Level 3: Bull Trails, Cause Fear
    Level 4: Counter Attack (Charge)
    Level 5: Beast Temper

  Possible Upgrades: Mighty Riders


Mighty Riders [MIGRI]
-------------
  Strength... 10       Defence.... 13     Move....... 4 (Mounted)
  Price...... 410      Melee...... 12     Charge..... 12
  Sellback... 205      Sight...... 2

  Campaign availability: Trap for the King

  Description:
    Mighty Riders sit in the saddles of only the most powerful bulls. The blood
    lust of these animals worries even the goblins that tend to them. One wrong
    move and they'll end up dead! These bulls are always ready to rush into
    battle to skewer enemies with their horns and trample whoever stands in
    their way- Their eyes are bloodshot and their hoarse breathing resembles
    the roar of their riders.

  Default Perks: Hard Target, Imperturbable, Segmented Movement

  Perks:
    Level 1: Almost Round Shields, Armour Piercing (Charge), Iron Horns
    Level 2: Fine Stabza, Ford Seekers
    Level 3: Bull Trails, Cause Fear
    Level 4: Counter Attack (Charge)
    Level 5: Beast Temper

  Possible Upgrades: None


Mounted Goblins [MOGOB]
---------------
  Strength... 10       Defence.... 10     Move....... 5 (Mounted)
  Price...... 280      Melee...... 6      Skirmish... 9
  Sellback... 140      Sight...... 3

  Campaign availability: Fall of Irand

  Description:
    Only goblins from the forest tribe that have lived and hunted together
    with hyenas for centuries are able to place saddles on their backs. Goblins
    realize that it is not they who dominate the rider-hyena relation. Anyway,
    together these fierce animals and their riders serve well as light cavalry
    on the plains and in the forests.

  Default Perks:
    Segmented Movement, Shooting Protection: Fast Riding, Hyena Mount,
    Furry Boss

  Perks:
    Level 1: Almost Round Shields, Poisoned Attack, Trail Seekers
    Level 2: Animal Scent, Pack Hunting
    Level 3: Evaders, Ford Seekers
    Level 4: Defensive Stance (Skirmish)
    Level 5: Soft Paws

  Possible Upgrades: Goblin Raiders


Goblin Raiders [GBLRA]
--------------
  Strength... 10       Defence.... 12     Move....... 5 (Mounted)
  Price...... 390      Melee...... 7      Skirmish... 11
  Sellback... 195      Sight...... 3

  Campaign availability: Land of Knights

  Description:
    At war you need not to care about feeding the predators accompanying your
    army: combat hyenas hunt as they fight. Experienced animals chase down and
    finish off weakened enemy units and engage in quick devastating raids
    behind enemy lines. The riders get rich cleaning up after their steeds, as
    hyenas are interested in neither weapons nor armor.

  Default Perks:
    Segmented Movement, Shooting Protection: Fast Riding, Hyena Mount,
    Restless Raiders, Furry Boss

  Perks:
    Level 1: Almost Round Shields, Poisoned Attack, Trail Seekers
    Level 2: Animal Scent, Pack Hunting
    Level 3: Evaders, Ford Seekers
    Level 4: Defensive Stance (Skirmish)
    Level 5: Soft Paws

  Possible Upgrades: None


Wild Trolls [WITRL]
-----------
  Strength... 15       Defence.... 10     Move....... 3 (Big Foot)
  Price...... 270      Melee...... 9       
  Sellback... 135      Sight...... 1

  Campaign availability: Fall of Irand

  Description:
    Mages have studied trolls and concluded that they are wild animals with
    only a slight trace of intellect. Also, the mages found that trolls prefer
    to live in mountains, and aren't very friendly creatures. Orcs are not
    concerned about whether or not trolls have an intellect. They use trolls
    for their great strength and vitality. In a battle, wild trolls don't carry
    weapons; they simply crush their enemies with their rock-hard fists.

  Default Perks: Hard Target, Awfully Huge, Regenerate

  Perks:
    Level 1: Thick Hide, Cause Fear, Taste for Fresh Meat
    Level 2: Wall Breaker, Horse Eaters
    Level 3: Wild Strength, Imperturbable
    Level 4: Big Steps
    Level 5: Shooting Protection: Hardhead

  Possible Upgrades: War Trolls


War Trolls [WATRL]
----------
  Strength... 15       Defence.... 12     Move....... 3 (Big Foot)
  Price...... 450      Melee...... 14       
  Sellback... 225      Sight...... 2

  Campaign availability: War in The Air

  Description:
    A trained troll is a very destructive weapon. This monster can break
    through almost any defence. Enemies should not feel safe even behind city
    walls if they are attacked by these living war machines. A trained troll is
    also capable of resisting a storm of deadly arrows.

  Default Perks: Hard Target, Awfully Huge, Regenerate, Stone Form

  Perks:
    Level 1: Thick Hide, Cause Fear, Taste for Fresh Meat
    Level 2: Wall Breaker, Horse Eaters
    Level 3: Wild Strength, Imperturbable
    Level 4: Big Steps
    Level 5: Shooting Protection: Hardhead

  Possible Upgrades: None


Goblin Runners [GBLRU]
--------------
  Strength... 10       Defence.... 7      Move....... 4 (All Terrain)
  Price...... 170      Melee...... 4      Skirmish... 7
  Sellback... 85       Sight...... 3

  Campaign availability: Joining the majority
  
  Description:
    Some goblin robbers show astonishing quickness. They are much more quicker
    than their fellows in finding what can be stolen, running away, and never
    giving others a chance to relive them of their stolen loot. They have
    mastered the art of running so that not even thick forests and swamps slow
    them down. Their obvious talent was awarded by service in the Horde 
    vanguard as scouts.

  Default Perks: Lazy, Segmented Movement

  Perks:
    Level 1: Quiky Mold, Poisoned Attack, Bark Eaters
    Level 2: Eagle Eye, Enthusiastic Retreat
    Level 3: Froggy, Lil Boss
    Level 4: Cause Fear
    Level 5: Determined Killers

  Possible Upgrades:
    Goblin Sneakers, Goblin Stalkers, Mounted Goblins, Goblin Raiders


Goblin Sneakers [GBLSN]
---------------
  Strength... 10       Defence.... 8      Move....... 4 (All Terrain)
  Price...... 265      Melee...... 5      Skirmish... 9
  Sellback... 132      Sight...... 3

  Campaign availability: Fall of Irand
  
  Description:
    These goblins inherited stealthy footsteps and the ability to vanish into
    thin air from their ancestors. Sneakers originate from tribes that remained
    independent from orcs longer than others, hiding in forests, skillfully
    disguising their dwelling and covering up their tracks. Those times are
    long gone, but the Sneakers have retained their skulls. They are armed only
    with slings and bone knives, but their presence alone is enough to make the
    enemy nervous.

  Default Perks: Lazy, Brave Hiding, Harassers, Segmented Movement

  Perks:
    Level 1: Quiky Mold, Poisoned Attack, Bark Eaters
    Level 2: Eagle Eye, Enthusiastic Retreat
    Level 3: Froggy, Lil Boss
    Level 4: Cause Fear
    Level 5: Determined Killers

  Possible Upgrades: Goblin Stalkers


Goblin Stalkers [GBLST]
---------------
  Strength... 10       Defence.... 9      Move....... 4 (All Terrain)
  Price...... 370      Melee...... 6      Skirmish... 11
  Sellback... 185      Sight...... 3

  Campaign availability: Land of Knights
  
  Description:
    The main characters of those terrifying stories nurses tell children to
    frighten them are not cruel orcs or mighty trolls but noiseless goblin
    stalkers. It is said they are able to enter into guarded castles unnoticed!
    And the swords of these demonic creatures can kill enemies with poison at a
    distance. Stalkers would be surprised to hear what horrible rumors get
    spread because of their habit of quietly robbing hen-houses in the nearest
    village. But a commander that takes those stories as odd fables risk dying
    in his sleep at the hands of stalkers.

  Default Perks:
    Lazy, Brave Hiding, Harassers, Segmented Movement, Pathfinder

  Perks:
    Level 1: Quiky Mold, Poisoned Attack, Bark Eaters
    Level 2: Eagle Eye, Enthusiastic Retreat
    Level 3: Froggy, Lil Boss
    Level 4: Cause Fear
    Level 5: Determined Killers

  Possible Upgrades: None


Goblin Archers [GBLAR]
--------------
  Strength... 15       Defence.... 5      Move....... 4 (All Terrain)
  Price...... 160      Melee...... 4      Missile.... 5 (Range 2)
  Sellback... 80       Sight...... 2

  Campaign availability: Conquest of Goblins
  
  Description:
    Goblins who have only recently learned how to handle a bow call themselves
    archers. They are so proud of their new role, they hardly bother to aim
    their arrows at their enemies. The sheer number of these archers
    compensates for their lack of skill, and some arrows still find their
    targets.

  Default Perks: Lazy, Bark Eaters

  Perks:
    Level 1: Quiky Mold, Counter Attack (Missile), Straight Arrows
    Level 2: Poisoned Arrows, Hills Archers
    Level 3: Invisible Stance, Lil Boss
    Level 4: Eagle Eye
    Level 5: Bone Bows

  Possible Upgrades: Goblin Sharp-Eyes


Goblin Sharp-Eyes [GBLSE]
-----------------
  Strength... 15       Defence.... 6      Move....... 4 (All Terrain)
  Price...... 270      Melee...... 5      Missile.... 8 (Range 2)
  Sellback... 135      Sight...... 2

  Campaign availability: Land of Knights
  
  Description:
    Goblins can learn to aim, and are even smart enough to make allowances for
    the wind. The orc' educational methods are surprisingly efficient. They
    know that after a couple of swift kicks to their ribs, goblins will begin
    to master anything a lot more quickly. The same applies to accurate
    shooting. These goblins bowmen have become real marksmen, and their arrows
    are unerring. Well, almost unerring.

  Default Perks: Lazy, Bark Eaters, Multiple Support

  Perks:
    Level 1: Quiky Mold, Counter Attack (Missile), Straight Arrows
    Level 2: Poisoned Arrows, Hills Archers
    Level 3: Invisible Stance, Lil Boss
    Level 4: Eagle Eye
    Level 5: Bone Bows

  Possible Upgrades: None


Pteranodon Rider [PTRID]
----------------
  Strength... 10       Defence.... 9      Move....... 6 (Flight)
  Price...... 340      Air Melee.. 10     
  Sellback... 170      Sight...... 3

  Campaign availability: War in The Air
 
  Description:
    Taming preranodons is a dangerous business. Only the most daring goblins
    are up to the task. These goblins have learned to hop into the saddle
    while avoiding tail lashes, and to hold their legs up in flight in case the
    animal suddenly turns his head. Pteranodons need special training, or else
    they will eat their riders. The hight and speed of their flight, combined
    with their predator's rage makes it possible to use pteranodons both for
    scouting and for hunting enemies from the air.
  
  Default Perks: None

  Perks:
    Level 1: Sky Dancer, Shadow of a Vulture, Hunter Instincts
    Level 2: Shooting Protection: High Altitude, Segmented Movement
    Level 3: Poison Tail, Lasher
    Level 4: Looking Glazz
    Level 5: Flying Death

  Possible Upgrades: None


Goblin Zeppelina [GBLZP]
----------------
  Strength... 10       Defence.... 7      Move....... 5 (Flight)
  Price...... 240      Melee...... 4      Bombardment 8
  Sellback... 120      Sight...... 3

  Campaign availability: Fall of Irand
 
  Description:
    Amazingly, goblins are capable of mighty enterprises, even if they are
    generally lazy creatures. They have figured out how to inflate a leather
    balloon with swamp gas, attach a basket with paddles and a rudder, and fly.
    They soon realized they could throw stones and bombs down on their enemies
    from a great height! Their ingenuity is astonishing, however they are often
    cursed for being so clever.
  
  Default Perks: None

  Perks:
    Level 1: Metal Pod, Shadow of a Vulture, Skilled Bomber
    Level 2: Shooting Protection: High Altitude, Propeller
    Level 3: Balloon Armour, Flame Ammo
    Level 4: Cause Fear
    Level 5: Extra Payload

  Possible Upgrades: None


Spear Hurler [SPHUR]
------------
  Strength... 10       Defence.... 5      Move....... 3 (Wheeled)
  Price...... 230      Melee...... 3      Bolt....... 9 (Range 3)
  Sellback... 115      Sight...... 1

  Campaign availability: Fall of Irand
  
  Description:
    A big spear or just a log - it makes no difference to goblins what they use
    to load their war machine. It remains a mystery how the goblins manage to
    assemble such a powerful machine and how the machine remains intact after
    unleashing its ammunition with such devastating force. The Spear Hurler
    throws one missile after another at the rows of enemies. However, if the
    enemy attacks, the Hurler will likely not even survive a couple of good
    blows in close combat.

  Default Perks: Bad Wheels, Armour Piercing (Bolt)

  Perks:
    Level 1: Big Shields, Forward Observer, Target Practice (Bolt)
    Level 2: Long Range Thrower, Round Wheels
    Level 3: Camouflage, Force March
    Level 4: Cause Fear
    Level 5: Counter Attack (Bolt)

  Possible Upgrades: None


Stone Tosser [STNTO]
------------
  Strength... 10       Defence.... 5      Move....... 3 (Wheeled)
  Price...... 250      Melee...... 3      Stone...... 10 (Range 3)
  Sellback... 175      Sight...... 1

  Campaign availability: Land Of Knights
  
  Description:
    The tosser can shell the enemy from distant approaches, breach castle walls
    and defeat whole units of knights. The slowness of the catapult and its
    weakness in a melee will not stop orcs from using such a powerful weapon,
    especially since it's only goblins who end up manning the tosser. If some
    of them are killed, others will take their place. And the tosser will
    continue to smash the enemy.

  Default Perks: Bad Wheels, Armour Piercing (Stone)

  Note:
    This unit's attack value against a unit that has a base strength of 15 will
    be multiplied by 1.67.

  Perks:
    Level 1: Big Shields, Forward Observer, Target Practice (Stone Throw)
    Level 2: Heavy Artillery, Round Wheels
    Level 3: Camouflage, Force March
    Level 4: Cause Fear
    Level 5: Explosive Ammo

  Possible Upgrades: None


Ugraum Grableg (Hero) [HUGGR]
---------------------

  Strength... 10       Defence.... 12       Move....... 4 (Foot)
  Price...... n/a      Melee...... 10       Charge..... 5
  Sellback... n/a      Sight...... 3

  Campaign availability: Conquest of Goblins

  Description:
    Ugraum Grableg is a strong and clever leader. Over time he has fought his
    way to the title of chief of the clan, but he is still hungry for more
    conquest. With the knowledge that orcs are invincible if they are united
    under one banner, Ugraum began to assemble the Horde. The leader had enough
    power and talent to turn the horde into a mighty army. The news from scouts
    about a new orcish leader didn't cause much concern among the leaders of
    the kingdoms. But underestimating Ugraum's power is a fatal mistake.
  
  Default Perks: Warleader

  Perks:
    Level  1: Force March, Big Boss, Wild Temper
    Level  2: Orcish Beer, Ford Seekers, Strong Armour
    Level  3: Siege Master, Defensive Stance
    Level  4: Commanding Eminence
    Level  5: Inspire to Attack
    Level  6: Order to March
    Level  7: Armour Piercing, Inspire to Defend
    Level  8: Tactician
    Level  9: Stolen Ralin Boots
    Level 10: Slayer

  Possible Upgrades: n/a


Sho-doon (Hero) [HSHDO]
---------------

  Strength... 10       Defence.... 8        Move....... 3 (Foot)
  Price...... n/a      Melee...... 5        Missile.... 7 (Range 2)
  Sellback... n/a      Sight...... 3

  Campaign availability: Reconnaissance in Force

  Description:
    The hexer Sho-doon hasn't had much luck in life. He was born a goblin,
    forced to live among giant, strong orcs who paid little attention to his
    unusual talents. What's the use of dark magic and knowledge of various
    poisons, if you run the risk of being killed in a simple scuffle? Sho-doon
    is always on the lookout for a strong protector, someone who will defend
    him so that he can continue developing his black business.
  
  Default Perks: Healing Mold

  Perks:
    Level  1: Big Boss, Bang Mold, Spittler
    Level  2: Drop of Poison, Stolen Ralin Boots, Quiky Mold
    Level  3: Mad Mold, Heal
    Level  4: Bark Skin Mold
    Level  5: Summon Wolves
    Level  6: Horror
    Level  7: Gnat Swarm, Brave Hiding
    Level  8: Distilled Quiky Mold
    Level  9: Resurrect
    Level 10: -

  Possible Upgrades: n/a


Ash-hoon (Hero) [HASHO]
---------------

  Strength... 10       Defence.... 9        Move....... 3 (Foot)
  Price...... n/a      Melee...... 7        Missile.... 9 (Range 2)
  Sellback... n/a      Sight...... 3

  Campaign availability: Fall of Irand

  Description:
    As the first hexer of the orcs, Ash-hoon can safely wander around in the
    lands of any clan in Wastes. Nobody dares stand in his way. Ash-hoon is
    unrivaled in his knowledge of potions and deadly spells. But perhaps more
    importantly, he knows how to achieve his goals. The First hexer engages in
    bribery, intimidation, and murder - any means are justifiable if they
    obtain the desired result.
  
  Default Perks: Bang Mold

  Perks:
    Level  1: Big Boss, Freeze, Vengeful Spirits
    Level  2: Summon Eye, Stolen Ralin Boots, Quiky Mold
    Level  3: Summon Boars, Horror
    Level  4: Bark Skin Mold
    Level  5: Dead Bones
    Level  6: Fear Discipline
    Level  7: Gnat Swarm, Tornado
    Level  8: Heal
    Level  9: Word of Death
    Level 10: -

  Possible Upgrades: n/a


Besargar (Hero) [HBESA]
---------------

  Strength... 10       Defence.... 11       Move....... 4 (Foot)
  Price...... n/a      Melee...... 10       Charge..... 7
  Sellback... n/a      Sight...... 3

  Campaign availability: Fall of Irand

  Description:
    The name if Besargar is known both in Werks Wastes an in the human
    kingdoms. His clan has carried out many devastating raids. The leader of
    Beserks is so strong and quick that very few of those who have ever
    challenged him have survived. For Besarg everything is easy in life, he
    respects only strength. The armor and weapons of those who tried to gain
    his respect are piled up inside the sanctuary of his clan.
  
  Default Perks: Armour Piercing

  Perks:
    Level  1: Force March, Orcish Beer, Wild Temper
    Level  2: Defensive Stance, Ford Seekers, Horse Eaters
    Level  3: Siege Master, Cause Fear
    Level  4: Commanding Eminence
    Level  5: Slayer
    Level  6: Stolen Ralin Boots
    Level  7: Big Flask, Frenzied Regeneration
    Level  8: Dirty Tricks
    Level  9: Contagious Madness
    Level 10: -

  Possible Upgrades: n/a


o-----------------------------------------------------------------------------o
|      Alliance Units                                                [ALIAR]  |
o-----------------------------------------------------------------------------o


Elven Bows [ELVBO]
----------
  Strength... 10       Defence.... 10     Move....... 4 (All Terrain)
  Price...... 410      Melee...... 8      Missile.... 13 (Range 2)
  Sellback... 205      Sight...... 3

  Campaign availability: Secret mission
  
  Description:
    Fabulous accuracy is nothing extraordinary for elven bow masters. Is it
    really difficult to hit a dry blade of grass caught by a sudden gust of
    wind? Certainly not! Even less so if a shooter has had several centuries of
    training. Only those who engage these bow masters in melee combat will have
    some chance of beating them. However, it's never easy to approach these
    shooters.

  Default Perks: Hunting Tradition

  Perks:
    Level 1: Counter Attack (Missile), Eagle Eye, Bold Archers
    Level 2: Segmented Movement, Multiple Support
    Level 3: Concealment, True Elven Bowstrings
    Level 4: Harassers
    Level 5: Slayer

  Possible Upgrades: None


Elven Swords [ELVSW]
------------
  Strength... 10       Defence.... 15     Move....... 4 (All Terrain)
  Price...... 360      Melee...... 19      
  Sellback... 180      Sight...... 3

  Campaign availability: Secret mission
 
  Description:
    Rumors of the mastery of these swordsmen abound. They are said to amuse
    themselves by slicing a silk handkerchief thrown up in the air into tiny
    scraps. Sadly for Quendaylon's enemies, most of what is said is true. On
    the battlefield one sword master is worth several knights or battle orcs.
    Aside from having an excellent command of swords, these elves are quick
    runners and good pathfinders in forests.
  
  Default Perks: None

  Perks:
   Level 1: Hard Drill, Force March, Forest Ambushers
   Level 2: Aggressive Style, Defensive Style
   Level 3: Segmented Movement, Force March, Shooting Protection: Sword Masters
   Level 4: Defensive Stance
   Level 5: Slayer

  Possible Upgrades: None


Flame Guards [FLMGU]
------------
  Strength... 10       Defence.... 24     Move....... 4 (All Terrain)
  Price...... n/a      Melee...... 16      
  Sellback... 285      Sight...... 3

  Campaign availability: Gold victory in scenario Desperate Drive
 
  Description:
    The ancient Order of Flame Guards has protected the Great Council of Elves
    since time immemorial. Each of its female warriors is distinguished by her
    excellent training and good command of weapons. But this is not the main
    concern for those who meet them in combat. Their magic practices enable
    these female warriors to heal all types of wounds, even those that appear
    to be fatal. If at least one female warrior is alive, the flame guards will
    continue to heal themselves and rejoin their ranks.
  
  Note:
    The unit will automatically resurrect back to full strength at the
    beginning of each turn.
  
  Default Perks: Cavalry Protection, Cause Fear, Phoenix Resurrection

  Perks:
    Level 1: Defensive Stance, Hard Drill, Forest Ambushers
    Level 2: Segmented Movement, Shooting Protection
    Level 3: Slayer, Force March
    Level 4: Armour Piercing (Melee)
    Level 5: Heavy Halberds

  Possible Upgrades: None


Dwarven Axemen [DWAXE]
--------------
  Strength... 15       Defence.... 13     Move....... 3 (Foot)
  Price...... 250      Melee...... 14      
  Sellback... 125      Sight...... 2

  Campaign availability: Secret mission
 
  Description:
    Dwarves are people born for labor and war. Sturdy, strong and accustomed to
    exhausting work in mines, dwarves are capable of turning the tide of any
    battle. Their hammers flatten metal in the smithy shop and enemy helmets on
    the battlefield with the same ease. No armor will withstand the strike of a
    accustomed to tunneling through hard rock.
  
  Default Perks: Hard Target, Highlander, Hill Walker

  Perks:
    Level 1: Mail Armour, Shooting Protection, Armour Piercing (Melee)
    Level 2: Hard Drill, City Fighters
    Level 3: Force March, Defensive Stance
    Level 4: Rune Axes
    Level 5: Ofris Master Armor

  Possible Upgrades: None


Dwarven Nobles [DWNOB]
--------------
  Strength... 15       Defence.... 15     Move....... 3 (Foot)
  Price...... 360      Melee...... 16      
  Sellback... 180      Sight...... 2

  Campaign availability: Unmasking
 
  Description:
    Dwarves have always considered military science to be an honorable
    occupation. When militias approach each clan for their best fighters, dwarf
    nobles are often the first to respond. In a bid to earn the respect of
    their fellow warriors, they rush into the thick of battle. Units of dwarf
    nobles strike fear into the hearts of their enemies with their array of
    weapons and their tremendous power and stamina.
  
  Default Perks: Hard Target, Highlander, Hill Walker, Dwarven Nobles

  Perks:
    Level 1: Mail Armour, Shooting Protection, Armour Piercing (Melee)
    Level 2: Hard Drill, City Fighters
    Level 3: Force March, Defensive Stance
    Level 4: Rune Axes
    Level 5: Ofris Master Armor

  Possible Upgrades: None


Dwarven Crossbowmen [DWCRO]
-------------------
  Strength... 10       Defence.... 10     Move....... 3 (Foot)
  Price...... 330      Melee...... 8      Missile.... 10 (Range 2)
  Sellback... 165      Sight...... 2

  Campaign availability: Ofris
 
  Description:
    Crossbows designed by dwarf blacksmiths easily pierce the heavy armor worn
    by their enemies. Although some joke about the terrible accuracy of dwarven
    crossbowmen, the sound of a shower of steel bolts from their crossbows is
    enough to make their enemies take them seriously. Any enemy that engages
    them in battle is usually frustrated by their solid armor and the crushing
    blow of these dwarven warriors.
  
  Default Perks: Hard Target, Highlander, Hill Walker

  Perks:
    Level 1: Mail Armour, Counter Attack (Missile), Armour Piercing (Missiles)
    Level 2: Slayer, Hills Archers
    Level 3: Force March, Steel Bolts
    Level 4: Multiple Support
    Level 5: Heavy Crossbow

  Possible Upgrades: None


Dwarven Mobile Fort [DWMOF]
-------------------
  Strength... 10       Defence.... 12     Move....... 3 (Wheeled)
  Price...... 540      Melee...... 8      Stone...... 10 (Range 3)
  Sellback... 270      Sight...... 1

  Campaign availability: Unmasking
  
  Description:
    Dwarven engineers can work wonders. It is hard to believe this huge machine
    moves without magic. It is capable of throwing heavy steel shots as well as
    the best catapult while its crew remains safe, protected within its robust
    armor. Dwarves themselves call their creation a mobile fort, a name it
    truly deserves.

  Default Perks: Armour Piercing, Hard Target
  
  Note:
    This unit's attack value against a unit that has a base strength of 15 will
    be multiplied by 1.67.

  Perks:
   Level 1: Extra Armor, Forward Observer, Cause Fear
   Level 2: Rough Terrain Mod, Explosive Ammo
   Level 3: Master Crafted Engine, Counter Attack (Shoot)
   Level 4: Slayer
   Level 5: Crack Crew

  Possible Upgrades: None


Dragon [DRAGN]
------
  Strength... 10       Defence.... 15     Move........ 6 (Flight)
  Price...... 600      Air Melee.. 12     Flame breath 7
  Sellback... 300      Sight...... 3

  Campaign availability: Breakthrough
 
  Description:
    Few elves who can speak with dragons remain, partly because the dragons
    themselves are so scarce. They are majestic, smart and lethal animals, and
    nothing can save the enemy from their mighty claws and teeth, and their
    fire-spitting breath. Yet dragons are mortal. The last known dragons who
    survive obey the commands of one female elf, Teya. Only Teya can summon
    them to the battlefield.
  
  Default Perks: Cause Fear

  Perks:
    Level 1: Hard Target, Shadow of a Vulture, Armour Piercing
    Level 2: Shooting Protection: High Altitude, Eagle Eye
    Level 3: Sizzling Flame, Strong Wings
    Level 4: Segmented Movement
    Level 5: Flying Death

  Possible Upgrades: None


Teya (Hero) [TEYA0]
-----------
  Strength... 10       Defence.... 11     Move....... 4 (Foot)
  Price...... n/a      Melee...... 10     Missile.... 11
  Sellback... n/a      Sight...... 4

  Campaign availability: Secret mission
 
  Description:
    It's no use asking the Elven sorceress Teya Essente about her age. Why
    count years if you've been alive for more centuries than you can remember?
    For years Teya fought in distant lands, defending the peace in the woods of
    Quendaylon. Now, together with her faithful warriors, she fulfills the
    special orders of the Great Council of the Elders. Teya is the last of the
    Dragon speakers. She possesses powers unknown to even the most skillful
    elven mages.
  
  Default Perks: Freeze

  Perks:
    Level  1: Wizard Eye, Heal, Concentration
    Level  2: Lightning, Water Walk, Magic Armour
    Level  3: Tornado, Rejuvenation
    Level  4: Guarded by Woods
    Level  5: Magic Flare
    Level  6: Order to March
    Level  7: Expert Arcanist, Regrowth
    Level  8: Archmage's Shield
    Level  9: Nature Intervention
    Level 10: Dragon Slave

  Possible Upgrades: n/a


Dwarnrock (Hero) [DWRNR]
----------------
  Strength... 10       Defence.... 14     Move....... 4 (Foot)
  Price...... n/a      Melee...... 10     Charge..... 5
  Sellback... n/a      Sight...... 3

  Campaign availability: Secret mission
 
  Description:
    Dwarnrock is the thane of a mighty dwarf clan. Despite his small stature,
    he possesses unbelievable strength. No human can lift his war hammer. Like
    all underground dwarves Dwarnrock values honor and duty above all. A dwarf
    never betrays a friend and never breaks a vow. And Dwarnrock expects the
    same from the others who he meets. He never forgives an offence. Only a mad
    person, who has no appreciation for his own life, would dare to deceive
    him.
  
  Default Perks: Hard Target, Highlander, Hill Walker

  Perks:
    Level  1: Force March, Fearless, Armour Piercing
    Level  2: Defensive Stance, Ralin Boots, Rune of Resilience
    Level  3: Siege Master, Tactician
    Level  4: Slayer
    Level  5: Inspire to Attack
    Level  6: Order to March
    Level  7: Rune of Devastation, Inspire to Defend
    Level  8: Ofris Master Armor
    Level  9: Rune of Endurance
    Level 10: -

  Possible Upgrades: n/a


o-----------------------------------------------------------------------------o
|      Summoned Units                                                [XSUMA]  |
o-----------------------------------------------------------------------------o

Summoned units are typically created from spells or artifacts.
Even though summoned units tend to last a very short time span it is
possible for them to obtain perks.

The following perks are available for these units.

Level 1: Defence Bonus, Shooting Protection, AttackBonus
Level 2: Hard Drill, Segmented Movement
Level 3: Defensive Stance, Move Bonus
Level 4: Cause Fear
Level 5: Dirty Tricks


Shadow Boars [XSHBO]
------------
  Strength... 10       Defence.... 10     Move....... 4 (All Terrain)
  Price...... n/a      Melee...... 7      Charge..... 7
  Sellback... n/a      Sight...... 2

  Default Perks: None

  Spell: Summon Boars
  Lasts: 1 turn
  
  Description:
    You can see them, you can touch them, and they can kill you. However,
    these phantoms who resemble living creatures were brought to life by the
    power of spells. When these creatures are killed in battle, or their term
    of being expires, they disappear, becoming pure magic once again.


Spectral Warriors [XSPWA]
-----------------
  Strength... 15       Defence.... 9      Move....... 3 (Foot)
  Price...... n/a      Melee...... 9      
  Sellback... n/a      Sight...... 2

  Default Perks: None

  Spell: Summon Spectral Warriors
  Lasts: 1 turn
  
  Description:
    You can see them, you can touch them, and they can kill you. However,
    these phantoms who resemble living creatures were brought to life by the
    power of spells. When these creatures are killed in battle, or their term
    of being expires, they disappear, becoming pure magic once again.


Spectral Wolves [XSPWO]
---------------
  Strength... 15       Defence.... 8      Move....... 5 (All Terrain)
  Price...... n/a      Melee...... 8      
  Sellback... n/a      Sight...... 3

  Default Perks: None

  Spell: Summon Wolves
  Lasts: 1 turn
  
  Description:
    You can see them, you can touch them, and they can kill you. However,
    these phantoms who resemble living creatures were brought to life by the
    power of spells. When these creatures are killed in battle, or their term
    of being expires, they disappear, becoming pure magic once again.


Golem [XGOLM]
-----
  Strength... 10       Defence.... 15     Move....... 3 (Big Foot)
  Price...... n/a      Melee...... 10      
  Sellback... n/a      Sight...... 1

  Default Perks: Hard Target

  Spell: Summon Golem
  Lasts: 1 turn
  
  Description:
    You can see them, you can touch them, and they can kill you. However,
    these phantoms who resemble living creatures were brought to life by the
    power of spells. When these creatures are killed in battle, or their term
    of being expires, they disappear, becoming pure magic once again.

  Note:
    This unit has a willpower of 20 which means that it normally never will be
    broken or retreat.


Flying Eye [XFLEY]
----------
  Strength... 10       Defence.... 3      Move....... 5 (Flight)
  Price...... n/a      Air Melee.. 3       
  Sellback... n/a      Sight...... 3

  Default Perks: None

  Spell: Summon Eye
  Lasts: 1 turn
  
  Description:
    You can see them, you can touch them, and they can kill you. However,
    these phantoms who resemble living creatures were brought to life by the
    power of spells. When these creatures are killed in battle, or their term
    of being expires, they disappear, becoming pure magic once again.


o-----------------------------------------------------------------------------o
|                               ..:: Perks ::..                       [PRKS0] |
o-----------------------------------------------------------------------------o


Forest Ambushers [FOAMB]
----------------
Effect:
  Defence +1, Melee +2 in forest

Description:
  How beautiful this forest is! The birds are singing, the leaves, which will
  soon be drenched in blood, rustling in the breeze. These fighters appreciate
  the forest in their own way. Soft shadows, muted sounds and the thick
  branches of trees. This is real paradise for ambush masters. None compare to
  them in their ability to attack and defend in the thick of forest.

Obtainable by:
  Peasants (level 1), Yeomen (level 1), Spearmen (level 1),
  Goblin Looters (level 1), Goblin Killers (level 1), Elven Swords (level 1),
  Flame Guards (level 1)


Highlander [HILAN]
----------
Effect:
  Defence +1, Melee +2 in hills

Description:
  Nothing is dearer to highlanders than the smooth slopes of hills and steep
  mountain peaks. Their home, where the green slopes reach for the sky, is
  where they breathe easier and fight more fiercely.

Obtainable by:
  Dwarven Axemen (default), Dwarnrock (default), Dwarven Crossbowmen (default),
  Dwarven Nobles (default), Peasants (level 1), Militia (level 1),
  Yeomen (level 1), Spearmen (level 1), Swordsmen (level 2),
  Foot Knights (level 2)


Force March [FOMAR]
-----------
Effect:
  Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 2
  Move points +2

Description:
  At crucial moment warriors can use this spell to greatly increase their
  normal daily travel distance.

Obtainable by:
  Goblin Crashers (default), Ugraum Grableg (level 1), Besargar (level 1),
  Elven Swords (level 1), Dwarnrock (level 1), Father Dexter (level 2),
  Peasants (level 2), Militia (level 3), Halberdiers (level 3),
  Royal Guards (level 3), Swordsmen (level 3), Foot Knights (level 3),
  Yeomen (level 3), Spearmen (level 3), Ballista (level 3), Catapult (level 3),
  Orc Mobs (level 3), Orc Stabbers (level 3), Spear Hurler (level 3),
  Stone Tosser (level 3), Battle Orcs (level 3), Mads (level 3),
  Orc Mights (level 3), Bad Mads (level 3), Elven Swords (level 3),
  Dwarven Axemen (level 3), Dwarven Crossbowmen (level 3),
  Dwarven Nobles (level 3), Flame Guards (level 3)


Storm Troops [STTRO]
------------
Effect:
  Melee +2 in urban

Description:
  These warriors have received special training. They can mount an ambush in a
  town or city, sneak around the enemy to attack from behind, and use every
  building for their attacks.

Obtainable by:
  Peasants (level 3), Halberdiers (level 3), Swordsmen (level 3),
  Foot Knights (level 3), Royal Guards (level 3)


Peoples Rage [PRAGE]
------------
Effect:
  Defence -1
  Melee +5

Description:
  Very few warriors treat peasants seriously in a war. They think to
  themselves, what purpose can an untrained and poorly armed crowd serve on the
  battlefield? But to think this way is to underestimate the value of morale.
  One furious man with a pitchfork can be very dangerous A whole crowd of
  people intoxicated with rage is capable of scattering a unit of professional
  warriors.

Obtainable by:
  Peasants (level 5)


Segmented Movement [SEGMO]
------------------
Effect:
  Moves free passing by enemy units
  Segmented movement

Description:
  Whether it's being used by a unit, a flyer or a war machine, this ability
  allows the unit to stop, resume movement, or change direction at their 
  discretion during one move.

Obtainable by:
  Scouts (default), Rangers (default), Elite Rangers (default), 
  Horse Yeomen (default), Champions of Marcus (default),
  Mounted Goblins (default), Goblin Runners (default),
  Goblin Sneakers (default), Goblin Stalkers (default),
  Goblin Raiders (default), Mighty Riders (default), Tamed Eagle (level 2),
  War Eagle (level 2), Pteranodon Rider (level 2), Summoned units (level 2),
  Elven Bows (level 2), Flame Guards (level 2), Elven Swords (level 3),
  Peasants (level 4), Yeomen (level 4), Spearmen (level 4),
  Goblin Looters (level 4), Goblin Killers (level 4), Dragon (level 4)


Forest Like Home [FOLHO]
----------------
Effect:
  Defence +2 when in forest

Description:
  Scouts know the woods so well that the old saying, my forest is my castle.
  applies to them perhaps more than to anyone else. It is hard to fight in a 
  forest against those who know every tree and every leaf.

Obtainable by:
  Scouts (level 1), Rangers (level 1)


Poisoned Attack [POISA]
---------------
Effect:
  All wounded become killed

Description:
  The enemy uses all possible means to win, so why shouldn't archers? Just 
  apply a drop of virulent poison on the tip of an arrow, and any scratch will
  be fatal.

Obtainable by:
  Scouts (level 1), Rangers (level 1), Horse Yeomen (level 1),
  Goblin Runners (level 1), Goblin Sneakers (level 1),
  Mounted Goblins (level 1), Goblin Stalkers (level 1),
  Goblin Raiders (level 1)


Firestarters [FISTA]
------------
Effect:
  Skirmish +1

Description:
  Scouts never march in columns, carry banners, scream out battle cries or wait
  until the enemy form ranks. They suddenly appear at the edge of the battle-
  field, attack, and vanish before the enemy has time to answer. The only trace
  of them is the trail of dead bodies they leave in their wake.

Obtainable by:
  Scouts (level 1), Rangers (level 1), Horse Yeomen (level 1)


Eagle Eye [EAGEY]
---------
Effect:
  See invisble
  Sight +1

Description:
  Such warriors are said to have the eyes of an eagle and the ears of a wolf.
  Nobody can pass them unnoticed. These warriors see their enemies even when
  they may feel they are safely out of view.

Obtainable by:
  Elven Bows (level 1), Scouts (level 2), Rangers (level 2),
  Horse Yeomen (level 2), Goblin Runners (level 2), Goblin Sneakers (level 2),
  Goblin Stalkers (level 2), Dragon (level 2), Bowmen (level 3),
  Crossbowmen (level 4), Yeomen Archers (level 3), Tamed Eagle (level 4),
  War Eagle (level 4), Goblin Archers (level 4), Goblin Sharp-Eyes (level 4)


Brigandine Armour [BRGAR]
-----------------
Effect:
  Defence +1

Description:
  Only a fool would rush into battle with no armour. Light leather armour with
  metallic plates can save a soldier from a counterstrike or the impact of an 
  arrow. Acquiring this armour will definitely extend the lifetime of fighters
  in the unit.

Obtainable by:
  Peasants (level 1), Militia (level 1), Bowmen (level 1), 
  Crossbowmen (level 1), Yeomen Archers (level 1), Scouts (level 2),
  Rangers (level 2), Horse Yeomen (level 2)


Swamp Foxes [SWFOX]
-----------
Effect:
  Defence +3 in swamp or river

Description:
  Swamps are not good places for battle. It is even dangerous to walk through
  them without a guide. Yet, these warriors wind their way through the swamps
  with ease, and use the quagmire to protect themselves.

Obtainable by:
  Peasants (level 2), Scouts (level 3), Rangers (level 3), Yeomen (level 2),
  Spearmen (level 2)


Ford Seekers [FOSES]
------------
Effect:
  Movement cost through river is set to 100%

Description:
  A river is no longer an obstacle for this unit. Heavy armor will not pull
  them down to the bottom and their feet will not slip on mossy stones. These
  fighters can ford even in the deepest river.

Obtainable by:
  Derrick Pfeil (level 2), Ugraum Grableg (level 2), Besargar (level 2),
  Orcish Riders (level 2), Mighty Riders (level 1), Peasants (level 3),
  Militia (level 3), Scouts (level 3), Rangers (level 3),
  Horse Yeomen (level 3), Yeomen (level 3), Spearmen (level 3),
  Mounted Goblins (level 3), Goblin Raiders (level 3)


Cause Fear [CAFEA]
----------
Effect:
  Attacked enemy always retreats

Description:
  This unit's attack is so sweeping that it terrifies the enemy. Every warrior
  knows that frightening an opponent will lead you toward victory.

Obtainable by:
  Royal Knights (default), Paladins (default), Mads (default),
  Dragon (default), Flame Guards (default), Bad Mads (level 1),
  Wild Trolls (level 1), War Trolls (level 1), Dwarven Mobile Fort (level 1),
  Father Dexter (level 3), Besargar (level 3), Orcish Riders (level 3),
  Mighty Riders (level 3), Swordsmen (level 4), Foot Knights (level 4),
  Scouts (level 4), Rangers (level 4), Catapult (level 4),
  Eagle Rider (level 4), Orc Mobs (level 4), Orc Stabbers (level 4),
  Goblin Runners (level 4), Spear Hurler (level 4), Goblin Zeppelina (level 4),
  Stone Tosser (level 4), Battle Orcs (level 4), Goblin Sneakers (level 4),
  Summoned units (level 4), Goblin Stalkers (level 4), Orc Mights (level 4)


Light Equipment [LIEQU]
---------------
Effect:
  Move points +1
  Defence -1

Description:
  Preferring to wear lighter armor and carry lighter weapons into a fight,
  these warriors have somewhat weaker defences. But high mobility offsets this
  weakness.

Obtainable by:
  Militia (level 5), Scouts (level 5), Rangers (level 5),
  Horse Yeomen (level 5), Yeomen (level 5), Spearmen (level 5)


Counter Attack (Missile) [CAMIS]
------------------------
Effect:
  Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
  Use all attacks while defending 

Description:
  When the enemy tries to attack, a storm of arrows will rain down on him. If
  these archers notice an enemy preparing to attack, they shoot first.

Obtainable by:
  Bowmen (level 1), Crossbowmen (level 1), Yeomen Archers (level 1),
  Goblin Archers (level 1), Goblin Sharp-Eyes (level 1), Elven Bows (level 1),
  Dwarven Crossbowmen (level 1)


Bodkin Arrows [BODAR]
-------------
Effect:
  Missile +1

Description:
  Bodkin arrows are designed to attack well-protected targets. They can pierce
  even heavy armor. However, experienced archers say that special training is
  needed to be truly successful when you shoot these arrows.

Obtainable by:
  Bowmen (level 1), Yeomen Archers (level 1)
  

Ralin Boots [RABOO]
-----------
Effect:
  Move points +1

Description:
  Superb boots of finely worked cowhide. Although a little bit expensive, only
  poor, new recruits would argue that the money is too much to spend. Veterans
  who have breathed the dust of many roads know that good footwear is essential
  on a march.

Obtainable by:
  Bowmen (level 2), Yeomen Archers (level 2), Dwarnrock (level 2),
  Father Dexter (level 6)


Hills Archers [HIARC]
-------------
Effect:
  Range +1 in hills

Description:
  It is often more difficult to judge the distance to a target in the hills 
  than on a plain. It is also quite hard to find a place where the wind and
  the height of the land will allow your arrows to fly farther than usual.
  These archers have mastered this skill.

Obtainable by:
  Crossbowmen (level 2), Bowmen (level 2), Yeomen Archers (level 2),
  Goblin Archers (level 2), Goblin Sharp-Eyes (level 2),
  Dwarven Crossbowmen (level 2)


Merry Men [MEMEN]
---------
Effect:
  Defence +2 and Missile +1 in forest

Description:
  Forests have always been good shelter for those not happy with their
  overlord. If tax collectors ever dared to enter the forest they would be
  surprised by the number of people living there. It looks like these archers
  have also passed the school of freelance shooters. Each tree is a fortress
  for them and everyone who dares to attack them in the thick of forest wish
  they hadn't.

Obtainable by:
  Bowmen (level 3), Yeomen Archers (level 3)


Wooden Stakes [WOSTA]
-------------
Effect:
  Protection from charge
  Defence +1

Description:
  Archers are not often protected by infantry. In order to avoid becoming an
  easy target, these archers spare very little time getting into position.
  Sharpened wooden stakes dug into the earth in front of them offer good 
  protection against any cavalry charge. Such fences are useful against other
  types of attacks, as well.

Obtainable by:
  Bowmen (level 4), Yeomen Archers (level 4)


Elven Bowstrings [EBOWS]
----------------
Effect:
  Missile -1
  Range +1

Description:
  The strings of these bows are made by the delicate hands of elves. An
  experienced archer can send arrows over a greater distance, spreading death
  among enemy units, before they are even aware they are under attack.

Obtainable by:
  Bowmen (level 5), Yeomen Archers (level 5)


Commander [COMDR]
---------
Effect:
  Willpower +10% for neighbor friends

Description:
  This renowned hero inspires confidence in warriors' hearts by his very
  appearance. No unit near him will withdraw even if they are outnumbered by
  the enemy.

Obtainable by:
  Derrick Pfeil (default)


Master Crafted Armour [MCRAR]
---------------------
Effect:
  Defence +3
  All attacks -1

Description:
  Even dwarves recognize the quality of siege armor made by human craftsmen
  during the age of empire. Such armor is so strong that its protection comes
  at a price, though: constrained movement makes it impossible to attack
  quickly.

Obtainable by:
  Derrick Pfeil (level 1)


First Seneschal [FISEN]
---------------
Effect:
  Melee +1
  Negates "Impetous" perk for neighbor friends

Description:
  This hero is a born leader. When nearby units of knights see him they forget
  about their arrogance and stop attacking units without orders.

Obtainable by:
  Derrick Pfeil (level 1), Landless Knights (level 3), Feudal Knights (level 3)


Seneschal [SENCH]
---------
Effect:
  Negates "Impetous" perk

Description:
  A unit without a good commander is no unit. Even arrogant knights realize
  this, even though they are not likely to accept anyone as their leader.
  Only the most experienced knight, a winner of many contests, the strongest
  of the strong and the noblest of the noble, can become a commander. With him
  in charge, the knights will not rush at their enemies without an order.

Obtainable by:
  Landless Knights (level 3), Feudal Knights (level 3)


Jouster [JOUTR]
-------
Effect:
  Charge +3 in plains

Description:
  Being always fit for battle is hard work that requires thousands of hours of
  sweaty training. This can turn a common man into a real warrior, one who
  knows that even the smallest deviation of a weapon can make the difference 
  between winning or losing. This hero's blow is always properly targeted and
  terrifying.

Obtainable by:
  Derrick Pfeil (level 1)


Fearless [FLESS]
--------
Effect:
  Willpower +10%
  Immune to fear

Description:
  They say that these warriors' hearts are forged from steel. They have no
  fear. Violent attacks of even the most dreadful enemies do not frighten
  them.

Obtainable by:
  Dwarnrock (level 1), Father Dexter (level 1), Derrick Pfeil (level 2)


Tactician [TACTN]
---------
Effect:
  Defence +1 to neighbor frieds

Description:
  The art of tactics teaches warriors to win battles without numerical
  superiority, powerful armament or an experienced army to back them.
  Fulfilling the orders of an experienced tactician, all nearby units begin to
  build up their defences in a more regular manner, thus moving closer to
  overall victory.

Obtainable by:
  Derrick Pfeil (level 2), Dwarnrock (level 3), Ugraum Grableg (level 8)


Siege Master [SMAST]
------------
Effect:
  Melee +3 in urban

Description:
  He is almost unrivaled in combat on city streets. Hardly anyone can recall a
  fortress that could withstand attacks coordinated by the siege master for
  more than a couple of days.

Obtainable by:
  Derrick Pfeil (level 3), Ugraum Grableg (level 3), Besargar (level 3),
  Dwarnrock (level 3)


Counter Attack (Charge) [CACHA]
-----------------------
Effect:
  Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
  Use all attacks while defending 

Description:
  If you are always alert, it is much easier to predict the intentions of your
  enemy. Just as the enemy is beginning to form his ranks for an offensive
  attack, you will strike.

Obtainable by:
  Derrick Pfeil (level 3), Landless Knights (level 4),
  Feudal Knights (level 4), Orcish Riders (level 4)


Defensive Order [DEFOR]
---------------
Effect:
  Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 3
  All attacks -3
  Defence +5

Description:
  A good commander knows when to send units into battle and when it is better
  to assume a defensive position. Sometimes an opportunity to attack must be
  sacrificed to maintain a strong defence. Fighters will carry out a
  commander's order to strengthen the defenses without question.

Obtainable by:
  Derrick Pfeil (level 4)


Inspire to Defend [ITODE]
-----------------
Effect:
  Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 2
  Defence +3 for neighbor friends

Description:
  When it's necessary to prepare for an upcoming enemy attack, an experienced
  commander will engage himself in building up fortifications. Nearby units,
  inspired by his example, will set to work with renewed energy. It would be
  difficult to break through such defenses!

Obtainable by:
  Derrick Pfeil (level 5), Father Dexter (level 7), Dwarnrock (level 7)


Order to March [OTOMA]
--------------
Effect:
  Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 2
  Move points +2

Description:
  Sometimes speed can determine the course of a battle. The first unit to take
  the best positions are likely to win the battle. These fighters are ready for
  any forced march as soon as they receive an order from their commander. They
  will reach their destination no matter how distant.

Obtainable by:
  Derrick Pfeil (level 6), Ugraum Grableg (level 6), Dwarnrock (level 6),
  Teya (level 6)


Armour Piercing [ARMPI]
---------------
Effect:
  All attacks are armor piercing

Description:
  These warriors are able to overcome any armoured targets they encounter.
  Whatever armor their enemies possess, the warriors always find a way through
  it.

Obtainable by:
  Besargar (default), Dwarven Mobile Fort (default), Father Dexter (level 1),
  Dwarnrock (level 1), Dragon (level 1), Derrick Pfeil (level 7),
  Ugraum Grableg (level 7)


Inspire to Attack [ITOAT]
-----------------
Effect:
  Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 2
  All attacks +3 for neighbor friends

Description:
  After calling all the nearest units together for an attack, the commander
  advises the best course of action in the battle. These units are ready to 
  show the enemy what they are worth.

Obtainable by:
  Urgaum Grableg (level 5), Dwarnrock (level 5), Derrick Pfeil (level 7)


Fencers [FENRS]
-------
Effect:
  Defence +1
  Melee +1

Description:
  Who can follow a sword that is as quick as a snake? Any breach in defenses
  will be spotted, and any split in an armor will result in a deadly wound.
  Fencers at this level are fearful opponents in a melee.

Obtainable by:
  Derrick Pfeil (level 8), Father Dexter (level 7)


Royal Steed [RSTEE]
-----------
Effect:
  Move points +1

Description:
  A good battle horse is the most important ally a rider has in combat, and a
  royal Leranse runner has always been the best. These noble snow white horses
  have unrivalled speed. Only kings and paladins ride them into battle.

Obtainable by:
  Derrick Pfeil (level 9)


Slayer [SLYER]
------
Effect:
  Bonus against monsters and heroes

Description:
  For such warriors, the stronger the opponent the more desirable the fight.
  The heat of battle and the violence of a fight have given meaning to their
  existence. They know how to kill superior warriors, and neither a mighty
  hero, nor a giant troll, nor even a dragon can stop them.

Obtainable by:
  Father Dexter (default), Paladins (default), Bad Mads (default),
  Ballista (level 1), Crossbowmen (level 2), Dwarven Crossbowmen (level 2),
  Flame Guards (level 3), Dwarnrock (level 4), Dwarven Mobile Fort (level 4),
  Besargar (level 5), Elven Bows (level 5), Elven Swords (level 5),
  Derrick Pfeil (level 10), Ugraum Grableg (level 10)


Armour Piercing (Missiles) [ARPIM]
--------------------------
Effect:
  Armor-piercing missile attack

Description:
  Armoured targets are best fought against with bodkins, arrows with narrow
  heads made of the finest steel. Such arrows are twice the price, but a good
  archer knows they are worth every penny. Launched by a steady hand, they
  can bring death even through heavy armor.
    
Obtainable by:
  Crossbowmen (default), Arbalesters (default), Dwarven Crossbowmen (level 1)


Steel Bolts [SBOLT]
-----------
Effect:
  Missile +1

Description:
  Steel missiles inflict severe damage on the enemy's rank. Commanders do not
  spare expenses when they buy iron for arrows and bolts, knowing that they
  are worth more than their weight in gold during battle.
  
Obtainable by:
  Crossbowmen (level 1), Dwarven Crossbowmen (level 3)


Crippling Shot [CRSHO]
--------------
Effect:
  Apply status: Crippled

Description:
  Efficient combat techniques are useful in a war. Crossbowmen are capable of
  shooting accurately at the enemies' legs just below their shields. The
  warriors with broken legs will not get very far.
  
Obtainable by:
  Crossbowmen (level 3)
  
  
Siege Shooters [SISHO]
--------------
Effect:
  Missile +2 in urban

Description:
  Good shooters are worth their weight in gold during a siege. Their accuracy
  often determines whether the assault will be successful or whether  it will
  be repulsed. This unit consists of warriors with an unmatched skill for
  peeping from behind their cover for a second, taking aim, and firing a
  deadly missile before the enemy is aware of their position.
  
Obtainable by:
  Crossbowmen (level 3)
  

Heavy Crossbow [HYCRW]
--------------
Effect:
  Missile +2
  Melee -2

Description:
  With its powerful arc, a steel bowstring, and a grip properly matching the
  hand, a good heavy crossbow is quite efficient in battle. Bolts fired from
  such weapons will sow death with every shot. The weight of this weapon
  somewhat impedes a man in a melee, but an experienced archer would never
  part with this weapon.
  
Obtainable by:
  Crossbowmen (level 5), Dwarven Crossbowmen (level 5)
  
  
Expert Huntsmen [EXHUN]
---------------
Effect:
  Missile +1 in hills or forest

Description:
  A huntsman will easily spot any game in the woods or in the thick grass of
  the hills. If such shooters are gathered within one unit, the enemy will
  soon understand what it feels like to be stalked by an expert huntsman.
  
Obtainable by:
  Yeomen Archers (default), Royal Archers (default)
  
  
Armour Piercing (Stone) [APSTO]
-----------------------
Effect:
  Armour-piercing stone attack

Description:
  A missile launched by a combat machine is so heavy that it can crush any
  armor it strikes. Even armor made my the best craftsmen cannot protect its
  owner of a point-blank hit of such a missile.
  
Obtainable by:
  Catapult (default), Stone Tosser (default)
  

Garrison Artillery [GARTY]
------------------
Effect:
  Defence +3 in urban

Description:
  Soldiers from the garrison catapult crew do not often enjoy any rest. If
  there is no war they constantly train with sword or spear and in building
  field fortifications. Their discipline helps them in battle. It is not easy
  for an enemy to damage a combat machine guarded by these well-trained
  warriors.
  
Obtainable by:
  Catapult (level 1)


Forward Observer [FWOBS]
----------------
Effect:
  Sight +2

Description:
  In experienced war machine crews one member is always assigned a lookout.
  The rest have no time to keep watch, as there is always a need to fix or
  fasten something. However, with a lookout posted, it is more difficult to
  catch them off guard and during an attack these machines can manage without
  any assistance from other units. They can also locate targets by themselves.
  
Obtainable by:
  Catapult (level 1), Ballista (level 1), Spear Hurler (level 1),
  Stone Tosser (level 1), Dwarven Mobile Fort (level 1)


Target Practice (Stone Throw) [TPSTO]
-----------------------------
Effect:
  Stone +1

Description:
  An experienced artillerist cannot rely on intuition alone. Estimating the
  proper distance and making corrections for wind will considerably improve
  the chances of hitting a target, and hence the efficiency of the combat
  machine.
  
Obtainable by:
  Catapult (level 1), Stone Tosser (level 1)
  

Heavy Artillery [HARTY]
---------------
Effect:
  Move points -1
  Stone +2

Description:
  After some adjustments a combat machine is capable of throwing heavier
  missiles and inflicting more damage on the enemy. Yet such adjustments make
  the mechanism heavier and slow down the machine.
  
Obtainable by:
  Catapult (level 2), Stone Tosser (level 2)
  
  
Iron Hoop Wheels [IWEEL]
----------------
Effect:
  Move points +1

Description:
  Pay a little more money to the blacksmith and he will equip your wheels with
  steel crowns. After that you will move across open terrain as quickly as you
  would along a smooth road.
  
Obtainable by:
  Ballista (level 3), Catapult (level 3)
  
  
Explosive Ammo [EXAMO]
--------------
Effect:
  Defence -2
  Stone +3

Description:
  A good military leader never tries to save money when buying ammunition,
  even if the cost of war machine bombs is high. Explosive powder is very hard
  to produce, and thus it's expensive. Nevertheless, bombs do great damage to
  enemies. However, in an attempt to prevent the fragile bomb reserve from
  blowing up, the gun crew is never overzealous in its response to an enemy
  attack on the war machine.
  
Obtainable by:
  Catapult (level 5), Stone Tosser (level 5), Dwarven Mobile Fort (level 2)
  
  
Combat Training [CMBTR]
---------------
Effect:
  Defence +1
  Melee +1

Description:
  Combat machines are not designed for a melee, but if the enemies should
  fight their way to its base, the specially trained crew will provide them
  with an unpleasant surprise. The crew of the combat machine will fight
  courageously to defend the machine and their own lives.
  
Obtainable by:
  Ballista (level2), Catapult (level 2)


Armour Piercing (Bolt) [APBLT]
----------------------
Effect:
  Armour-piercing bolt attack

Description:
  A bolt launched by a war machine pierces armor as if it were parchment.
  Even the strongest shields and armor made of the finest steel cannot stop
  it. What armor could stop a missile that can break through a castle gate?
  
Obtainable by:
  Ballista (default), Spear Hurler (default)


Target Practice (Bolt) [TPBLT]
----------------------
Effect:
  Bolt +1

Description:
  An experienced artillerist cannot rely on intuition alone. Estimating the
  proper distance and making corrections for wind will considerably improve
  the chances of hitting a target, and hence the efficiency of the combat
  machine.
  
Obtainable by:
  Ballista (level 1), Spear Hurler (level 1)
  

Long Range Thrower [LRTRW]
------------------
Effect:
  Bolt range +1

Description:
  Some minor improvements to the mechanism of the machine combined with the
  use of higher quality materials significantly increases the firing range.
  The effect of this innovation can hardly be overestimated. The enemy has
  grown to dislike it.
  
Obtainable by:
  Ballista (level 2), Spear Hurler (level 2)
  
  
Counter Attack (Bolt) [CABLT]
---------------------
Effect:
  Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
  Use all attacks while defending 

Description:
  Sentries will warn you when the enemy has begun his attack and the ballista
  will fire a precise shot at the enemy. A huge bolt discharged by this war
  machine will thin the enemy's ranks considerably.
  
Obtainable by:
  Ballista (level 5), Spear Hurler (level 5)
  
  
Cavalry Protection [CVPRT]
------------------
Effect:
  Protection from charge

Description:
  A cavalry attack is dangerous, but it is possible to defend oneself against
  it. The key is not to get frightened of the rushing lava of riders, and to
  stay in formation. When the enemy riders hit the lance points at a full
  gallop, the attack will break like a wave against a coastal rock.
  
Obtainable by:
  Halberdiers (default), Royal Guards (default), Flame Guards (default)
  
  
Armour Piercing (Melee) [APMEL]
-----------------------
Effect:
  Armor-piercing melee attack

Description:
  In a melee, these warriors pierce even very strong armor with their
  seemingly charmed weapons. However, it is not a matter of wizardry or the
  hardness of steel but simply their skill in finding a weak spot in the
  enemy's armor.
    
Obtainable by:
  Halberdiers (default), Royal Guards (default), Mads (level 1),
  Bad Mads (level 1), Dwarven Axemen (level 1), Dwarven Nobles (level 1),
  Flame Guards (level 4)


Defensive Tactics [DEFTC]
-----------------
Effect:
  Defence +2
  All attacks -1

Description:
  Halberdiers are known masters of defence. They stand close to each other so
  that any warrior in a unit can easily defend his neighbor. Such thick ranks
  are not always convenient in an attack, but reduced losses make it
  worthwhile.
    
Obtainable by:
  Halberdiers (level 1), Royal Guards (level 1)
  

Shooting Protection [SHPRT]
-------------------
Effect:
  Protection from shooters

Description:
  These warriors have mastered the art of protecting themselves against range
  attacks. The warriors cover themselves with shields, and the most
  experienced ones are capable of deflecting an arrow with their weapon. Some
  say that these warriors can predict where an arrow will hit when an archer
  draws it from his quiver.
    
Obtainable by:
  Militia (level 1), Halberdiers (level 1), Swordsmen (level 1),
  Foot Knights (level 1), Royal Guards (level 1), Yeomen (level 1),
  Spearmen (level 1), Goblin Looters (level 1), Orc Mobs (level 1),
  Orc Stabbers (level 1), Battle Orcs (level 1), Summoned units (level 1),
  Goblin Killers (level 1), Orc Mights (level 1), Dwarven Axemen (level 1),
  Dwarven Nobles (level 1), Flame Guards (level 2)
  
  
Close Order Formation [COFRM]
---------------------
Effect:
  Melee +2 in plains

Description:
  If infantry rush into battle like a flock of sheep, any experienced enemy
  can easily divide them up and destroy them one by one. But this becomes far
  more difficult if the warriors recall their training, close ranks and stand
  together, shoulder to shoulder. A double wall of halberds will show any 
  enemy that they're facing experienced veterans who know how to defend
  themselves and their fellows in battle.
    
Obtainable by:
  Halberdiers (level 1), Royal Guards (level 1)
  

Hard Drill [HDRIL]
----------
Effect:
  Willpower +10%
  Immune to fear

Description:
  All those who consider continuous training to be the wim of overzealous
  commanders have never been to a real battle. Only when fighting becomes
  instinctual can a warrior prevent himself from freezing in fear at the sight
  of a fellow's death. A well-drilled soldier is never distracted by such
  trifles. He is moved by faith in victory and habitual does his job.
    
Obtainable by:
  Elven Swords (level 1), Flame Guards (level 1), Militia (level 2),
  Halberdiers (level 2), Swordsmen (level 2), Foot Knights (level 2),
  Royal Guards (level 2), Yeomen (level 2), Spearmen (level 2),
  Summoned units (level 2), Dwarven Axemen (level 2), Dwarven Nobles (level 2)
  

Mail Armour [HDRIL]
-----------
Effect:
  Defence +1

Description:
  An experienced warrior will never neglect his own safety. A light but solid
  chain armor made by Derenhalle's masters may save its owner's life on the
  battlefield. Certainly, it is not as effective as plated armor, but it
  doesn't constraint movement nearly as much, and it's much cheaper.
    
Obtainable by:
  Landless Knights (level 1), Feudal Knights (level 1), Swordsmen (level 1),
  Foot Knights (level 1), Dwarven Axemen (level 1), 
  Dwarven Crossbowmen (level 1), Dwarven Nobles (level 1),
  Halberdiers (level 2), Royal Guards (level 2)
  
  
Attack Leaders [ATLED]
--------------
Effect:
  Melee +1 for neighbor friends

Description:
  Experienced warriors can become true leaders even if they are not from the
  highest ranks. All the units near a leader who is capable of inspiring them
  to fight will attack the enemy much more fiercely.
 
Obtainable by:
  Militia (level 4), Halberdiers (level 4), Royal Guards (level 4)


Heavy Halberds [HVHAL]
--------------
Effect:
  Defence -2
  Melee +4

Description:
  Only the most experienced warriors can fight with these halberds. They know
  how to use the inertia of this weapon to their benefit and to bring about
  their enemy's death, although it is not always easy do deflect the enemy's
  blows with a heavy halberd.
 
Obtainable by:
  Halberdiers (level 5), Royal Guards (level 5), Flame Guards (level 5)
  
  
Derenhalle Blades [DBLAD]
-----------------
Effect:
  Melee +1

Description:
  What a warrior really needs is a good combat weapon! Even dwarves can
  appreciate Derenhalle blades. A good sword provides an experienced warrior
  with a strong advantage during battle.
 
Obtainable by:
  Swordsmen (level 1), Foot Knights (level 1), Militia (level 2),
  Landless Knights (level 2), Feudal Knights (level 2)
  
  
Famous [FAMOS]
------
Effect:
  Experience +200

Description:
  A novice recruit will never be admitted into the ranks of this glorious
  unit. Its commander can afford to enlist experienced veterans instead of
  fresh recruits. The more so, given that they long to serve under his 
  glorious banner.
 
Obtainable by:
  Militia (level 4)
  
  
Impetuous [IMPUS]
---------
Effect:
  Impetousity (unit will attack random neighbor unit after move)

Description:
  These warriors believe they are the strongest on the battlefield. They are
  also the most arrogant. They rush into battle as soon as they spot the
  enemy, without waiting for an order. Often their actions just add to their
  commanders' concern.  

Obtainable by:
  Landless Knights (default), Feudal Knights (default), Paladins (default),
  Mads (default), Bad Mads (default)
  
  
Hard Target [HTARG]
-----------
Effect:
  Unit is armored

Description:
  It is far from easy to wound these warriors. Strong armor make them a hard 
  target. They are almost impossible to stop in a melee, a charge, or even
  with a shower of arrows.

Obtainable by:
  King Victor (default), Landless Knights (default), Feudal Knights (default)
  Foot Knights (default), Paladins (default), Wild Trolls (default),
  Battle Orcs (default), Orcish Riders (default), War Trolls (default),
  Orc Mights (default), Mighty Riders (default), Dwarven Axemen (default),
  Dwarnrock (default), Dwarven Crossbowmen (default),
  Dwarven Mobile Fort (default), Dwarven Nobles (default), Dragon (level 1)
  
  
Armour Piercing (Charge) [APCHG]
------------------------
Effect:
  Armor-piercing charge

Description:
  No one can withstand these warriors' charge. Whatever armor their enemies
  put on, it is too weak to protect them against this sweeping attack.
  
Obtainable by:
  Landless Knights (level 1), Feudal Knights (level 1),
  Mighty Riders (level 1)
  
  
Heavy Lances [HLANS]
------------
Effect:
  Charge +2 on plains

Description:
  Unlike a common one, a knight's heavy lance will not break after a strong
  blow. Only the most skillful riders can use a kinght's heavy lance, because
  if they make any minor mistake, the weapon will drag them right out of the
  saddle. During fighting on a level battlefield, a knight can break through
  even the strongest armor during a charge, and skewer the enemy on his lance.
  
Obtainable by:
  Landless Knights (level 1), Feudal Knights (level 1)
  
  
Thoroughbred Horse [TBHOR]
------------------
Effect:
  Move points +1

Description:
  Not every horse is capable of carrying a knight in heavy armor. It might be
  quite all right at a parade or a ceremony, but it takes a certain horse to
  carry a rider into the heat of battle. Only truly strong horses can
  withstand such loads. Thoroughbred knight horses seem to be oblivious of
  the heavy burden. They easily cover large distances and are able to go into
  combat even after a long march.
  
Obtainable by:
  Landless Knights (level 2), Feudal Knights (level 2)
  

Full Plate Armour [FPARM]
-----------------
Effect:
  Defence +4
  Move points -1

Description:
  A complete suit of armor is something every knight desires. After all good
  armor forged by a master costs a tremendous amount of money. But it will pay
  for itself a hundred times over. Capable of turning the deadliest blow into
  a light scratch, such armor preserves the thing of greatest value, the
  warrior's life.
  
Obtainable by:
  Landless Knights (level 3), Feudal Knights (level 3), Swordsmen (level 5),
  Foot Knights (level 5)
  

Sacred Steel [SCSTE]
------------
Effect:
  Defence -2
  Melee +4

Description:
  Knights often ask priests to sprinkle their combat weapons with sacred
  water. Faith gives force to the warriors. Sometimes as they fiercely attack
  their enemies they fully rely on their faith to protect them.
  
Obtainable by:
  Landless Knights (level 5), Feudal Knights (level 5)
  
  
Sky Dancer [SKDAN]
----------
Effect:
  Defence +1

Description:
  Try hitting an enemy performing pirouettes in the air. The result will
  hardly be impressive. An air hunter's life depends on his ability to defend
  himself, and so he learns to dance in the air.
  
Obtainable by:
  Tamed Eagle (level 1), War Eagle (level 1), Eagle Rider (level 1),
  Pteranodon Rider (level 1)
  
  
Shadow of a Vulture [SWVLT]
-------------------
Effect:
  All attacks -1 to neighbor enemies

Description:
  The vulture's large wings cover the sun, and their ominous shadow casts
  itself upon the opponent, arousing uncertainty in the enemies' hearts.
  
Obtainable by:
  Tamed Eagle (level 1), War Eagle (level 1), Eagle Rider (level 1),
  Goblin Zeppelina (level 1), Pteranodon Rider (level 1), Dragon (level 1)
  
  
Hunter Instincts [HUTIN]
----------------
Effect:
  Air melee +1

Description:
  Of course, hunters are taught proper fighting techniques. But sometimes it
  is easier for the flying assassins to trust the predetorial instincts hiding
  in their blood.
  
Obtainable by:
  Tamed Eagle (level 1), War Eagle (level 1), Pteranodon Rider (level 1)
  
  
Shooting Protection: High Altitude [SPHIA]
-----------------------------------
Effect:
  Protection from shooters

Description:
  These flyers work best of all at high altitudes. If they are attacked from
  the ground, they merely fly up to where arrows cannot reach them.
  
Obtainable by:
  Tamed Eagle (level 2), War Eagle (level 2), Eagle Rider (level 2),
  Goblin Zeppelina (level 2), Pteranodon Rider (level 2), Dragon (level 2)
  

Iron Feathers [IRFEA]
-------------
Effect:
  Defence +2
  Air melee -1

Description:
  Protective metal plates cover the most vounerable parts of an air hunter's
  body, his stomach and his heart. Those who fail to wear them will regret it
  bitterly when they find themselves the target of a hail of enemy arrows.
  
Obtainable by:
  Tamed Eagle (level 3), War Eagle (level 3)
  
  
Light Wings [LIWIN]
-----------
Effect:
  Move points +1

Description:
  Wide wings enable these birds to catch the slightest puff of wind and soar
  for hours, saving their strength for a moment when they will need all they
  have. Thanks to this capacity they are able to fly long distances.
  
Obtainable by:
  Tamed Eagle (level 3), War Eagle (level 3)
  
  
Flying Death [FLYDE]
------------
Effect:
  Defence -2
  Air melee +4

Description:
  These flying hunters pose a very serious problem for their opponents.
  Fighting violently, breaking through the most refined defences, and striking
  many blows, he will cause death to many enemies. But while striking with
  such ferocity, it is easy to forget about defending oneself.
  
Obtainable by:
  Tamed Eagle (level 5), War Eagle (level 5), Pteranodon Rider (level 5),
  Dragon (level 5)
  

Fireball [SFIRE]
--------
Effect:
  Type: Spell, Target enemy, Uses per scenario: 3
  Battle spell, strength 10

Description:
  Fireball is one of the most efficient and powerful spells used by mages. If
  a ball of burning fire hits a unit of warriors, nothing will remain of them
  except a few charred bones.

Obtainable by:
  Master Brennok (default)
  

Concealment [CNCLM]
-----------
Effect:
  Invisibility

Description:
  How can you attack an enemy you cannot see? These fighters have mastered the
  art of concealment perfectly, and can vanish from their enemy's sight even
  when they are standing on a bare field.
  
Obtainable by:
  Rangers (default), Elite Rangers (default), Elven Bows (leve1 3)
  
  
Harassers [HRSRS]
---------
Effect:
  Apply status: Harassed

Description:
  Suddenly attacking the enemy when he does not expect it, inflicting the
  maximum damage possible, and vanish instantly. The enemy will be wary
  knowing that a unit of merciless assassins is hiding somewhere nearby.
  
Obtainable by:
  Rangers (default), Elite Rangers (default), Goblin Sneakers (default),
  Goblin Stalkers (default), Elven Bows (level 4)
  

Bless [SBLSS]
-----
Effect:
  Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 3
  Defence +1
  All attacks +1

Description:
  May you be blessed in the name of Marcus! May he bestow upon you strength to
  fight the sinners and protection from their black deeds! Amen! The words of
  this blessing make the air sparkle with divine grace. Those believers who
  hear become invincible warriors, as the combat power and skill of Marcus
  himself fills their bodies. It only lasts long enough to accomplish his
  will.

Obtainable by:
  Father Dexter (level 1)
  

Righteous Fury [SRIFU]
--------------
Effect:
  Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 3
  Defence -2
  Melee +4

Description:
  An Inquisitor may light a fire in the soul of every warrior. Driven by this
  righteous fury a unit will rush toward the enemy, crushing everything in its
  way. Nobody thinks if defending his own life when the cause of faith is in
  peril!

Obtainable by:
  Father Dexter (level 2)
  

Sanctified Armour [SSAAR]
-----------------
Effect:
  Defence +1

Description:
  Special sanctified armor is made for Inquisitors. Long rituals make ir
  particularly strong and durable. Though nobody had dared to compare this
  chain mail with the more temporal kind, it is known for sure that sanctified
  armor never rusts.
  
Obtainable by:
  Father Dexter (level 2)
  

Heal [SHEAL]
----
Effect:
  Type: Spell, Target friend, Uses per scenario: 3
  Restores all wounded

Description:
  Magic heals wounds and knits bones without any special potions. A healed
  warrior will take up his weapons again and rejoin the ranks.

Obtainable by:
  Teya (level 1), Father Dexter (level 3), Sho-doon (level 3),
  Ash-hoon (level 8)
  

Strike of Marucs [SSOMA]
----------------
Effect:
  Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 2
  All attacks -2

Description:
  A priest is a mediator between Marcus and his stray children. If they are
  living an improper life, the priest can simply point at these miserable
  creatures to discharge the rage of Heaven upon them. Its sign is a huge
  shining sword falling from the sky. Those touched by the sword begin to
  loose power and the most sinful of them soon die beneath the vengeful hand
  of the Lord.

Obtainable by:
  Father Dexter (level 4)


Mass Heal [SMHEA]
---------
Effect:
  Type: Spell, Target friends in radius, Uses per scenario: 2
  Restores wounded

Description:
  Not everyone is granted the power for great healing by Saint Marcus. Only
  two people capable of it are said to remain. These include the Pope himself
  and the Great Priest of the Sword. The former quite rarely leaves his
  residence while the latter has repeatedly practiced this miracle on the
  battlefield. A sincere prayer from Dexter may resurrect fallen warriors in
  several units at once.

Obtainable by:
  Father Dexter (level 5)
  

Resurrect [SRECT]
---------
Effect:
  Type: Spell, Target friend, Uses per scenario: 2
  Restores full hitpoints

Description:
  This is the most difficult of all spells. It requires great power and
  tremendous skill. Many sorcerers know how to take life away, but only a
  select few can restore it.

Obtainable by:
  Father Dexter (level 7), Sho-doon (level 9)


Mass Blessing [SMBLS]
-------------
Effect:
  Type: Spell, Target friends in radius, Lasts 1 turn, Uses per scenario: 1
  Defence +1
  All attacks +1

Description:
  Words of divine benediction bless both the parishes of the capital's
  cathedrals and units of fighters on the battlefield. The prayer turn those
  who hear the holy words into mighty warriors.

Obtainable by:
  Father Dexter (level 8)


Holy Crusade [SHOCR]
------------
Effect:
  Type: Spell, Target friends in radius, Lasts 1 turn, Uses per scenario: 1
  Defence -2
  Melee +4

Description:
  One Inquisitor's words may be enough to inspire multiple units for a holy
  crusade. The hearts of warriors blaze with a flame of holy rage. With the
  name of Saint Marcus on their lips they rush into battle to wipe out their
  enemies.

Obtainable by:
  Father Dexter (level 9)


Wizard Eye [WISEY]
----------
Effect:
  Sight +1
  See invisible

Description:
  For a mage it is essential to see the target of his spell. Otherwise it may
  fail. That's why mages study special techniques that enable them to spot
  distant and concealed objects. Wizard eye is in fact a permanently acting
  spell that grants mage an eagle's sight. With it he is able to make out the
  tiniest details and locate any enemy even from a huge distance. Humans
  borrowed this technique from famous elven mages of old times, as well.
  
Obtainable by:
  Master Brennok (level 1), Teya (level 1)


Freeze [SFREZ]
------
Effect:
  Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 2
  Battle spell, strength 6
  All attacks -1
  Move points -2

Description:
  The words of this spell are as cold as ice. When a mage pronounces them,
  his face and lips often end up covered with hoarfrost. However, those chosen
  to be his victims feel the sting far worse. They are frozen by the awful
  cold. Their bodies freeze right through; clothes can shatter and iron armor
  and weapons bite at the touch. Who can fight like this? The victims are
  obsessed with the need to find warmth and attacks or forced marches are
  impossible until the spell wears off. Warriors still defend themselves
  somehow, but are unable to return many blows.

Obtainable by:
  Teya (default), Master Brennok (level 1), Ash-hoon (level 1)


Battle Mage [BMAGE]
-----------
Effect:
  Missile +1

Description:
  It doesn't matter how successful a wizard is in his study of combat spells
  at the academy, he cannot call himself a true battle mage until he has taken
  part in a real battle. Skill comes with experience, and self-confidence
  comes with skill. The attacks of a real battle mage have immense power.

Obtainable by:
  Master Brennok (level 1)


Summon Spectral Warriors [SSSWA]
------------------------
Effect:
  Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2
  Summons a Spectral Warrior

Description:
  Students at the magic academy are forbidden to use this spell. Icy death
  breath can kill careless students, so only experienced mages are provided
  with the knowledge to open the door to this other world.

Obtainable by:
  Master Brennok (level 2)


Water Walk [WATWA]
----------
Effect:
  Movement cost through river and swamp is set to 100%

Description:
  Long ago, the elves learned how to harness the power of the woods and the
  water. Now, human wizards have learned from the elves how to walk on water.
  A water walking spell makes it possible for a human to cross shallow water
  as if it's solid ground. Neither a rushing river nor a rotten bog will stand
  in the way of warriors who possess this magic.

Obtainable by:
  Master Brennok (level 2), Teya (level 2)


Magic Armour [MAGAR]
------------
Effect:
  Defence +2
  All attacks -1

Description:
  One of the first spells mages learn during the first year at the academy is
  how to create a magic barrier around themselves. The barrier protect the
  adepts from blows and arrows just like strong, plated armor. It is said that
  this spell was adopted from elven wizards.

Obtainable by:
  Master Brennok (level 2), Teya (level 2)


Lightning [SLIGT]
---------
Effect:
  Type: Spell, Target enemy, Uses per scenario: 2
  Battle spell, strength 15, Armour-piercing

Description:
  Magic lightning can hit one place as many times as a mage wants. Every time
  lightning strikes the enemy, it kills several creatures or inflicts terrible
  wounds on monsters. The simple fact that a mage commands such awesome air 
  power should be enough to place him on your list of enemies requiring
  immediate elimination.

Obtainable by:
  Teya (level 2), Master Brennok (level 3)


Magic Flare [SMFLR]
-----------
Effect:
  Type: Spell, Target enemies in radius, Uses per scenario: 2
  Battle spell, strength 7

Description:
  Flame rains down from the skies and rises from cracks in the ground. This
  magic flare covers a large area burning everyone within the range of the
  spell.

Obtainable by:
  Master Brennok (level 3), Teya (level 5)


Skilled Bomber [BOMBR]
--------------
Effect:
  Bombardment +1

Description:
  The art of the air strike has a lot in common with painting. You need to
  foresee what effect your brushstrokes is going to have on the canvas. 
  Ideally, it should fall directly on the enemy. A good bomb thrower may be a
  poor infantryman, but such a talent should not be wasted. His element of
  choice is the air and the whistle of deadly rounds falling on the heads of
  enemies is his favorite sound.
  
Obtainable by:
  Eagle Rider (level 1), Goblin Zeppelina (level 1)


Rational Payload [RPAYL]
----------------
Effect:
  Move points +1
  Bombardment -1

Description:
  This eagle is loaded to carry fewer missiles than usual. The damage from his
  bombardments has decreased, but his flight distance  has improved
  considerably.
  
Obtainable by:
  Eagle Rider (level 2)


Armour Plates [APLAT]
-------------
Effect:
  Defence +3
  Move points -1

Description:
  Steel plates are attached to the eagles' breast and wings. Such protection
  helps it to survive bow attack, but it is too heavy to carry for long
  flights.
  
Obtainable by:
  Eagle Rider (level 3)


Flame Ammo [FLAMM]
----------
Effect:
 Bombardment +2 in urban

Description:
  A heavy missile, tar and fire. This is a general recipe for victory when the
  time comes to bombard a town or city. When a burning missile hits a 
  building, it not only inflicts severe damage but also ignites a great fire.
  
Obtainable by:
  Eagle Rider (level 3), Goblin Zeppelina (level 3)


Stealth Bomber [STBMB]
--------------
Effect:
 Invisibility

Description:
  Its wings noiselessly cutting the air, a big eagle glides over the hills,
  plains, and woods like a shadow. No one will spot him until his deadly
  missiles begin to pour down onto the enemies' heads.
  
Obtainable by:
  Eagle Rider (level 5)


City Fighters [CFIGH]
-------------
Effect:
  Defence +2 and All attacks +1 in urban

Description:
  The ability to skillfully use all the advantages of an urban environment
  stems from numerous fights and long hours of exhausting training. These
  fighters will undoubtedly be very helpful in defending or attacking any city
  or village.

Obtainable by:
  Swordsmen (default), Foot Knights (default), Arbalesters (default),
  Battle Orcs (default), Orc Mights (default), Dwarven Axemen (level 2),
  Dwarven Nobles (level 2)


Shooting Protection: Fast Riding [SPFRI]
--------------------------------
Effect:
  Protection from shooters

Description:
  They are so fast they can dodge enemies' arrows. Some say they can predict
  where an arrow will hit as soon as an archer draws it from his quiver.

Obtainable by:
  Horse Yeomen (default), Mounted Goblins (default), Goblin Raiders (default)


Evaders [EVDRS]
-------
Effect:
  Defence +2 and on plains

Description:
  The best approach to combat is to avoid it. But in situations where the
  enemy can't be avoided, this unit's art of defence is truly enviable.
  Fighters show a marvelous capability to evade what seem to be accurate
  enemy attacks. Any commander knows that good defenses are the first step
  toward victory.

Obtainable by:
  Horse Yeomen (level 1), Mounted Goblins (level 3), Goblin Raiders (level 3)


Trail Seekers [TRSEK]
-------------
Effect:
  Movement cost through hills and forests is set to 100%

Description:
  They need no guide, and it seems as though even secret pathways begin to
  straighten their curves in front of them. Woods and hills are no obstacle
  for these fighters.

Obtainable by:
  Horse Yeomen (level 3), Mounted Goblins (level 1), Goblin Raiders (level 1)


Defensive Stance (Skirmish) [DESTS]
---------------------------
Effect:
  Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
  Skirmish +3
  Defence +2

Description:
  Attack the enemy's ranks in a violent swirl, and retire before the enemy has
  time to recover is the battle technique used by scouts. And this is not all!
  When holding a defensive position, experienced scouts never rest. Instead
  they prepare nasty surprises for the enemy.

Obtainable by:
  Horse Yeomen (level 4), Mounted Goblins (level 4), Goblin Raiders (level 4),
  Hobilars (level 4)


Defensive Stance [DEFST]
----------------
Effect:
  Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
  All attacks +1
  Defence +4

Description:
  Experienced warriors know well when they should get ready to repel an enemy
  attack. They will quickly build up temporary fortifications and prepare
  their weapons for the upcoming battle. An unpleasant surprise awaits any
  enemy whom they encounter.

Obtainable by:
  Foot Knights (default), Orc Mights (default), Flame Guards (level 1),
  Dwarnrock (level 2), Besargar (level 2), Summoned units (level 2),
  Ugraum Grableg (level 3), Dwarven Axemen (level 3), Dwarven Nobles (level 3),
  Elven Swords (level 4)


Defence Mainstay [DMSTY]
----------------
Effect:
  Defence +1 for neighbor friends

Description:
  Halberdiers are warriors capable of protecting not only themselves in a
  battle. While they'll never rush to defend neighboring units from attacks,
  the halberdiers ser an example by mounting a coordinated defence, which
  other units then copy, thus better protecting themselves against an attack.

Obtainable by:
  Royal Guards (default)


Invisible Stance [INVST]
----------------
Effect:
  Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
  Invisibility

Description:
  Sometimes the best course of action is to hide away from the enemy and
  avoid attacking until a later time, when it is possible to take advantage
  of the elements of surprise. Any small ravine, tree or bush, can serve
  as a hideout for these warriors.

Obtainable by:
  Yeomen (default), Goblin Killers (default), Goblin Crashers (default),
  Goblin Archers (level 3), Goblin Sharp-Eyes (level 3)


Multiple Support [MSUPP]
----------------
Effect:
  Perform multiple support attacks

Description:
  They understand the value of life, and know how easy it is to take it away,
  which is why they do not spare themselves when their allies need their
  support. They break bowstring after bowstring shooting faster than is
  possible. Because they know every shot may save someone. Someone, the
  enemy won't reach.

Obtainable by:
  Royal Archers (default), Goblin Sharp-Eyes (default), Elven Bows (level 2),
  Dwarven Crossbowmen (level 4)


Pathfinder [PFIND]
----------
Effect:
  Move points +1 to neighbor friends

Description:
  If time is precious and the way passes through dense thickets, marshes or
  deserts, an experienced pathfinder is indispensable. Each pathfinder can
  find his way in any fog, or make his way to an oasis in the middle of a vast
  desert. Such a guide will make even the thorniest path straight and quick
  for his unit.

Obtainable by:
  Elite Rangers (default), Goblin Stalkers (default)


Imperturbable [INTBL]
-------------
Effect:
  Moves free passing by enemy units

Description:
  They are so confident of their strength that they calmly pass by their
  enemies without any fear of attack.

Obtainable by:
  Knights of Marcus (default), Orcish Riders (default),
  Mighty Riders (default), Wild Trolls (level 2), War Trolls (level 2)


Iron Discipline [IDISC]
---------------
Effect:
  Negates Impetuous
  Willpower +20%

Description:
  The spirit of these fighters is as strong as steel. Even their former
  arrogance vanishes without the slightest trace. A unit with their ability
  will never waver in the presence of the enemy, even if their bravery will
  cost the fighters their lives. Fear is not familiar to them, They will go on
  fighting bravely and will never turn their backs on the enemy.

Obtainable by:
  Knights of Marcus (default)


Restless Raiders [RERAI]
----------------
Effect:
  Move points -2 and all attacks -1 to neighbor enemies

Description:
  The enemy will find no peace anywhere. Enemies would rather die on their
  feet than make a halt while such restless raiders are nearby.

Obtainable by:
  Hobilars (default), Goblin Raiders (default)


Rust [SRST0]
----
Effect:
  Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 2
  All attacks -5

Description:
  As the last word of this spell are still being pronounced, the enemy's
  weapons and armor begin to corrode. The iron turns rusty and begins to 
  fall to pieces, leather hardens and cracks, stone gets mossy and crumbles,
  and wood begins to rot. Any unit that this spell is cast upon will find it
  very difficult to attack and defend themselves.

Obtainable by:
  Master Brennok (level 4)


Tornado [SRNDO]
-------
Effect:
  Type: Spell, Target all in radius, Lasts 1 turn, Uses per scenario: 2
  Missile -5

Description:
  The last sounds of this spell are caught and carried away by a breeze. It
  soon gains speed and power and by the time it reaches the target the breeze
  has become a violent tornado, sparing neither friend nor enemy. The wind
  snatches weapons out of warriors' hands and carries them away. Archers are
  rendered useless by its forceful gusts.

Obtainable by:
  Teya (level 3), Master Brennok (level 5), Ash-hoon (level 7)


Magic Boots [MABOT]
-----------
Effect:
  Move points +1

Description:
  Wizards may know a myriad of combat spells, but they also know that speed
  can sometimes be as important as strength or accuracy. One simple spell can
  make the wizard's boots light, hid burden weightless, and his speed
  increadible.

Obtainable by:
  Master Brennok (level 6)


Meteor Fall [SMEFA]
-----------
Effect:
  Type: Spell, Target all in radius, Uses per scenario: 1
  Battle spell, strength 11

Description:
  Those who survived the first campaign to Sylent recall that when King
  Leranse's victorious troops finished off the miserable city guards the skies
  opened wide and a shower of red hot stones fell down. There was no way to
  defend oneself against them. Shields fell apart, leather armor burned, and
  deep indentations began to appear on the knight's shiny armor. There was
  nowhere to hide as the stones rained down. Only those blessed with Marcus's
  benediction could save themselves from this disaster induced by mages.

Obtainable by:
  Master Brennok (level 7)


Summon Golem [SSGOL]
------------
Effect:
  Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2
  Summons a Golem

Description:
  The mage appeals to the power of earth and lifts up a stone golem. The golem
  is so strong that he can rival a troll. However, the magic that gave birth
  to the golem will soon dissipate and the powerful creature will turn into
  dust.

Obtainable by:
  Master Brennok (level 7)


Archmage's Shield [SAMSH]
-----------------
Effect:
  Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 2
  Defence +10

Description:
  Even students know this spell- But to reveal its full power a mage needs to
  be fully focused. Only the most experienced wizards may produce such a
  shield over an entire unit. This magical protection can save a lot of lives.

Obtainable by:
  Master Brennok (level 8), Teya (level 8)


Word of Death [SWODH]
-------------
Effect:
  Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 1
  Battle spell, strength 25

Description:
  Some spells are so terrible that they are revealed only to the wisest of
  mages. The Word of Death is one of them. The individual who pronounces it
  summons terrible forces. A flame of total extermination rains down on his
  victim and messengers of death come to take the dead away. The Church
  considers this spell to be proof of the diabolical nature of magic.

Obtainable by:
  Master Brennok (level 9), Ash-hoon (level 9)


Temple Defenders [TDEFN]
----------------
Effect:
  Melee +2 in urban

Description:
  It is not enough to be s knight of an order to be called a temple defender.
  Each defender has passed a severe test: single-handedly prevent twenty
  knights from entering the temple gates for one hour. It is no wonder why
  these knights are superior in a town battle to their secular counterparts.
  
  
Obtainable by:
  Knights of Marcus (level 3), Champions of Marcus (level 3)


Lazy [PLAZ0]
----
Effect:
  Move points -1

Description:
  Being lazy by nature, goblins use any chance to have a rest. Left to
  themselves, they always walk slower than they're able to, halting every few
  minutes.
  
Obtainable by:
  Goblin Looters (default), Goblin Archers (default), Goblin Robbers (default),
  Goblin Runners (default), Goblin Sneakers (default),
  Goblin Killers (default), Goblin Stalkers (default),
  Goblin Sharp-Eyes (default), Goblin Crashers (default)


Quiky Mold [QUIMO]
----------
Effect:
  Defence +1

Description:
  Goblins are connoisseurs of berries and molds, especially those with special
  powers. Goblins also love to enrich their food with molds capable of killing
  any other creature. These poisonous molds have little effect on them, though
  some make them move faster and help them to evade blows during battle.
  
Obtainable by:
  Goblin Looters (level 1), Goblin Archers (level 1), 
  Goblin Sharp-Eyes (level 1), Goblin Runners (level 1),
  Goblin Sneakers (level 1), Goblin Killers (level 1),
  Goblin Stalkers (level 1), Sho-doon (level 2), Ash-hoon (level 2)


Iron Things [IRTHS]
-----------
Effect:
  Melee +1

Description:
  Goblins rarely get any real iron weapons. Orcs do not always have enough of
  those themselves. But these fighters have earned the right to wield something
  better than wooden clubs and sharpened stakes. Now they have pike ends and
  arrowheads made of good steel, and knives similar to orcs' stabzas!
  
Obtainable by:
  Goblin Looters (level 2), Goblin Killers (level 2)


Enthusiastic Retreat [ENRET]
--------------------
Effect:
  Move points +1 if enemy is adjecant

Description:
  It's amazing how drastically a unit's speed increases if the order to retreat
  is given in close proximity to the enemy. They retreat with an enthusiasm
  they would probably rather show when attacking. However, there's nothing
  shameful in a quick retreat from a dangerous area if it saves lives.
  
Obtainable by:
  Goblin Looters (level 2), Goblin Runners (level 2),
  Goblin Sneakers (level 2), Goblin Killers (level 2),
  Goblin Stalkers (level 2)


Froggy [FRGGY]
------
Effect:
  Defence +3 in swamps

Description:
  Swamps that cause a lot of trouble to other units are a second home for these
  fighters. In these impassable marshes they can even resist attacks from a
  strong enemy.
  
Obtainable by:
  Goblin Looters (level 3), Goblin Runners (level 3),
  Goblin Sneakers (level 3), Goblin Killers (level 3),
  Goblin Stalkers (level 3)


Lil Boss [LBOSS]
--------
Effect:
  Willpower +10%
  Negates Lazy perk

Description:
  All goblins are quite lazy by nature, and they often get kicked in the ribs
  by orcs because of it. But in this unit, a leader has recently appeared who
  the goblins obey with no compulsion, even willingly. Their laziness has
  vanished without a trace, and this has had favorable effect both on their
  speed of movement and morale.
  
Obtainable by:
  Goblin Looters (level 3), Goblin Archers (level 3), Goblin Runners (level 3),
  Goblin Sneakers (level 3), Goblin Killers (level 3),
  Goblin Stalkers (level 3), Goblin Sharp-Eyes (level 3)


Deathcup Beer [DBEER]
-------------
Effect:
  Defence +2
  Melee +4

Description:
  Goblins do not mind drinking beer that has been brewed for orcs. To improve
  its taste, they add the juice from extremely poisonous toadstools, which even
  orcs do not dare to drink. The beer makes the goblins so strong-willed, that
  they strike twice the number of blows during a battle. Somehow it does not
  impair their accuracy.
  
  
Obtainable by:
  Goblin Looters (level 3), Goblin Killers (level 5)


Thick Armour [THARM]
------------
Effect:
  Defence +2
  All attacks -1

Description:
  The harder the armor, the more effective it is. Orcs learned this common
  truth after many battles. They equip their vanguard units with remarkably
  thick armor which is capable of resisting a fairly strong blow.
  
Obtainable by:
  Orc Mobs (level 1), Orc Stabbers (level 1), Battle Orcs (level 3),
  Orc Mights (level 3)


Fine Stabza [FINST]
-----------
Effect:
  Melee +1

Description:
  Do you know what the difference between a common stabza and a good stabza? A
  good one will neither break from a heavy blow nor slip in one's hand from
  the blood that has stuck to it. But most importantly, one can inflict such a
  massive blow with a good stabza that the enemy will be knocked out
  completely.
  
Obtainable by:
  Orc Mobs (level 1), Orc Stabbers (level 1), Battle Orcs (level 1),
  Mads (level 1), Orc Mights (level 1), Bad Mads (level 1),
  Orcish Riders (level 2), Mighty Riders (level 2)


Orcish Beer [ORCBE]
-----------
Effect:
  Willpower +20%
  Immune to fear

Description:
  Goblins brew beer from secret mushrooms and berries. Neither a common orc
  nor a mighty hero will reject this brew, especially before a battle. This
  beer warms the blood. A slight mist in their heads makes the orcs so filled
  with their own importance that they will not be scared even of a stronger
  enemy.
  
Obtainable by:
  Ugraum Grableg (level 2), Orc Mobs (level 2), Orc Stabbers (level 2),
  Battle Orcs (level 2), Orc Mights (level 2)


Horse Eaters [HOEAT]
------------
Effect:
  Protection from charge

Description:
  Constant starvation makes a mighty warrior rejoice at the prospect of a
  cavalry attack. It means he does not need to hunt. Long perfected skills
  enable him to dodge the charge, kill the rider and cook the horse.
  
Obtainable by:
  Orc Mobs (level 2), Orc Stabbers (level 2), Besargar (level 2),
  Wild Trolls (level 2), War Trolls (level 2), Battle Orcs (level 2),
  Orc Mights (level 2), Bad Mads (level 2)


Wild Temper [WITEM]
-----------
Effect:
  Defence -1
  Melee +2

Description:
  Orcs have never been known to have very mild tempers. In a community where
  the strongest survive, ferocity is the standard response to any
  transgression. Yet these warriors are very dangerous savages even according
  to orc standards.  They can be identified by their bloodshot eyes, frequent
  jerks, and violent blows that very few can withstand.
  
Obtainable by:
  Ugraum Grableg (level 1), Orc Mobs (level 3), Orc Stabbers (level 3),
  Mads (level 3), Bad Mads (level 1)


Dirty Tricks [DTRIC]
------------
Effect:
  Defence +1
  Melee +1

Description:
  Orcs believe generosity, a warrior's honor, and battle rules are all the
  inventions of petty people afraid of being accused of playing dirty. Dirty
  tricks give orcs a better chance of living to see the next day, and are
  therefore always justifiable. There are averse to nothing that might give
  them the edge and they make things very unpleasant for their enemies both in
  attack and defence.
  
Obtainable by:
  Orc Mobs (level 5), Orc Stabbers (level 5), Battle Orcs (level 5),
  Summoned units (level 5), Mads (level 5), Orc Mights (level 5),
  Bad Mads (level 5), Besargar (level 8)


War Leader [WRLED]
----------
Effect:
  Melee +1 to neighbor friends

Description:
  Heroes always attract the attention of their fellow warriors. The warriors
  know if a true hero is watching them, and they rush to fight furiously
  alongside them. Neither orcs nor goblins want to be considered cowards
  or they'd be punished by the leader in their ranks - something much more
  frightening than a battle against enemies.

Obtainable by:
  Ugraum Grableg (default)


Big Boss [BGBOS]
--------
Effect:
  Willpower +10% to neighbor friends
  Negates Lazy perk

Description:
  Everyone feels calmer near a big boss. Orcs are certain that their chiefs
  always knows what to do. Even goblins rouse themselves when they see the
  chief, and eagerly await his orders!

Obtainable by:
  Ugraum Grableg (level 1), Sho-doon (level 1), Ash-hoon (level 1)


Thick Armour [THARM]
------------
Effect:
  Defence +3
  All attacks -1

Description:
  Orcs have a simple classification system for armor, it is either thick or
  hard. Hard is a lot better as it can resist even strong blows that break
  through thick armor. However, not every unmounted orc can wear hard armor
  due to its weight. Only the strongest chieftains can manage it.
  
Obtainable by:
  Ugraum Grableg (level 2)


Commanding Eminence [COMEM]
-------------------
Effect:
  Defence +1 and all attacks +1 in hills

Description:
  The one who is taller is stronger. This truth is rooted so firmly in the
  heads of these warriors that when they see any elevation they are set out to
  climb it. It's not known for sure whether this always helps, but they
  definitely fight better on hills.
  
Obtainable by:
  Mads (level 1), Bad Mads (level 1), Ugraum Grableg (level 4),
  Besargar (level 4)


Stolen Ralin Boots [STRBO]
------------------
Effect:
  Move points +1

Description:
  Orcs and goblins knew the wonderful boots humans value so much would greatly
  increase their speed. So, when the chieftains were dividing up the loot after
  a battle, the warriors never failed to take a couple of pairs of these
  wonderful boots for themselves. The boots didn't fit, of course, but the
  orcs grew accustomed to wearing them their backs. Surprisingly, their speed
  increased anyway! Soon, the orcs began to run very quickly indeed.
  
Obtainable by:
  Sho-doon (level 2), Ash-hoon (level 2), Besargar (level 6),
  Ugraum Grableg (level 9)


Bark Eaters [BAREA]
-----------
Effect:
  Defence +2 in forest

Description:
  The forest becomes the goblins' home, eatery, and larder... It gives them
  both shelter and protection. Goblins can survive in the most severe
  conditions eating tree bark if necessary.

Obtainable by:
  Goblin Archers (default), Goblin Runners (level 1),
  Goblin Sneakers (level 1), Goblin Stalkers (level 1),
  Goblin Sharp-Eyes (default)


Straight Arrows [STRAR]
---------------
Effect:
  Missile +1

Description:
  Goblins certainly know that a straight arrow is more likely to hit its
  target. However, due to their inborn negligence and laziness they are not
  always diligent when making arrows. Normally they simply accept whatever
  degree of straightness they can manage to achieve the first time around. But
  the fighters in this unit spend all of their spare time trying to improve
  their arrows. Such diligence is uncommon among goblins, but it has tangible
  benefits.

Obtainable by:
  Goblin Archers (level 1), Goblin Sharp-Eyes (level 1)


Poisoned Arrows [PSNAR]
---------------
Effect:
  All wounded become killed

Description:
  Let big orcs engage in a hand-to-hand combat! Archers prefer anther way of
  dispatching the enemy. Apply a drop of virulent venom (juice of poisonous
  mold, for example) on an arrow tip and even if the enemy is only scratched
  on the arm, death will come for him before the end of the battle.

Obtainable by:
  Goblin Archers (level 2), Goblin Sharp-Eyes (level 2)


Bone Bows [BNBOW]
---------
Effect:
  Missile +2
  Melee -2

Description:
  Crooked bows belonging to other goblins produce a sneer among these
  veterans. In battle they use sound composite bows made of bones and leather
  straps, which they either stole or made themselves. However, being confident
  of their precise shooting these goblins have almost forgotten the skills of
  melee fighting.

Obtainable by:
  Goblin Archers (level 5), Goblin Sharp-Eyes (level 5)


Healing Mold [SHEMO]
------------
Effect:
  Type: Spell, Target friend, Uses per scenario: 2
  Restores all wounded
  All attacks -2 (lasts 1 turn)

Description:
  Mold can kill, but it can also heal. The magic spores of a healing mold are
  more efficient than any medical potion. In just a few moments they can make
  all the wounded healthy again. The only thing that may prevent them from
  rushing into the battle is mold weakness, which inflicts every healed
  person.

Obtainable by:
  Sho-doon (default)


Bang Mold [SBAMO]
---------
Effect:
  Type: Spell, Target enemy, Uses per scenario: 2
  Battle spell, strength 7
  All attacks -2 (lasts 1 turn)

Description:
  A hexer who knows the secret of Bang Mold is very dangerous. He can make
  mold grow under the enemy's feet on any type of surface. The mold is
  instantly mature, and when it bursts, it throws clouds of toxic spores into
  the air. Spores from bang mold get in the eyes, nose, under armor, and burn
  the skin like small forks of flame.

Obtainable by:
  Ash-hoon (default), Sho-doon (level 1)


Spittler [SPTLR]
--------
Effect:
  Missile +1

Description:
  People often say about the wicked, "Even his saliva is poisonous!". The irony
  is that this is perfectly true for hexers. Though constant chewing of various
  mushrooms and herbs hexer's saliva has become as caustic as an acid. By
  spitting at his enemy during a battle a hexer can inflict wounds as if with
  a weapon.

Obtainable by:
  Sho-doon (level 1)


Drop of Poison [DROOP]
--------------
Effect:
  All wounded become killed

Description:
  A single drop of poison used by a hexer is enough to turn a scratch from his
  dart into a deadly wound. As a rule the wretched wounded are finished off by
  their comrades, since the poison from the spiders that live in the Wastes
  causes horrible suffering.

Obtainable by:
  Sho-doon (level 2)


Mad Mold [SMAMO]
--------
Effect:
  Type: Spell, Target friends in radius, Lasts 1 turn, Uses per scenario: 2
  Melee +4
  Defence -2

Description:
  This potion is brewed according to a secret recipe. It is special mold,
  gathered at a special time and dried out in a special way, which is then
  ground up in a stone mortar vessel. Mad mold powder makes anyone who inhales
  it into a berserk.

Obtainable by:
  Sho-doon (level 3)


Bark Skin Mold [SBSML]
--------------
Effect:
  Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 2
  All attacks -2
  Defence +4

Description:
  This mold can make your skin as robust as solid wood. Enemy blades merely
  scratch this type of armor, and their arrows don't do any serious damage to
  it. However, the mold weakness that remains after taking this potion prevents
  creatures from attacking with the power they formerly had.

Obtainable by:
  Sho-doon (level 4), Ash-hoon (level 4)


Summon Wolves [SWOLF]
-------------
Effect:
  Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2
  Summons Spectral Wolves

Description:
  The call of a hexer may summon wolves that have perished in combat back to
  the battlefield. They will not stay in the world of the living for long:
  only long enough to taste the blood of their enemies.

Obtainable by:
  Sho-doon (level 5)


Horror [SHRRR]
------
Effect:
  Type: Spell, Target enemy, Lasts until rest or reqr., Uses per scenario: 2
  Willpower -40%
  Defence -4
  All attacks -4

Description:
  There is no stronger feeling in the world than the horror that takes hold of
  the victims of this spell. Even the most fearless individuals are petrified
  with fear. The spell produces such shock that victims cannot remember what
  happened to them. Their spirit is broken, and even those who would never
  give up in battle, lose the will to fight.

Obtainable by:
  Ash-hoon (level 3), Sho-doon (level 6)


Gnat Swarm [SGNSW]
----------
Effect:
  Type: Spell, Target enemies in radius, Lasts 1 turn, Uses per scenario: 1
  Defence -2
  Battle spell, strength 8

Description:
  Some hexer's spells are so nasty that even orcs themselves despise them. The
  swarm of gnats is one of those. Obeying his squeaky call clouds of gnats
  gather on nearby swamps and rivers before flying toward the hexer. These
  blood-suckers can cover an immense area, biting all living creatures that
  fall within. Those warriors who find themselves battling the gnats cease
  defending themselves against the enemy.

Obtainable by:
  Sho-doon (level 7), Ash-hoon (level 7)


Brave Hiding [BRHID]
------------
Effect:
  Invisibility

Description:
  An ability to hide right under the enemy's nose can save a lot of lives. Let
  enemies shout about cowardice and demand fair combat as much as they want.
  At war, hiding before a surprise attack against the enemy is a strong tactic
  and quite fair.

Obtainable by:
  Sho-doon (level 7), Goblin Sneakers (default), Goblin Stalkers (default)


Distilled Quiky Mold [DEQMO]
--------------------
Effect:
  Defence +2

Description:
  Goblins hexers have long been known for their knowledge of berries and fungi.
  Mushrooms have the honor of ranking particularly high on their list of
  favorite items. And a potion of quiky mold is considered a true delicacy to a
  goblin. More importantly such potions and Elixirs serve to increase reaction
  time, so that countering the quickest strike is a mere trifle for a hexer.

Obtainable by:
  Sho-doon (level 8)


Determined Killers [DEKIL]
------------------
Effect:
  Defence -2
  Skirmish

Description:
  These goblins have taken a liking to blood. After attacking their enemies,
  they leave nothing but dead bodies behind them. The goblins are so fond of
  killing with impunity that they often tend to attack carelessly...

Obtainable by:
  Goblin Runners (level 5), Goblin Sneakers (level 5),
  Goblin Stalkers (level 5)


Bad Wheels [BDWHE]
----------
Effect:
  Move points -1

Description:
  You can hardly see the wheels goblins use to equip their war machines
  without laughing. Instead of being round, most of them are many-sized shapes
  in varying smoothness. Such wheels seriously slow down the movement of
  ballistae and catapults.

Obtainable by:
  Spear Hurler (default), Stone Tosser (default)


Big Shields [BGSHI]
-----------
Effect:
  Defence +1

Description:
  A big wooden shield can provide a war machine and its crew with some extra
  protection from enemy attacks. Of course, it's no remedy for cavalry attacks,
  but it is quite helpful against arrows or javelins.

Obtainable by:
  Spear Hurler (level 1), Stone Tosser (level 1)


Round Wheels [RNDWH]
------------
Effect:
  Negate Bad Wheels perk

Description:
  A round wheel rolls a lot better than any other wheel. Goblins know this
  well, but they are too lazy to do everything properly. However, normal combat
  experience has taught them that it's better to work for a while and make
  wheels that are round before heading into battle.

Obtainable by:
  Spear Hurler (level 2), Stone Tosser (level 2)


Camouflage [CMFLG]
----------
Effect:
  Invisibilty

Description:
  The art of disguise is not a simple art, especially if you need to conceal
  a large object from the eyes of the enemy. This crew has mastered this and
  now their war machine can assume the appearance of a haystack or an old
  house. Now only the most sharp-eyed enemies can spot them from a distance.

Obtainable by:
  Spear Hurler (level 3), Stone Tosser (level 3)


Metal Pod [MTLPD]
---------
Effect:
  Defence +1

Description:
  Metal plates that cover the sides and the bottom of the zeppelin's gondola
  protect the bomber's crew from enemy attacks. Arrows simply bounce off and 
  the claws of air hunters cause no damage. Only an experienced enemy would be
  able to find a breach in this defences.

Obtainable by:
  Goblin Zeppelina (level 1)


Propeller [PRPLR]
---------
Effect:
  Move points +1

Description:
  It is still unknown what happened to the first goblin who bent his oar in
  such an unusual way that he created a propeller. However, since then, goblins
  have found many uses for similar propellers. They proved themselves as
  wonderful substitutes for the oars used to propel zeppelins, thus greatly
  improving the balloons' speed.

Obtainable by:
  Goblin Zeppelina (level 2)


Balloon Armour [BLNAR]
--------------
Effect:
  Defence +3
  Bombardment -2

Description:
  The balloon's fabric is too fragile to ensure the safety of the bomber's
  crew. A couple of good hits and the balloon may fall out of the sky, after
  losing all of its volatile gas. Covering the balloon with animal skin makes
  it strong enough to resist both arrow impact and blows from air hunters'
  claws.

Obtainable by:
  Goblin Zeppelina (level 3)


Extra Payload [EXPAY]
-------------
Effect:
  Move points -1
  Bombardment +3

Description:
  With the desire to kill as many enemies as possible, goblins load many
  missiles into their dirigibles. Their bombardments become more efficient but
  the overloaded dirigibles are slowed down somewhat by their load.

Obtainable by:
  Goblin Zeppelina (level 5)


Vengeful Spirits [VESPI]
----------------
Effect:
  Missile +1

Description:
  A hexer is able to unleash vengeful spirits on his enemies, so the spirits
  will chase the souls of those killed even after death. No one has ever
  managed to see these spirits, but the results of these attacks they reinforce
  are quite visible.

Obtainable by:
  Ash-hoon (level 1)


Summon Eye [SEYE0]
----------
Effect:
  Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2
  Summons Flying Eye

Description:
  Some drops of sacrifcied blood, some scales of snakes, and the eye of an
  eagle killed at midnight... After screaming the spell out, a hexer disperses
  this magic powder in the air and a 'bloody eye' rises from its clouds. The
  hexer will be able to see everything this magic eye sees.

Obtainable by:
  Ash-hoon (level 2)


Summon Boars [SBOAR]
------------
Effect:
  Type: Spell, Target empty hex, Lasts 1 turn, Uses per scenario: 2
  Summons Shadow Boars

Description:
  Although the bodies of these boars are woven from swamp fog, the way they
  fight is not inferior to real boars. Phantom boars are powerful enough to
  take the lives of enemies with them when they pass back into the underworld.

Obtainable by:
  Ash-hoon (level 3)


Dead Bones [SDBON]
----------
Effect:
  Type: Spell, Target enemy, Uses per scenario: 2
  Battle spell, strength 16

Description:
  Following this hexers's command the old bones of ancient monsters rise up
  from the earth. The breath of death fills the air. Almost no one can resist
  the power of this terrible spell.

Obtainable by:
  Ash-hoon (level 5)


Fear Discipline [FDISP]
---------------
Effect:
  Move points +1 for neighbor friends

Description:
  Everyone is fearful of the hexer and they have good reason to be so. The
  warriors remember that his force can target not only the enemies. The nearby
  units are so afraid of the hexer that they move around much faster in his
  presence.
 
Obtainable by:
  Ash-hoon (level 6)


Big Flask [BIFLA]
---------
Effect:
  Defence -1
  Charge +4

Description:
  Only a hero can carry such a big flask of famous death cup beer. To enhance
  the effect of this concoction hexers add fresh blood and flavor it all with
  magic. After this treatment, the beer increases the power of charge attacks.
  But it makes the attacker's head a little bit dizzy and decreases his
  defences.
 
Obtainable by:
  Besargar (level 7)


Frenzied Regeneration [FRREG]
---------------------
Effect:
  Type: Spell, Target self, Lasts 2 turn, Uses per scenario: 2
  All attacks +3

Description:
  Seized by combat insanity a berserk pays no attention to his wounds. He
  wishes only to reach the enemy as soon as possible. However, if the fighter
  somehow fail to rush into battle the berserker's unspent enegiý will heal his
  wounds.

Obtainable by:
  Mads (level 4), Bad Mads (level 4), Besargar (level 7)


Contagious Madness [CONMA]
------------------
Effect:
  Defence -1 and Melee +2 for neighbor friends

Description:
  The belief that the madness of a berserk is contagious is not altogether
  false. All the units around this hero are influenced by his combat madness
  and fight much more fiercely. Yet they tend to forget about defending
  themselves.
 
Obtainable by:
  Besargar (level 9)


Awfully Huge [AWHUG]
------------
Effect:
  Willpower -20% and all attacks -2 for neighbor enemies

Description:
  The sound of this monster's breath is similar to that of an ocean tide. Its
  huge weapon looks light like a feather in its huge paws, while its enormous
  eyes seem to be peeping into your very soul... Enemies' hearts sink when they
  see such a monstrous giant nearby.
 
Obtainable by:
  Wild Trolls (default), War Trolls (default)


Regenerate [SREGE]
----------
Effect:
  Type: Spell, Target self, Uses per scenario: 5
  Restores all wounded

Description:
  It is not only the thick skin and immense power of trolls that makes them
  very hard to kill. Even the most serious wounds suffered by these monsters
  heals almost immediately and their severed limbs can grow back. If the
  slightest drop of life remains within a troll, he can regenerate with menacing
  speed.
 
Obtainable by:
  Wild Trolls (default), War Trolls (default)


Thick Hide [THHID]
----------
Effect:
  Defence +1

Description:
  Trolls are often noted for their thick skin. Their hide is so thick that they
  usually fail to even notice a kick, and are only mildly bothered by a strong
  blow from a weapon.
 
Obtainable by:
  Wild Trolls (level 1), War Trolls (level 1)


Taste for Fresh Meat [TFFRM]
--------------------
Effect:
  Defence -1
  All attacks +2

Description:
  Wild trolls are too slow to overtake their pray, therefore they often have to
  be content with carrion. These trolls have realized that in a battle, though,
  their prey comes to them all by itself. As the monsters have taken a liking
  to fresh meat, they rush into battle as soon as they see an enemy, without
  a thought to defending themselves.
 
Obtainable by:
  Wild Trolls (level 1), War Trolls (level 1)


Wall Breaker [WLBRK]
------------
Effect:
  All attacks +3 in urban

Description:
  Stones is only inferior to a living rock. A troll is capable of passing
  easily through the walls of a stone house to suddenly attack whoever is
  inside.
 
Obtainable by:
  Wild Trolls (level 2), War Trolls (level 2)


Wild Strength [WLDST]
-------------
Effect:
  All attacks +1

Description:
  Wild strength hides in trolls. Sometimes they do not know themselves how
  strong they are. A giant is sometimes surprised when he breaks his own club
  with an awkward move of his hand. Once they realize the extent of their own
  power, they become much more dangerous.
 
Obtainable by:
  Wild Trolls (level 3), War Trolls (level 3)


Big Steps [BGSTE]
---------
Effect:
  Move points +1

Description:
  The monster needs to take only a few steps to cover a whole mile. It hardly
  notices obstacles such as hills, rocks, swamps or woods crossing over them
  with ease.
 
Obtainable by:
  Wild Trolls (level 4), War Trolls (level 4)


Shooting Protection: Hardhead [SPHEA]
-----------------------------
Effect:
  Protection from shooters

Description:
  Shooting is the best way to fight any monster. But these beasts have learned
  to stop arrows with their heads, the strongest, most well-protected part of
  their bodies. Their super-thick skulls are a better defence against any blow
  than the most durable helmet.
 
Obtainable by:
  Wild Trolls (level 5), War Trolls (level 5)


Pha-lansa [PHALS]
---------
Effect:
  Defence +1

Description:
  Orc families treasure their stories from the time of Marcus about that
  terrible weapon of the old empire: the phalanx formation. Orcs are constantly
  trying to employ something of the kind in battle. Of course, their phalanxes
  don't at all resemble Marcus' phalanxes, yet they help during attacks. The
  very desire to act together in battle allows the orcs to defend themselves
  more effectively.
 
Obtainable by:
  Battle Orcs (level 1), Orc Mights (level 1)


Defence Bonus [DEFBO]
-------------
Effect:
  Defence +1

Description:
  A good warrior is distinguished by his skill in defending himself, without
  having to think twice. The ability to respond instinctively to a strike often
  saves one's life.
 
Obtainable by:
  Summoned units (level 1)


AttackBonus [ATTBO]
-----------
Effect:
  All attacks +1

Description:
  Combat experience translates into true combat skills. Attacks by these
  warriors are significantly more dangerous.
 
Obtainable by:
  Summoned units (level 1)


Move Bonus [MVEBO]
----------
Effect:
  Move points +1

Description:
  Knowing how to best conserve energy during long marches, they skillfully
  distribute their load, and vary their pace. These swift-marching specialists
  cover larger distances than usual, and never grow tired.
 
Obtainable by:
  Summoned units (level 3)


Claustrophobia [CLPHO]
--------------
Effect:
  Defence -1 and all attacks +3 in urban

Description:
  High walls, narrow streets and curved fences produce a fear of enclosed
  spaces in orcs, who are accustomed to the open spaces of the steppe. Often
  orcs will go mad and begin to destroy the walls surrounding them, as well as
  everything in their way. Many city and village dwellers have already
  witnessed a berserk suffering an attack of claustrophobia. Those who survive
  such a nightmarish spectacle would likely rather not see it again.
 
Obtainable by:
  Mads (level 2), Bad Mads (level 2)


Almost Round Shields [ROSHI]
--------------------
Effect:
  Defence +1

Description:
  The advantages of a round shield have been widely known for centuries. But
  neither goblins nor orcs bother themselves with creating perfect circular
  shapes. They believe that it's enough to have a very light shield that offer
  good protection. Of course, one has to know how to use them properly.
 
Obtainable by:
  Orcish Riders (level 1), Mounted Goblins (level 1), Goblin Raiders (level 1),
  Mighty Riders (level 1)


Iron Horns [IRHOR]
----------
Effect:
  Charge +1

Description:
  Orcs use expensive steel for this weapon. With iron covers as sharp as
  knives, the bulls' menacing horns turn into a horrible thing capable of
  piercing any armor and turning even the strongest enemy into a bloody mess.
  Even if the enemy's unit has not been completely destroyed during this
  violent attack the wounds left by these horns will not soon heal.
 
Obtainable by:
  Orcish Riders (level 1), Mighty Riders (level 1)


Bull Trails [BULLT]
-----------
Effect:
  Movement cost through forest is set to 100%

Description:
  For a horseman, making his way through a forest is not easy - knotty roots,
  interlacing branches and deep ravines stand in his way. Yet, bull riders feel
  at home in a forest. The only thing is, they need to learn to dodge trees in
  time and find the shortest paths through piles of windfall.
 
Obtainable by:
  Orcish Riders (level 3), Mighty Riders (level 3)


Beast Temper [BETEM]
------------
Effect:
  Defence -2
  Charge +4

Description:
  Which animal do hunters fear most of all? It's neither a bear with his
  strength, nor a wolf with his teeth. They are most afraid of the bull, which
  is violent, quick, and therefore very dangerous. Meeting even one wild bull
  is dangerous. What is to be said then about meeting a dozen bulls running at
  you? Then, what if a huge orc is riding on the backs of each of them? Both
  are distinguished by their malicious, bestial temper.
 
Obtainable by:
  Orcish Riders (level 5), Mighty Riders (level 5)


Hyena Mount [HYMOU]
-----------
Effect:
  Defence +2 and all attacks +2 in forest

Description:
  By nature, hyenas are perfectly built for running through forests. Their
  riders are also at a considerable advantage in the forest: low branches do
  not lash their faces and their weapons rarely get hooked. This helps them to
  attack and defend themselves better.
 
Obtainable by:
  Mounted Goblins (default), Goblin Raiders (default)


Furry Boss [FUBOS]
----------
Effect:
  Negates Lazy perk

Description:
  If a pack leader appears among the hyenas, the goblins will rouse will rouse
  themselves. A single click from this mighty beast makes both his fellow
  beasts and their riders wary.
 
Obtainable by:
  Mounted Goblins (default), Goblin Raiders (default)


Animal Scent [ANISC]
------------
Effect:
  See invisible
  Sight +1

Description:
  Hyenas' eyes are enviable, yet their keen scent is even more important for
  their survival. Their ability to smell the enemy even when he is securely
  hidden from view will save their riders from sudden ambushes.
 
Obtainable by:
  Mounted Goblins (level 2), Goblin Raiders (level 2)


Pack Hunting [PHUNT]
------------
Effect:
  Defence +2 and skirmish +1 in forest

Description:
  A lonely hyena hardly poses a serious danger to an experienced enemy.
  However, a pack of hyenas is quite a different thing. They can surround a
  victim and attack as an organic whole. At such times, they seem to double in
  number. At last, goblin riders have learned to take advantage of the hyena's
  pack hunting instinct, and they can now attack twice as quickly.
 
Obtainable by:
  Mounted Goblins (level 2), Goblin Raiders (level 2)


Soft Paws [SPAWS]
---------
Effect:
  Invisibility

Description:
  Unlike goblins, hyenas are taught from the time they are pups to approach
  their prey unnoticed. But goblins also realize the advantage of moving
  slowly. Sliding like noiseless shadows, hyenas and their riders can cross a
  field within yards of dozens of their enemies without being noticed.
 
Obtainable by:
  Mounted Goblins (level 5), Goblin Raiders (level 5)


Stone Form [STFRM]
----------
Effect:
  Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
  All attacks -10
  Defence +10

Description:
  This ability inherited from their ancient ancestors is concealed in the blood
  of every troll. Long ago at the dawn of time trolls used to travel only at
  night becoming granite rocks during the daytime. But over time, trolls
  learned to stop fearing the light and so they forgot the secret of Stone
  Form. Today monsters that can turn their bodies into granite for a short
  while are very rare. This art is particularly valuable in battle, as almost
  nobody can injure a troll once he has turned himself into a stone colossus.
 
Obtainable by:
  War Trolls (default)


Poison Tail [POSTL]
-----------
Effect:
  All wounded become killed

Description:
  A slash of the poison pretanodon's tail can be fatal for a careless enemy. It
  is not easy to repel this attack, as a pteranodon can strike suddenly from
  behind his rider, at the same time as the rider engages the enemy. An
  inexperienced enemy may linger for a second that may cost him his life.
 
Obtainable by:
  Pteranodon Rider (level 3)


Lasher [LASHR]
------
Effect:
  Move points +1

Description:
  A common lash is a wonderful way to make a pteranodon fly faster. The only
  difficulty is that few riders who use the lash reach their destination alive,
  as the pteranodon often throw them off or eat them while in flight. Those who
  manage to reach their destination are given the title of lash masters. They
  know how to drive a pteranodon on with blows that do not annoy them.
 
Obtainable by:
  Pteranodon Rider (level 3)


Looking Glazz [LOGLZ]
-------------
Effect:
  Move points +1

Description:
  Not every goblin will risk tangling with looking glaszz magic. It is said to
  distort the world in a strange manner, making things at a distance appear
  close by. This pteranodon is ridden by a very daring goblin. He can see
  almost as far as the very horizon noticing all enemies.
 
Obtainable by:
  Pteranodon Rider (level 4)


Hunting Tradition [HNTTR]
-----------------
Effect:
  Missile +2 in hills and forest

Description:
  It is dangerous to quarrel with elven archers, since an elf can hit a
  squirrel's eye at a distance of hundred paces. Woods and hills are their
  favorite places to practice hunting. Few people would wish to roam there and
  serve as targets.
 
Obtainable by:
  Elven Bows (default)


Bold Archers [BLDAR]
------------
Effect:
  Missile +2
  Defence -1

Description:
  Elven practice archery for longer than most humans are alive. No one can
  match an elven master bowman. They are aware of their own superiority, but
  this vanity is sometimes their downfall as they stop looking out for their
  own safety during battle.
 
Obtainable by:
  Elven Bows (level 1)


True Elven Bowstrings [TRBST]
---------------------
Effect:
  Range +1

Description:
  Humans appreciate the craftsmanship of elven bowstrings but cannot use them
  proficiently. Only elves themselves can use these bowstrings to send arrows
  much farther without losing their infamous accuracy.
 
Obtainable by:
  Elven Bows (level 3)


Aggressive Style [AGGST]
----------------
Effect:
  Defence -2
  All attacks +3

Description:
  Elves study various styles of swordsmanship. These sword masters believe that
  aggression and speed can tip the scale in a fight. One need not worry about
  defending oneself if the enemy is already dead.
 
Obtainable by:
  Elven Swords (level 2)


Defensive Style [DFSTL]
---------------
Effect:
  Defence +2
  All attacks -1

Description:
  The ancient art of radial defence allows elven swordmasters to fight multiple
  enemies at the same time. It allows them to establish an impenetrable barrier
  around themselves, and kill their enemies with quick and accurate strikes.
 
Obtainable by:
  Elven Swords (level 2)


Shooting Protection: Sword Masters [SPSWM]
----------------------------------
Effect:
  Protection from shooters

Description:
  These skillful warriors are capable of deflecting enemies' arrows with their
  weapons. Some say they can predict where an arrow will land as soon as an
  archer draws it from his quiver.

Obtainable by:
  Elven Swords (level 3)


Hill Walker [HLWLK]
-----------
Effect:
  Movement cost through hills is set to 100%

Description:
  The dwarves spend their whole lives in mountains caves and among the hills.
  From childhood onward, they learn to walk up hills as if they were plains.

Obtainable by:
  Dwarnrock (default), Dwarven Axemen (default), Dwarven Crossbowmen (default),
  Dwarven Nobles (default)


Rune Axes [RNAXE]
---------
Effect:
  Melee +2

Description:
  Dwarves cover their combat axes with magical runes, which make their weapons
  even more durable and sharp. These axes become truly deadly weapons, even in
  unskilled hands.

Obtainable by:
  Dwarven Axemen (level 4), Dwarven Nobles (level 4)


Ofris Master Armor [OMAAR]
------------------
Effect:
  Defence +3

Description:
  A long time ago, skillful dwarven craftsmen produced unmatched armor in their
  underground smithies, hidden deep within the sacred Ofris mountain. Such
  armor is priceless now. No dwarf will ever part with his suit.

Obtainable by:
  Dwarven Axemen (level 5), Dwarven Nobles (level 5), Dwarnrock (level 8) 


Rune of Resilience [RORES]
------------------
Effect:
  Defence +1

Description:
  The resilience rune force will deflect a foul blow and help a hero remain on
  his feet even after the hardest battle. Dwarnrock's weapon with this rune
  inscribed upon it blocks any strike and deflects any arrow with ease.

Obtainable by:
  Dwarnrock (level 2)


Rune of Devastation [RODEV]
------------------
Effect:
  Melee +2

Description:
  Runes help dwarves who are striving to become mighty warriors. The rune of
  devastation has made Dwarnrock's axe very sharp and the warrior himself
  indefatigable. A fight against this hero will be the last for many enemies.

Obtainable by:
  Dwarnrock (level 7)


Rune of Endurance [ROEND]
-----------------
Effect:
  Move points +1 to neighbor friends

Description:
  Dwarves possess the secret of rune's magic. A rune of endurance inscribed by
  this hero will render all nearby units truly indefatigable. They will be able
  to cover great distances without a single halt.

Obtainable by:
  Dwarnrock (level 9)


Concentration [CNCNT]
-------------
Effect:
  Defence -1
  Missile +2

Description:
  Teya feels the natural flow running through all living creatures. By
  concentrating she can harness this flow to empower her attacks. But while
  doing so, Teya runs the risk of missing an enemy's attack.

Obtainable by:
  Teya (level 1)


Rejuvenation [RJUVN]
------------
Effect:
  Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 2
  Restore all wounded
  Defence +2

Description:
  Elf mages know not only destructive magic, but also healing spells. Elves
  have an innate connection with magic so the impact of their healing spells is
  very powerful. They not only heal wounds fully, they also provide some short-
  term defence.

Obtainable by:
  Teya (level 3)


Guarded by Woods [GBWOD]
----------------
Effect:
  Defence +4 in forest

Description:
  Few elves reach such a state of oneness with nature. When you feel the forest
  as an extension of yourself. When you can move any branch as if it were your
  own arm, or twine the roots round your enemies' legs by just thinking about
  it, or grow a whole wall of trees in the enemy's way. It seems to the
  attacker that the forest itself guards Teya.

Obtainable by:
  Teya (level 4)


Expert Arcanist [EXPAR]
---------------
Effect:
  Armour-piercing missiles

Description:
  Teya's attacks always hit their target, even if the target is wearing heavy
  armor. A magic arrow can penetrate any protection it encounters: there is no
  armor strong enough to resist it.

Obtainable by:
  Teya (level 7)


Regrowth [RGRWT]
--------
Effect:
  Type: Spell, Target friend, Lasts 1 turn, Uses per scenario: 1
  Restore full hitpoints
  Defence +2

Description:
  Only the most skilful sorcerers are able to bring fallen warriors back to
  life. No wonder elves, the best mages in the world, have an excellent command
  of this type of magic. The spell is so powerful it not only resurrects the
  dead but also provides short-term defence to the creature for which it is
  cast.

Obtainable by:
  Teya (level 7)


Nature Intervention [NTINV]
-------------------
Effect:
  Type: Spell, Target friends in radius, Lasts 1 turn, Uses per scenario: 1
  Restore full hitpoints
  Defence +2

Description:
  Blessed are those who have experienced the magic of the great resurrection.
  When they rise from the ground, they feel alive as they never did before.
  They see their fellow warriors rise up and the fatal wounds of their friends
  in other units heal over. The heady joy of rebirth is visible in their eyes.

Obtainable by:
  Teya (level 9)


Dragon Slave [DRGSL]
------------
Effect:
  Type: Spell, Target enemies in radius, Uses per scenario: 1
  Battle spell, strength 30

Description:
  Only a few elf mages believe in the existence of this spell. However,
  fairytales about its power still serve to frighten children. The power this
  spell contains is so tremendous that even dragons cannot resist it.

Obtainable by:
  Teya (level 10)


Extra Armor [EXARM]
-----------
Effect:
  Defence +3
  Move points -1

Description:
  Additional steel plates added by the dwarves to their mobile fortress
  considerably improves its protection. The machine has lost some of its
  mobility, though, because of the extra weight.

Obtainable by:
  Dwarven Mobile Fort (level 1)


Rough Terrain Mod [RTERM]
-----------------
Effect:
  Movement cost through hills and rough is set to 100%

Description:
  The dwarves equip their combat machine with spiked wheels and install a steel
  plate on its front to push rocks and stones aside. With these improvements,
  the mobile fortress can climb over hills and rocky terrain with ease.

Obtainable by:
  Dwarven Mobile Fort (level 2)


Master Crafted Engine [MCREN]
---------------------
Effect:
  Movement points +1

Description:
  The mechanics of this mobile fortress were built by a true craftsman. This
  dwarven combat machine can move much faster.

Obtainable by:
  Dwarven Mobile Fort (level 3)


Counter Attack (Shoot) [CASHT]
----------------------
Effect:
  Type: Spell, Target self, Lasts 1 turn, Uses per scenario: 3
  Use all attacks while defending 

Description:
  An enemy will regret attacking this mobile fortress! The war machine's crew
  will have time to charge their weapon and fire at the attacking enemy.

Obtainable by:
  Dwarven Mobile Fort (level 3)


Crack Crew [CRCRW]
----------
Effect:
  All attacks +2

Description:
  These dwarves know every secret to manipulating their mobile fortress. Their
  combat machine attacks have improved. The crack crew is also capable of
  protecting itself and its machine in a melee.

Obtainable by:
  Dwarven Mobile Fort (level 5)


Dwarven Noble [DNOBL]
-------------
Effect:
  Defence +1 and willpower +10% to neighbor friends

Description:
  Dwarven nobles inspire nearby units with their appearance. The warrior defend
  their positions, so as not to lose face before their clan chief. And of
  course, no one would conceive of fleeing from the battlefield in their
  presence.

Obtainable by:
  Dwarven Nobles (default)


Sizzling Flame [SIZFL]
--------------
Effect:
  Flame breath +2

Description:
  Normal fire seems as cold as ice compared to a dragon's flame. Elves say that
  exhale the same flame in which the world was born and in which it will perish
  at the end of time.

Obtainable by:
  Dragon (level 2)


Strong Wings [STRWI]
------------
Effect:
  Move points +1

Description:
  Dragons need strong wings, and not only for aerial fighting. Long flights
  require both strength and endurance. A dragon's ability to fly farther than
  usual at a crucial moment can bring a victory in the battle.

Obtainable by:
  Dragon (level 2)


Phoenix Resurrection [PHRES]
--------------------
Effect:
  Restore full hit points to self

Description:
  The flame that gave birth to the world resurrects the fiery guards. While at
  least one female warrior is alive they will continue to come back to life and
  rejoin the ranks.

Obtainable by:
  Flame Guards (default)


o-----------------------------------------------------------------------------o
|                    ..:: Terrain and Movement Tables ::.                     |
o-----------------------------------------------------------------------------o

HI - Heavy Infantry
LI - Light Infantry
Ar - Archers
HC - Heavy Cavalry
LC - Light Cavalry
AF - Air Fighters (Sky Hunters)
AB - Air Bombers
Sk - Skirmishers
WM - War Machines
HR - Non-Mage Heroes
HM - Mage Heroes


Terrain Bonuses in Defence [TBIND]
--------------------------
The defence modifier your unit get for standing on a particular type of
terrain when getting attacked by an enemy.

    Plain  Forest  Swamp  Desert  Rough  Hill  River  Village  Town  Castle
HI  0      0       -8     -2      0      +2    -8     +2       +4    +6
LI  0      +4      -4     0       +4     +4    -4     +2       +4    +6
Ar  0      0       -8     0       0      +2    -8     +2       +4    +6
HC  0      -4      -10    -2      -4     +2    -8     0        +2    +4
LC  0      -4      -10    0       -4     +2    -8     0        +2    +4
AF  0      0       0      0       0      0     0      0        0     0
AB  0      0       0      0       0      0     0      0        0     0
Sk  0      +4      -4     0       +4     +4    -4     +2       +4    +6
WM  0      -4      -10    0       -4     +2    -8     +2       +4    +6
HR  0      0       -8     0       0      +2    -8     +2       +4    +6
HM  0      0       -8     0       0      +2    -8     +2       +4    +6


Terrain Bonuses in Attack [TBINA]
-------------------------
The attack modifier your unit get for attacking an enemy standing on a
particular type of terrain.

    Plain  Forest  Swamp  Desert  Rough  Hill  River  Village  Town  Castle
HI  0      0       -4     -2      0      0     -4     0        0     0
LI  0      +4      0      0       +4     +2    0      0        0     0
Ar  0      0       -4     0       0      0     -4     0        0     0
HC  0      -4      -6     -2      -4     -2    -4     -2       -2    -2
LC  0      -4      -6     0       -4     -2    -4     -2       -2    -2
AF  0      0       0      0       0      0     0      0        0     0
AB  0      0       0      0       0      0     0      0        0     0
Sk  0      +4      0      0       +4     +2    0      0        0     0
WM  0      -4      -6     0       -4     0     -4     0        0     0
HR  0      0       -4     0       0      0     -4     0        0     0
HM  0      0       -4     0       0      0     -4     0        0     0


Movement Cost Table [MOCOT]
-------------------

            Plain  Forest  Swamp  Desert  Rough  Hill  Mountain  River  Road
Foot        100%   67%     25%    67%     67%    67%   –         25%    143%
All Terrain 100%   100%    50%    100%    100%   100%  –         33%    143%
Mounted     100%   25%     20%    67%     50%    67%   –         25%    143%
Big Foot    100%   100%    50%    100%    100%   100%  –         50%    143%
Wheeled     100%   20%     20%    50%     25%    50%   –         20%    143%
Flight      100%   100%    100%   100%    100%   100%  100%      100%   100%


o-----------------------------------------------------------------------------o
|                              ..:: Artifacts ::..                    [ARTFT] |
o-----------------------------------------------------------------------------o


Burning Sword [ABSWR]
-------------
  Effects:
    Defence -1
    Melee +2

  Description:
    This sword was forged in the dwarves' underground smithies. The blade's
    steel still bears the flame of red-hot furnaces. The holder of this weapon
    is very dangerous in a melee. However, one needs to be cautious not to
    burn oneself when handling this weapon.
  
  Found: Ruined chapel (Wind of the Steppes)
  
  
Eye of an Eagle [AEOAE]
---------------
  Effects:
    Sight +1

  Description:
    This artifact grants the holder the sharpness of an eagle's eye. With its
    help you are more likely to spot your enemy in time to prepare for battle!

  Found: Dead Mage (Against the Wind)


Helm of Saint [AHSAI]
-------------
  Effects:
    Defence +1

  Description:
    The best days of this old helmet have long gone. It is so rusted through
    that it doesn't even seem able to withstand glancing blows. But this
    helmet is more effective than it seems. It was once worn by a zealot who
    spread the doctrine of Marcus throughout the lands of the pagans. The
    strength of his holiness protects better than any steel.

  Found: Gold & Silver victory in scenario Against the Wind
  

Sphere of Cold [ASOCL]
--------------
  Effects:
   Movement cost through river is set to 100%

  Description:
    This artifacct is availabe in many Sylent shops, for quite a lot of money,
    of course. The owner of the magic sphere of cold can turn water into ice.
    With it one can get across any river with ease.
    
  Found:
    Altar (Rapid Rescue)
    Gold victory in Reconnaissance in Force
  

Amulet of the Fanatic [AOTFN]
---------------------
  Effects:
    Defence -2
    Melee +3

  Description:
    The amulet of berserk fanatics date back to the time of the Tirolingian
    Wars and are highly valuable. Only a few of them remain and mages that
    have studied these artifacts are certain there is not the slightest drop
    of magic in them. However, these amulets still have the effect of making
    the holder act like a berserk: they enhance attacks but make the holder
    forget about defending himself.

  Found: Gold victory in scenario Rapid Rescue
  

Banner of Valor [ABAOV]
---------------
  Effects:
    All attacks +1 for neighbor friends

  Description:
    The banner of valor that flutters above the heads of warriors encourages
    the nearest allies to take up arms. Now the warriors' attack is even more
    violent than before.

  Found: Ruined chapel (Back to Derenhalle)


Lance of Glory [ALOGL]
--------------
  Effects:
    Charge +2

  Description:
    In the old days many glorious knights perished in contests, vainly hoping
    to obtain one of the famous lances of glory. But the award was worth the
    risk. It is known for sure that this weapon has a secret power to enhance
    a ramming attack. Most of these lances were broken in combat or stolen
    from their legal owners. But there are some places were these precious
    artifacts can still be found.

  Found:
    Gold & Silver victory in scenario Back to Derenhalle
    Kill the Foot Knight in the additional quest "Intercept the magic cargo"
      in Land of Knights


Sword of Wrath [ASWWR]
--------------
  Effects:
    Type: Spell, Target enemy, Lasts 1 turn, Uses per scenario: 1
    Battle spell, strength 9
    All attacks -2

  Description:
    Such swords are sanctified at the Holy Marcus Cathedral in Verson and
    sometimes even in the very Ticsus when a new inquisitor is ordained. No
    priest would ever abandon this weapon. Those who find such an artifact
    must know that another brother of the holy church perished defending the
    cause of faith. The owner of this sword can cast the wrath of Marcus upon
    the heads of his enemies.

  Found: Old church (Freiburg's Destiny)


Relics of Marcus [AROMA]
----------------
  Effects:
    Defence +2
    Willpower +20%

  Description:
    The incorruptible relics of holy Marcus can resist evil and strengthen
    moral courage. People say sinners do not dare to even approach this relic.

  Found: Temple of Marcus' Blood (Freiburg's Destiny)


Elixir Of Life [AELLI]
--------------
  Effects:
    Restore full hitpoints to self

  Description:
    Resurrection is such a complicated sorcery spell that only a few selected
    wizards can master it. But the Elixir of Life enables any person, even
    those ignorant of magic, to raise the dead.

  Found:
    Gold victory in scenario Freiburg's Destiny
    Gold & Silver victory in scenario The Fall of Verson
    Gold & Silver victory in scenario Secret mission


Firkan's Map [AFMAP]
------------
  Effects:
    Move point +1

  Description:
    The famous Sylentian merchant Firkan traveled all around the world, from
    the seas of Ticsus to the swamps of Daiaran-Ai, and from Quendaylon to
    Verks Wastes. It was in the Wastes that he vanished. Detailed maps and
    records made by Firkan during his travels save you from wasting your time
    looking for the easiest and safest paths.

  Found:
    Water mill in Generals of Leranse
    Gold & Silver victory in scenario Land of Knights


Staff of the Eternal Flame [ASTEF]
--------------------------
  Effects:
    Type: Spell, Target enemy, Uses per scenario: 1
    Battle spell, strength 10

  Description:
    This staff used to belong to a mighty mage, an expert in the element of
    fire. The staff absorbed part of its former owner's power and can be used
    to attack enemies with fireballs, even if its present owner lacks any
    knowledge of magic.

  Found:
    Gold victory in scenario Plains of Leranse
    Gold & Silver victory in scenario Fall of Freiburg


Horn of Horror [AHORN]
--------------
  Effects:
    Willpower -20% to neighbor enemies

  Description:
    When nearby enemies hear the sound of this horn they realize that the
    darkest day of their lives has arrived. Their hearts go cold and their
    will weakens.

  Found:
    Killing the "Rust" spamming Goblin Hexer in Plains of Leranse
    Gold victory in scenario Fall of Irand


Horn of Fury [AHORF]
------------
  Effects:
    Melee +1

  Description:
    The sound of this magic horn shakes the skies. Blood begins to stir in the
    veins of fighters and their fury increases their power in a melee.

  Found: Gold & Silver victory in scenario Joining the majority


Shield of the Ancients [ASHAN]
----------------------
  Effects:
    All attacks -1
    Defence +3

  Description:
    This ancient shield, dating back to the times of holy Marcus, contains
    magical powers. Its magic can increase the defensive capabilities of an
    entire unit. However, the curtain of magic armor it provides is so heavy
    that it restricts movements during an attack.

  Found: Gold & Silver victory in scenario Generals of Leranse


Standard of High King [ASOHK]
---------------------
  Effects:
    Defence +1 and Willpower +10% to neighbor friends

  Description:
    Seeing the standard fluttering above the heads of the fighters, fills
    their nearest allies with the hope that victory is in sight. Their morale
    becomes stronger than stone.

  Found: Gold victory in scenario Wings of Verson


Cloak of a Saint [ACLAS]
----------------
  Effects:
    Defence +3

  Description:
    A light cloak once covered the shoulders of a zealous monk, protecting him
    from the rain and wind. Now its power can defend an entire unit from enemy
    weapons.

  Found: Gold victory in scenario Deserted City


Mummy Eye [AMUEY]
---------
  Effects:
    Sight +1
    See invisible

  Description:
    If an orc hexer dies in the wastes, nobody dared to approach the place of
    his death. His fellow hexers will take his body away only after it has
    been mummified by dry winds. Their dark magic turns the dead eyes of
    mummies into valuable artifacts. The one that carries such a magic eye
    gains not only better vision, but also an ability to notice the invisible.

  Found: Stone circle in Conquest of Goblins


Axe of Madness [AXMAD]
--------------
  Effects:
    Melee +2
    Defence -1

  Description:
    This axe makes its holder act like a mad orc. Their attacks become more
    violent, but heir defences fall away.

  Found: Stone circle in Conquest of Goblins


Night Stone [ANIST]
-----------
  Effects:
    Invisibility

  Description:
    The black stone fell from the skies on a moonless night. The magic power
    contained in this stone hides its holder from their enemy's sight,
    making him as invisible as the best scout.

  Found: Troll's cave in Joining the majority


Red Plate of Azurnash [AREDP]
---------------------
  Effects:
    Defence +1

  Description:
    If the legends is true, Azurnash is the last warrior of the Siirta people,
    who were annihilated in ancient times by the elves. Azurnash survived. He
    lived with the dwarves and fought together with them against the hated
    elves. In gratitude for his deeds underground dwarven masters reinforced
    his armor with their magic.

  Found: Witch circle in Fall of Irand


Ancient Crown [ACRWN]
-------------
  Effects:
    Melee +3
    Defence -1

  Description:
    This crown was worn by the great monarchs of ancient times, It was used to
    give them strength in combat. Indeed, this artifact makes fighters stronger
    in a melee. But the pride of possessing such an ancient crown often makes
    the wearer overestimate his own powers, which has an adverse affect on his
    defences.

  Found: Killing King Victor (Fall of Freiburg)


Desecrated Relic [ADREL]
----------------
  Effects:
    All attacks -1
    Defence +2

  Description:
    This sacred relic was profaned by the touch of a sinner. The power of the
    relic still defends its holders, but the wrath of vengeful forces is felt
    by nearby units and it prevents them from attacking with accuracy.

  Found: Old church (Fall of Freiburg)


Staff of Meteors [ASFME]
----------------
  Effects:
    Type: Spell, Target all in radius, Uses per scenario: 1
    Battle spell, strength 11

  Description:
    The holder of this staff rules over the celestial flames. Following his
    order, red-hot meteors begin to rain down upon his enemies. Happily for
    some, this fatal spell obeys even those who lack any knowledge of magic.

  Found:
    Cave at Snake Swamp (War in The Air)
    Gold victory in scenario Unmasking


Feather Boots [AFTBO]
-------------
  Effects:
    Move points +1

  Description:
    These awkward boots with bunches of feathers tied to them, are no laughing
    matter for orcs. They believe that the magic of flight is contained within
    bird feathers. Hexer's spells make these boots as light as the air itself.
    The owner of this artifact can travel long distances with ease.

  Found: Gold victory in scenario War in The Air


Staff of Eternity [ASTET]
-----------------
  Effects:
    Defence +2

  Description:
    Pieces of elven holy and eternal trees that the Siirta people cut down even
    before the great deeds of Marcus are said to be hidden inside these staffs.
    Of course, elves will never agree that this is true, but it cannot be
    denied that the owners of such artifacts die in combat less frequently. It
    seems that some sort of magic protection is involved.

  Found:
    The Black Altar (Trap for the King)
    Stone circle (Ofris)


Big Banner of Ugraum [ABBOU]
--------------------
  Effects:
    All attacks +1 for neighbor friends

  Description:
    The horde has an item which embodies its pride and power. The mighty Ugraum
    made this huge banner himself and handed it over to the most distinguished
    unit. This symbol makes orcs almost as strong as their great leader.

  Found: Gold victory in scenario Trap for the King


Bow of Doom [ABOWD]
-----------
  Effects:
    Missile +2

  Description:
    This legendary bow has existed since ancient times. Elves used it to punish
    the trecherous people of the Siirta for cutting down their holy trees. The
    holder of the bow shoots with incredible accuracy.

  Found: Troll's cave (Secret mission)


Lightning Bow [ALIBO]
-------------
  Effects:
    Type: Spell, Target enemy, Uses per scenario: 2
    Battle spell, strength 15

  Description:
    In the time of the old empire, crafty robbers stole several magic bows like
    this one from elves. Nothing is known about the fate of those robbers and
    the magic bows were lost as well. Those lucky to find one of these secret
    weapons cherish it above all else. Lightning bows enable their owner to
    case lightning down upon their enemies' heads even if the owner is
    completely ignorant of magic.

  Found:
    Gold victory in scenario Secret mission


Ring of True Sight [AROTS]
------------------
  Effects:
    Sight +1
    Defence +2

  Description:
    This magic ring protects its holder and expands his limits of perception,
    revealing the very core of things. It lets one see the world as it really
    is.

  Found: Gold & Silver victory in scenario Unmasking


Flameguard Token [AFLTO]
----------------
  Effects:
    Restore full hitpoints to self

  Description:
    This ancient amulet endows its holder with the secret power of the flame
    guards. If at least one warrior in the unit remains alive, the flame of
    resurrection will continue to raise all his dead comrades and heal the
    wounded.

  Found:
    Gold victory in scenario Desperate Drive


o-----------------------------------------------------------------------------o
|                               ..:: States ::..                      [STTES] |
o-----------------------------------------------------------------------------o

A state temporarily modifies a units' attributes and are applied by attacks and
spells.
Normally a state disappears after one round, but sometimes the unit must rest
or recruit for a negative state to let go, which is the case with "Broken", if
it was a result of an attack.

A unit affected by a state has a slowly rotating  half circle around its base
on the map view.

States appear under the health bar in the unit's characteristics window. Only
the first three states will be shown. The excess states will still be applied
to the unit, though.

It is possible for a unit to have multiple states, and if so they stack. This
means that a unit affected by Cold and Crippled gets -4 to its movement points.


Bark Skin [STBKS]
---------
  Effect:
    Lasts 1 turn
    Defence +4
    All attacks -2
    
  Description:
    Affected by magic mold, the skin becomes as hard as wood.


Blessed [STBLS]
-------
  Effect:
    Lasts 1 turn
    Defence +1
    All attacks +1
    
  Description:
    Be blessed in the name of holy Marcus, and may neither lances, nor arrows,
    not curses harm you.


Broken [STBRO]
------
  Effect:
    From spell: Lasts 1 turn
    From attack: Lasts until rest or recruitment
    Willpower -40%
    Defence -4
    All attacks -4
    
  Description:
    Spirits is the main weapon of a warrior. Even in a hopeless fight a high-
    spirited man can win. Those whose spirit is broken, who only think of
    saving their own skin, and turn their back in the enemy, will face only
    one fate - defeat and death.


Counter Attack (Bolt) [STCAB]
---------------------
  Effect:
    Lasts 1 turn
    Use all attacks while defending
    
  Description:
    Nothing to see here. Move along...


Counter Attack (Charge) [STCAC]
-----------------------
  Effect:
    Lasts 1 turn
    Use all attacks while defending
    
  Description:
    Always ready to attack any enemy. The enemy's attack will suffocate beneath
    the avalanche of such a charge.


Counter Attack (Missile) [STCAM]
------------------------
  Effect:
    Lasts 1 turn
    Use all attacks while defending
    
  Description:
    Always ready to counterattack. If they spot the enemy getting ready for an
    attack, these archers shoot first.


Counter Attack (Shoot) [STCAS]
----------------------
  Effect:
    Lasts 1 turn
    Use all attacks while defending
    
  Description:
    Always ready to counterattack. The mobile fortress crew will timely load
    the gun and shoot at the attackers.


Crippled [STCRI]
--------
  Effect:
    Lasts 1 turn
    Move points -2
    
  Description:
    These warriors have been crippled by crossbow bolts. There are multiple
    wounded with broken legs, and they move slowly.


Defensive Order [STDFO]
---------------
  Effect:
    Lasts 1 turn
    Defence +5
    All attacks -3
    
  Description:
    After receiving a defensive order, the warriors have built a fence, posted
    pickets, and checked their weapons. They are now ready to repulse any
    attack.


Defensive Stance [STDFS]
----------------
  Effect:
    Lasts 1 turn
    All attacks +1
    Defence +4
    
  Description:
    These warriors are always ready to repulse an attack. Enemies will be
    unpleasantly surprised by the unit's strength.


Frenzied [STFZD]
--------
  Effect:
    Lasts 2 turns
    All attacks +3
    
  Description:
    In a combat frenzy, berserkers pay no attention to their wounds. Maybe that
    is the reason why they also heal so fast after battle.


Frozen [STFRZ]
------
  Effect:
    Lasts 1 turn
    All attacks -1
    Move points -2
    
  Description:
    The whole body freeze, the clothes turn fragile, and iron armor and
    weapons burn to the touch.


Forced March [STFMA]
------------
  Effect:
    Lasts 1 turn
    Move points +2
    
  Description:
    These warriors will be able to cover a larger distance than usual. Fatigue
    is no hindrance to them. The unit will reach its destination without a
    single halt.


Harassed [STHAR]
--------
  Effect:
    Lasts 1 turn
    Defence -2
    All attacks -2
    
  Description:
    An enemy has appeared out of nowhere, attacked, and vanished. The warriors
    are tormented by the threat of a new attack. Their tired hands are too weak
    to hold a weapon. They even cannot think about fighting. They must make
    camp and rest for awhile.


Inspire to Attack [STITA]
-----------------
  Effect:
    Lasts 1 turn
    All attacks +3 for neighbor friends
    
  Description:
    The commander has given the command to get ready for battle, and is himself
    prepared to attack. Inspired by his example, these units will show the
    enemy their worth in a melee.


Inspire to Defend [STITD]
-----------------
  Effect:
    Lasts 1 turn
    Defence +3 for neighbor friends
    
  Description:
    Inspired by their commander's example, nearby units have duly prepared to
    defend their position. They are ready to meet their enemies fully armed.


Invisible Stance [STINS]
----------------
  Effect:
    Lasts 1 turn
    Invisibility
    
  Description:
    Almost nobody can spot them. Any gully, tree or bush will serve as cover
    for these warriors.


Magic Shield [STMAS]
------------
  Effect:
    Lasts 1 turn
    Defence +10
    
  Description:
    The unit is protected by a solid magic shield. Such protection can save a
    lot of lives.


Marcus Wrath [STMWR]
------------
  Effect:
    Lasts 1 turn
    All attacks -2
    
  Description:
    Heaven's rage has befallen the unit, causing the warriors' souls to
    shudder. It's hard to fight when the light has dimmed and all hope has
    vanished.


Mold Weakness [STMWE]
-------------
  Effect:
    Lasts 1 turn
    All attacks -2
    
  Description:
    Consuming any mushroom whether they are edible or poisonous, results in a
    temporary mold weakness. Mold's spores obscures one's mind and impair the
    combat capabilities of a unit.


Petrified [STPTR]
---------
  Effect:
    Lasts 1 turn
    All attacks -10
    Defence +10
    
  Description:
    A trolls body becomes as stiff as granite. A petrified warrior cannot move
    properly or attack, yet in this state, hardly anyone can damage him either.


Rejuvenated [STREJ]
-----------
  Effect:
    Lasts 1 turn
    Defence +2
    
  Description:
    Elves' healing magic is very powerful. Besides closing wounds and treating
    illness, it can provide temporary protection to those under its influence.


Righteous Fury [STRFR]
--------------
  Effect:
    Lasts 1 turn
    Melee +4
    Defence -2
    
  Description:
    This unit will fight the enemy furiously, inspired by their holy faith.
    Woe be to those who stand in these warriors' way!


Rusted [STRUS]
------
  Effect:
    Lasts 1 turn
    All attacks -5
    
  Description:
    Iron rusts and crumbles, leather coarsens and bursts, a rock gets covered
    with moss and crumbles, while wood rots right in one's hand.


Self Destruct [STSDE]
-------------
  Effect:
    Lasts 1 turn
    Self dispel
    
  Description:
    These creatures have been brought to life by magic. Their existence is
    brief and they will self-destruct when it is over.


Swarmed [STSWA]
-------
  Effect:
    Lasts 1 turn
    Defence -2
    
  Description:
    Swarms of insects attack everything in sight. While trying to protect
    themselves from the stinging pests, warriors drop their guard.


Wild Wind [STWWD]
---------
  Effect:
    Lasts 1 turn
    Missile -5
    
  Description:
    Long after a magic hurricane has subsided, these winds will impede proper
    shooting. Is it possible to shoot accurately in a wind if it is constantly
    changing direction.


o-----------------------------------------------------------------------------o
|                            ..:: Tips & Tricks ::..                  [TSNTR] |
o-----------------------------------------------------------------------------o

Use the mouse scroll wheel instead of pressing the GUI's arrow buttons. Much
faster and more intuitive.

The FW Map Editor is available here
http://www.1cpublishing.eu/game/fantasy-wars/downloads
for you keep people wanting to create your own maps.

Probably one of the best foot unit is a level 5 peasant upgraded to a Yeomen.
The perks Force March, Ford Seekers, Segmented Movement and Peoples Rage
together with the Yeomen stats are nothing to sneeze at.

Computer controlled enemies does not get new perks when they level up. Sad but
true.

Segmented movement for Sky Hunters is a must. Attack + retreat and cover a
friendly unit, is a great way to let the unit pull double duty.

Pre-deployed units in a scenario are sometimes equipped with extra perks, even
though their level is 0. These units becomes stronger than a normal purchased
unit. Wings of Verison starts with a Level 0 War Eagle with Segmented 
movement for example.

Ballista's are, in my humble opinion, better and more versatile than catapults
due to its +1 range which makes it easier and safer to position.

Passing "Sphere of Cold" between units crossing a river is a great way to speed
up travelling through rough terrain.

Summoned units can not conquer cities, but they can be created in one.

Don't forget to cast magic such as "Force March" for units who cannot attack
an enemy that round in order to get that extra experience. This is especially
important for the magic users as casting spells is their main way of leveling
up.

Artifact hunting can be annoying sometimes when a ranged unit is killing the
artifact holding enemy. Under these circumstances there seems to be some 
confusion of who is to receive the artifact and so it is discarded. 
To prevent this let a melee unit administer the killing blow. If this unit
have all its artifact slots occupied then the artifact will be placed in the
artifact chest.

Artifacts from own units killed in battle are not destroyed, but placed in the
artifact chest.

Units do not automatically rest at the end of a turn if no action (attack & 
rest) has been taken, so make sure you go through your unit list before 
ending your turn.

It is considered a very wise move to remove any artifacts from your hexers
after the scenario "The Fall of Verson", and perhaps also skipping the
perk/spell "Word of Death" for Ash-hoon. You did not see that twist coming, 
right? Unless of course your Looking Glazz was seriously broken...

If a unit is standing near a river hex and want to cross you will get more
movement points if you first move into the river, and then cast force march,
as opposed to the other way around.

The poison perks converts any wounds from an attack to kills. Normally an
attack produces wounds + a random number of kills. This means that an attack
doing 4 wounds and 1 kill would result in 5 kills for a unit with this perk.
This is useful because the attacked unit must recruit to get back to full
strength. 

The "resurrect" spells and artifacts restores a unit on the map to its full
strength - much as a recruit action, but without the experience loss.
It is not possible to resurrect a unit or hero which has been eliminated from
the map.

Recruitment lowers the experience of a unit, but will never subtract gained
levels. This means that a level 2 unit with 201 experience points, with only 1
hit point left will recruit to full strength, with 200 experience - 1
experience point lost. The experience loss for a level 1 unit with 199 exp is
much worse since it can potentially lose 99 exp after recruitment.


o-----------------------------------------------------------------------------o
|                              ..:: Cheats ::..                               |
o-----------------------------------------------------------------------------o


Easier Experience [CEXPR]
-----------------
So you think it takes an eternity to get your troops up to their maximum level?
This is easily fixed by changing a value in the "levelUp.script" file, which is
located in your FW installation directory + DataGameDataScripts.

Change the line
  local newLevel = math.floor( detachment:GetExperience() / 100 );
to
  local newLevel = math.floor( detachment:GetExperience() / 50 );

Now a unit will only need 50 experience points instead of a hundred to level
up.
This means that a normal level 5 unit now can get to level 10, but be aware
that the game will crash if you try to do a level up after the unit has reached
level 5, since there are no more perks to choose from.


Artifact Switching Cost [CARTC]
-----------------------
25 gold to switch an artifact during a scenario seems awfully steep, no?
Go to your FW installation directory + DataGameDataScripts and open the
incorrectly named file "artefcats.script" in Notepad.

Change the line
  local cost = 25;
to
  local cost = 0;

Now you can change artifacts back and forth between units for free.


Quick-Resting [CQRST]
-------------
It is hard keeping pushing forward when your units are badly hurt and need
to rest or recruit to gain hit points and remove unwanted states, since the
units' turn is forfeited. Here is how to both rest and then move and attack.
Go to your FW installation directory + DataGameDataScripts and open the
file "RestRecruit.script" in Notepad.

Change the line
  unit:ZeroFreeActions();
to
  --unit:ZeroFreeActions();

Do this change for the two occurrences in this file.


Remove Fog-of-War [CRFOW]
-----------------
Tired of being ambushed by hidden units? Want to see what the enemy is having
in store for you before they know it themselves?
Go to your FW installation directory + Profiles and open the
file "Settings.xml" in Notepad.

Under the -tag add the following section:
  
    true
  

The file should now look like this:


  
    true
  
  
  ...

The map will from now on be free of the fog-of-war and all units are visble to
each other.


o-----------------------------------------------------------------------------o
|                              ..:: Credits ::..                              |
o-----------------------------------------------------------------------------o

A great thanks to DSimpson, Absolute Steve and A I e x for writing some of the
best FAQs out there and for inspiring me to take the time to write my own.

Thanks to GameFAQs for its outstanding service to the gaming community and for 
hosting this FAQ.

The title was generated by ASCII Generator found here: 
http://www.network-science.de/ascii/

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