Game: | Warlords IV - Heroes of Etheria | |
Application: | Warlord & Retinues Editor | |
Release: | Saterday, January 30, 2021 | |
Version: | 2.55 | |
Author: | WizIce | |
Home Page: | http://www.portailsmm.com/warlords4/index.html |
1 Introduction
2 Legal Information
3 License Agreement
4 Background
5 System Requirements
6 Installation
7 Uninstall
8 Usage
9 Creation Wizard
10 PBEM Warlord
11 Pre-Made Warlord
12 Known Issues
13 Changes Log
14 Contact
15 Acknowledgment
16 Links
Thank you for testing out this small piece of software. If you have a need for it, it's for your own reasons :). This editor is totally free of charge and is provide "as is" for your personal use. Before you start using this editor please read this file.
I welcome any suggestion regarding improvement, bug fixes, add-on, source code, etc. See the contact section for more details.
WizIce the seeker of Knowledge
This application is not produced by, endorsed by, connected with, supported by or even authorized by Ubisoft in any way.
This application is only indented for fans that want to mod their game at their own risks and knowledge.
Some of the media used in the application are copyrighted by Ubi Soft and are used for enhancing purpose. Ubi Soft is a trademark of Ubi Soft Entertainment in the U.S. and/or other countries. Warlords IV: Heroes of Etheria is a trademark of Infinite Interactive. Infinite Interactive does endorse this editor since Patch 1.04, when you install any patch since version 1.04, you will get this editor installed as well.
No fancy, complicated, tortuous and hellish license agreement here I'm afraid.
You are hereby licensed to download this application and run it on your computer. This application is provided "as is" without any kind of warranty either expressed or implied.
Please note - I have test carefully to make sure this download is virus free and that the application is bug free (Well as far as I could test). However installation or use is entirely at your own risk and I cannot be held responsible for any damage that may occur.
The application can be downloaded and distributed freely but must contain this file or any reference to its owner (WizIce).
The editor's source code can be used for personal usage or inspiration. All public modifications or add-ons to the editor are solely under my control and the source code should not be modified and redistributed. You may hold the modified version for yourself, if your modification seems worth a public release please contact me.
You cannot download the source code directly, an explicit e-mail is necessary. Please see the contact section for details. I will freely send the source code to anyone requesting it.
Note: The source code is written for Java 1.4 or more and comes with a
full ANT 1.7
build file.
I'm a Warlords fan since the very first version on Mac (the PC version is realy hugly). That is back quite some time. I played with passion each new release, except for the Warlord 3 add-on DLR that I acquired just recently (did not finish it yet), and was always hocked to the game. At each iteration, new stuff made the game more enjoyable.
I have downloaded the demo as soon as I could get my hands on it and loved the game (even if there are bunch of missing things!!!). The only map available made it soon boring. I decide therefore to mod my demo. I first started to hack the scenario but the mod was only limited to the quests and some cosmetic. I didn't want to mess around much with the map (but I did mod the map as well) since the full version of the game comes with a map editor.
Changing the quests was not enough, so the warlord was my next target. At best you can go up one level per game. It will take eons to test out all the potential of your warlord. Also your opponent remains a silly warlord. My first job was to reverse engineer the warlord save file. Once I mapped each byte in the file it was easy to mess around with a hex editor. The only problem is that a simple reverse encoding and a check sum protects the file. There are ways to let the game accept your changes and play, but it's a tiresome process.
I decide to write a complete editor for my warlords and for the retinues. And here we are with this release. This version is for both the demo and the full version (patched or not) of the game. This editor is tested for both vesions.
The system requirements for this application are pretty low. If you have the game on your computer then you should be able to run this piece of software. The application is written in Java, you will need to install Java. Some of the code is solely Java 1.4 code, therefore you must have Java 1.4.2 or more installed in order to run it.
For download and installation of the Java runtime please refer to Sun's home page. The java runtime JRE or JDK is not provided with the application and is your responsibility.
Before you run the editor it is wise to make a version test of your Java installation.
To do so, open a shell command line window and type the following:
java -version
. Or verify your Java software installation on-line with a check tool.
The output will show you the version you are using. Due to some bugs in some of the Java 1.4 versions, it is required that you have at least version 1.4.2 installed. I do recommend using Java 1.6 since the Look and Feel is much better.
The installation of the editor is straightforward. Unzip the
Warlords4Editor.zip
file and put its content into the game folder
(optional, any folder will do). If the editor is installed in the game folder
you can directly access your warlords without configuration. The install bundle
should have 2 files:
Warlords4Editor.jar
Warlords4Editor.html
The JAR file is the editor and the HTML file is the documentation (this file). To launch the editor there are two ways:
java -jar Warlords4Editor.jar
If you experience an application crash or other problem, the second
method has the advantage of dumping an error message that you can send to me for
debugging. If you don't like the comand line dialog poping up, you can replace the
java
with javaw
.
During execution, the application will create a configuration file called
Warlords4Editor.ini
. Do not edit this file because it is
auto-generated by the application at each run.
The editor can be updated by itself. To launch an update procedure, open the "Help > Online Help > Check for Updates". If a new update is available, the editor will propose to update itself. Follow the procedure on the screen.
There is one restriction to this usage right now: The computer must be connected to Internet :).
Since version 2.10 the editor will update automatically when a new version is detected. Once the editor is started the update check is made. You can deactivate this feature in the Preferences dialog Preferences.
If you cannot run the editor on a specific platform let me know, I will change the editor so that this platform can be used. Also if you have a proxy, some adaptations might be necessary as well.
During the update, the editor creates a temporary folder, call "W4EUpdate
",
in the current editor's folder. If this folder remains after the update, then
the update is probably not successful. You can destroy this safely and try
again.
Important: If you have the "Updates Automated" set, the editor will call home at each launch. You will see in your network traffic a call to something like "portailsmm.com". The name might wary since it is a shared IP.
Simply delete all the Warlords4Editor.*
files in the directory
where you have installed it. Check your warlords folder in the game folder to
delete the *.bak
files (backup files). If a folder called call
"W4EUpdate
" is present in your current folder you can delete it as well.
This folder remains after an aborted or unsuccessful attempt to update the editor.
Once you start the application a default new Warlord is created. You may also load an existing warlord or select one in the history list of the file menu.
The GUI is divided into several sections.
Note: Each edition field shows a tool tip info box if you pass over it with the mouse. Entering an invalid value in a field is silently refused.
Some detailed explanation of the main fields of your warlord.
Name | Description |
---|---|
Name: | The name of your warlord can take any character is the Latin table. The name is limited to maximum 31 characters. Avoid having an empty name; this may cause strange behavior of the game. |
Capital: | The name of your warlord's capital. The name is limited to maximum 31 characters. Avoid having an empty or too long name; this may cause strange behavior of the game. |
Avatar: | The image that will be used in the game dor your warlord. This image must be taken from the available list. Take on of the defined image; it's not possible to customize it. |
Class: | The class of your warlord. The class will define the look and feel of your capital (what building is available, see city upgrades), and most important the different spells you can learn during the game. See the classes' section for details. |
Abilities: | Major and minor ability are linked to the class when you create your warlord, however you can have other abilities then the class initially proposes. |
Skills: | Major and minor skill that your Warlord unit will have during the game. The level of each skill depends on your warlord level, each point is distributed randomly between the skills. |
Note: When you select a class, the major and minor ability will be changed to that class' default abilities regardless of changes made by you.
Some detailed explanation of the statistics fields of your warlord.
Name | Description |
---|---|
Favored Race: | Defines the race of the hirelings when they pop-up, this will only favor a certain race. The race may be totally different from the warlord initial abilities and class. |
Experience: | Well all the XP you got during the games. Each 10 XP will allow you to level up. |
Level: | The current level of your warlord. The XP and level are not correlated so you can put a high level with no XP. |
Battles: | The actual number of games you did with this warlord. |
Victories: | The number of games you finished victorious. |
Note: The XP is only used when you resign or win a game and gain some XP. If you XP don't match your level, the game will adjust the level based on the new total XP.
The skills are always the same for any warlord. However depending on the class of the warlord only a sub-set is available during leveling. The panel does not sort the skills because they are taken as is from the warlord file.
Name | Max Level | Description |
---|---|---|
Anti-Magic | 10 |
Gaining the Anti-Magic skill increases the resistance of all your groups to enemy magic. This effect is cumulative with the Magic Immunity skill.
Level 1 : +5% Resistance, 5% Dispel
Level 2 : +10% Resistance, 10% Dispel Level 3 : +15% Resistance, 15% Dispel Level 4 : +20% Resistance, 20% Dispel Level 5 : +25% Resistance, 25% Dispel Level n : +5*n % Resistance, 5*n % Dispel
|
Archmage | 10 |
Gaining the Archmage skill increases starting mana, maximum mana and mana regeneration rate.
Level 1 : +1 Starting, +1 Regeneration, +1 Maximum
Level 2 : +2 Starting, +1 Regeneration, +2 Maximum Level 3 : +3 Starting, +1 Regeneration, +3 Maximum Level 4 : +4 Starting, +1 Regeneration, +4 Maximum Level 5 : +5 Starting, +2 Regeneration, +5 Maximum Level n : +n Starting, +ceil(n/4) Regeneration, +n Maximum
|
Chaos | 10 |
Chaos subtracts from the Morale of all enemy Warlords.
Level 1 : -1 Enemy Morale (max 0)
Level 2 : -1 Enemy Morale (max -1) Level 3 : -2 Enemy Morale (max -1) Level 4 : -2 Enemy Morale (max -2) Level 5 : -3 Enemy Morale (max -2) Level n : -ceil(n/2) Enemy Morale (max -ceil(n/2) )
|
Crusader | 10 |
Crusader gives extra Movement and also some bonuses when troops attack: extra life and possibly extra siege attacks.
Level 1 : +1 Move, +1 Life, +10% Siege
Level 2 : +1 Move, +1 Life, +20% Siege Level 3 : +1 Move, +1 Life, +30% Siege Level 4 : +1 Move, +2 Life, +30% Siege Level 5 : +1 Move, +2 Life, +40% Siege Level n : +max(1, ceil((n-1)/4)) Move, +(n-1)/2 Life, +round((4.8*n+11)/10)*10 % Siege
|
Defender | 10 |
Defender gives bonuses to your groups when they defend a city, increasing both their life and the damage from towers.
Level 1 : +2 Life, +1 Tower Damage
Level 2 : +2 Life, +2 Tower Damage Level 3 : +3 Life, +2 Tower Damage Level 4 : +3 Life, +3 Tower Damage Level 5 : +4 Life, +3 Tower Damage Level n : +floor((n+1)/2) Life, +floor(n/2)+1 Tower Damage
|
Divine Magic | 255 |
Divine Magic allows you to learn and cast spells devoted to Healing, Blessing and the destruction of evil creatures.Increasing this skill will allow you to learn Divine spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city.
You learn common spells 1 turn faster for each 3 points
You learn rare spells 1 turn faster for each 2 points You learn arcane spells 1 turn faster for each 1 point Mana penalties on distant spells decrease by 1 for every point |
Engineer | 10 |
Engineer decreases the costs of building and upgrading cities, as well as
strengthening your towers and allowing some sites to be upgraded.
Level 1 : 10% Discount, +3 Tower Life, Upgrade Forge (1000gp)
Level 2 : 20% Discount, +4 Tower Life Level 3 : 25% Discount, +5 Tower Life Level 4 : 30% Discount, +6 Tower Life, Upgrade Well (1000gp) Level 5 : 35% Discount, +7 Tower Life Level 6 : 40% Discount (level 2 is free), +8 Tower Life Level 7 : 45% Discount (level 2 is free), +9 Tower Life, Upgrade Farm (1000gp) Level 8 : 50% Discount (level 2 is free), +10 Tower Life Level 9 : 55% Discount (level 2 is free), +11 Tower Life Level 10: 60% Discount (level 3 is free), +12 Tower Life, Upgrade Timbermill (2000gp) The Engineer skill is limited to 10, after that no more effect. Also it does not follow any direct equation. |
Fame | 10 |
Fame increases your chance of being offered an ally every turn (provided you have enough gold) and also decreases the cost of allies.
Level 1 : +4% Chance, 5% Discount
Level 2 : +8% Chance, 10% Discount Level 3 : +12% Chance, 15% Discount Level 4 : +16% Chance, 20% Discount Level 5 : +20% Chance, 25% Discount Level n : +4*n % Chance, 5*n % Discount
|
Gate | 10 |
The Gate skill increases the strength of all units summoned with spells.
Level 1 : +1 Combat
Level 2 : +1 Combat, +1 Life Level 3 : +1 Combat, +2 Life Level 4 : +1 Combat, +3 Life Level 5 : +1 Combat, +3 Life, +1 Level Level 6 : +2 Combat, +3 Life, +1 Level Level 7 : +2 Combat, +4 Life, +1 Level Level 8 : +2 Combat, +5 Life, +1 Level Level 9 : +2 Combat, +6 Life, +1 Level Level 10 : +2 Combat, +6 Life, +2 Level The Gate skill is limited to 10, after that no more effect. Also it does not follow any direct equation. |
Glory | 10 |
Glory increases your chance of being offered a hero every turn (provided you have enough gold) and also decreases the cost of heroes.
Level 1 : +4% Chance, 5% Discount
Level 2 : +8% Chance, 10% Discount Level 3 : +12% Chance, 15% Discount Level 4 : +16% Chance, 20% Discount Level 5 : +20% Chance, 25% Discount Level n : +4*n % Chance, 5*n % Discount
|
Merchant | 10 |
The Merchant skill increases your total gold income every turn and also increases
the chance a merchant will offer an item for sale.
Level 1 : +10% Income Bonus, 3% Merchant Item Offer (5% if +1500gp) at 2% Discount
Level 2 : +20% Income Bonus, 6% Merchant Item Offer (10% if +1500gp) at 4% Discount Level 3 : +30% Income Bonus, 9% Merchant Item Offer (15% if +1500gp) at 6% Discount Level 4 : +40% Income Bonus, 12% Merchant Item Offer (20% if +1500gp) at 8% Discount Level 5 : +50% Income Bonus, 15% Merchant Item Offer (25% if +1500gp) at 10% Discount Level n : +10*n % Income Bonus, +3*n % Merchant Item Offer (+5*n % if +1500gp) at 2*n % Discount
|
Morale | 10 | A higher Morale will benefit you in combat.Every time a unit hits an enemy in combat, it compares Morale scores with that enemy. If its Morale is higher, then it has a chance at a second free attack. The bigger the difference, the greater the chance of a second attack.You can learn more about Morale in the [Play Tips] section of the help. |
Nature Magic | 255 |
Nature Magic allows you to learn and cast spells devoted to summoning and empowering monsters, as well as improving production and income.Increasing this skill will allow you to learn Nature spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city.
You learn common spells 1 turn faster for each 3 points
You learn rare spells 1 turn faster for each 2 points You learn arcane spells 1 turn faster for each 1 point Mana penalties on distant spells decrease by 1 for every point |
Necromancy | 255 |
Necromancy allows you to learn and cast spells devoted to raising and empowering Undead, as well as destroying good creatures.Increasing this skill will allow you to learn Necromancy spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city.
You learn common spells 1 turn faster for each 3 points
You learn rare spells 1 turn faster for each 2 points You learn arcane spells 1 turn faster for each 1 point Mana penalties on distant spells decrease by 1 for every point |
Rune Magic | 255 |
Rune Magic allows you to learn and cast spells devoted to stone, strength, earth and protection.Increasing this skill will allow you to learn Rune spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city.
You learn common spells 1 turn faster for each 3 points
You learn rare spells 1 turn faster for each 2 points You learn arcane spells 1 turn faster for each 1 point Mana penalties on distant spells decrease by 1 for every point |
Summoning | 255 |
Summoning allows you to learn and cast spells devoted to both fire, and summoning and empowering Daemons.Increasing this skill will allow you to learn Summoning spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city.
You learn common spells 1 turn faster for each 3 points
You learn rare spells 1 turn faster for each 2 points You learn arcane spells 1 turn faster for each 1 point Mana penalties on distant spells decrease by 1 for every point |
Weaponmaster | 10 |
The Weaponmaster skill adds extra XP to the pool of experience after each battle. It also allows fresh units to start with XP.
Level 1 : +10% pool XP
Level 2 : +20% pool XP, +1 unit XP Level 3 : +30% pool XP, +2 unit XP Level 4 : +40% pool XP, +3 unit XP Level 5 : +50% pool XP, +4 unit XP Level n : +10*n % pool XP, +n-1 unit XP
|
The upgrades are dependent of your warlord's major ability. Some upgrades have some pre-requested building prior being available. The number of buildings defers from ability to ability but the overall bonus are relative similar. Sorted by major ability:
# | Name | Description |
---|---|---|
1 | Level 1 Walls | Tower Damage +1 |
2 | Level 2 Walls | Tower Damage +1 (Level 1 Walls as pre-condition) |
3 | Level 3 Walls | Tower Damage +1 (Level 2 Walls as pre-condition) |
4 | Level 4 Walls | Tower Damage +1 (Level 3 Walls as pre-condition) |
5 | Village Hall | Tower Life +4 |
6 | Town Hall | Tower Life +4 (Village Hall as pre-condition) |
7 | City Hall | Tower Life +4 (Town Hall as pre-condition) |
8 | Capital | Tower Life +4 (City Hall as pre-condition) |
9 | Sty | Unit Combat +2 |
10 | Pit | Unit Combat +2 |
11 | Sink Hole | Unit Combat +2 |
12 | Vat | Unit Life +3 |
13 | Rock Quarry | Income +30 |
14 | Shaman Spire | Mana Regeneration +1 |
15 | Shaman Turret | Maximum Mana +2 (Shaman Spire as pre-condition) |
16 | Shaman Tower | Maximum Mana +2 (Shaman Turret as pre-condition) |
17 | Pen | Income +30 |
18 | Hovel | Morale +1 |
19 | Overseer | Morale +1 |
20 | Gateway of Thorns | Speed +1 |
21 | Prison Cages | +20 Gold per Unit for Defending |
22 | Temple of War | Quests Available |
23 | Grinder | Unit Life +3 |
# | Name | Description |
---|---|---|
1 | Level 1 Walls | Tower Damage +1 |
2 | Level 2 Walls | Tower Damage +1 (Level 1 Walls as pre-condition) |
3 | Level 3 Walls | Tower Damage +1 (Level 2 Walls as pre-condition) |
4 | Level 4 Walls | Tower Damage +1 (Level 3 Walls as pre-condition) |
5 | Village Hall | Tower Life +4 |
6 | Town Hall | Tower Life +4 (Village Hall as pre-condition) |
7 | City Hall | Tower Life +4 (Town Hall as pre-condition) |
8 | Capitol | Tower Life +4 (City Hall as pre-condition) |
9 | Barracks | Production Time -1 |
10 | Armory | Unit Life +3 |
11 | Archery Range | Unit Combat +2 |
12 | Stables | Speed +1 |
13 | Mage Spire | Mana Regeneration +1 |
14 | Mage Turet | Mana Regeneration +1 (Mage Spire as pre-condition) |
15 | Mage Tower | Mana Regeneration +1 (Mage Turet as pre-condition) |
16 | Inn | Hero cost -20% |
17 | Bureau | Speed +1 |
18 | Temple | Quests Available |
19 | Prison | +20 Gold per Unit for Defending |
20 | Marketplace | Income +30 |
21 | Banking Center | Income +30 (Marketplace as pre-condition) |
22 | Mint | Income +30 (Banking Center as pre-condition) |
23 | Recruiting Center | Hero cost -20% |
# | Name | Description |
---|---|---|
1 | Level 1 Walls | Tower Damage +1 |
2 | Level 2 Walls | Tower Damage +1 (Level 1 Walls as pre-condition) |
3 | Level 3 Walls | Tower Damage +1 (Level 2 Walls as pre-condition) |
4 | Level 4 Walls | Tower Damage +1 (Level 3 Walls as pre-condition) |
5 | Green Palace | Tower Life +3 |
6 | Emerald Palace | Tower Life +3 (Green Palace as pre-condition) |
7 | Jade Palace | Tower Life +3 (Emerald Palace as pre-condition) |
8 | Sage Palace | Tower Life +3 (Jade Palace as pre-condition) |
9 | Tree of Life | Unit Life +3 |
10 | Circle of Power | Mana Regeneration +1 |
11 | Workshop | Unit Combat +2 |
12 | Forest Forge | Production Time -1 |
13 | Sylvan Fletcher | Unit Combat +2 |
14 | Adept Spire | Mana Regeneration +1 |
15 | Adept Turret | Maximum Mana +2 (Adept Spire as pre-condition) |
16 | Adept Tower | Maximum Mana +2 (Adept Turret as pre-condition) |
17 | Sweetwater Well | Unit Life +3 |
18 | Hostel | Hero cost -20% |
19 | Rangers' Hall | Speed +1 |
20 | Magic Pool | Speed +1 |
21 | Reformatory | +20 Gold per Unit for Defending |
22 | Trade Center | Income +30 |
23 | Evergreen Shrine | Quests Available |
# | Name | Description |
---|---|---|
1 | Level 1 Walls | Tower Damage +1 |
2 | Level 2 Walls | Tower Damage +1 (Level 1 Walls as pre-condition) |
3 | Level 3 Walls | Tower Damage +1 (Level 2 Walls as pre-condition) |
4 | Level 4 Walls | Tower Damage +1 (Level 3 Walls as pre-condition) |
5 | Cell of the Undead | Tower Life +4 |
6 | Chamber of the Undead | Tower Life +4 (Cell of the Undead as pre-condition) |
7 | Hall of the Undead | Tower Life +4 (Chamber of the Undead as pre-condition) |
8 | Great Hall of the Undead | Tower Life +4 (Hall of the Undead as pre-condition) |
9 | Graveyard | Unit Combat +2 |
10 | Mausoleum | Unit Combat +2 |
11 | Dark Mills | Production Time -1 |
12 | Necromantic Chamber | Ennemy Morale -1 |
13 | Barrow | Unit Combat +2 |
14 | Dead Spire | Mana Regeneration +1 |
15 | Dead Turret | Mana Regeneration +1 (Dead Spire as pre-condition) |
16 | Dead Tower | Maximum Mana +4 (Dead Turret as pre-condition) |
17 | Royal Tomb | Income +30 |
18 | Chateau | Hero cost -20% |
19 | Hard Labor Camp | +20 Gold per Unit for Defending |
20 | Lightning Spire | Speed +1 |
21 | Cage | Ennemy Morale -1 |
22 | Office of Blight | Income +30 |
23 | Death Shrine | Quests Available |
# | Name | Description |
---|---|---|
1 | Level 1 Walls | Tower Damage +1 |
2 | Level 2 Walls | Tower Damage +1 (Level 1 Walls as pre-condition) |
3 | Level 3 Walls | Tower Damage +1 (Level 2 Walls as pre-condition) |
4 | Level 4 Walls | Tower Damage +1 (Level 3 Walls as pre-condition) |
5 | Camp | Tower Life +5 |
6 | Fort | Tower Life +5 (Camp as pre-condition) |
7 | Bailey | Tower Life +5 (Fort as pre-condition) |
8 | Keep | Tower Life +5 (Bailey as pre-condition) |
9 | Lodge | Hero cost -15% |
10 | Eyrie | Speed +1 |
11 | Foundry | Production Time -1 |
12 | Armory | Unit Life +3 |
13 | Iron Works | Unit Combat +2 |
14 | Rune Spire | Mana Regeneration +1 |
15 | Rune Turret | Mana Regeneration +1 (Rune Spire as pre-condition) |
16 | Rune Tower | Mana Regeneration +1 (Rune Turret as pre-condition) |
17 | Refectory | Hero cost -15% |
18 | Quarry | Income +50 |
19 | Obelisk | Morale +1 |
20 | Gaol | +20 Gold per Unit for Defending |
21 | Trading Post | Income +40 |
22 | Gold Mine | Income +40 |
23 | Blast Furnace | Unit Combat +2 |
# | Name | Description |
---|---|---|
1 | Level 1 Walls | Tower Damage +1 |
2 | Level 2 Walls | Tower Damage +1 (Level 1 Walls as pre-condition) |
3 | Level 3 Walls | Tower Damage +1 (Level 2 Walls as pre-condition) |
4 | Level 4 Walls | Tower Damage +1 (Level 3 Walls as pre-condition) |
5 | Citadel of Fear | Tower Life +4 |
6 | Citadel of Dread | Tower Life +4 (Citadel of Fear as pre-condition) |
7 | Citadel of Despair | Tower Life +4 (Citadel of Dread as pre-condition) |
8 | Citadel of Horror | Tower Life +4 (Citadel of Despair as pre-condition) |
9 | Cadaver Hall | Unit Combat +2 |
10 | Portal of Hades | Production Time -1 |
11 | Gate of Ctharos | Speed +1 |
12 | Fumerole | Speed +1 |
13 | Vulcanic Mills | Income +30 |
14 | Occult Spire | Mana Regeneration +1 |
15 | Occult Turret | Mana Regeneration +1 (Occult Spire as pre-condition) |
16 | Occult Tower | Maximum Mana +3 (Occult Turret as pre-condition) |
17 | Stygian Shrine | Morale +1 |
18 | Infernal Cloister | Unit Combat +2 |
19 | Thralls' Quarters | Income +30 |
20 | Blood Altar | Ennemy Morale -1 |
21 | House of Penitence | +20 Gold per Unit for Defending |
22 | Pool of Lethe | Unit Life +2 |
23 | Sacrifical Shrine | Quests Available |
The game has a total of 32 provinces to win, effectively 32 missions to perform. The provinces are divided into storyline and extra missions. You need to win the storyline to win the game; the extra mission will give you various bonuses such as retinues or boosts but they are optional.
In order to add a retinue to your warlord you must click the active check box in front of the retune name. Then create a retinue with the "Create" button. Once the retinue edition dialog closes the retinue is added to your warlord. You can change this retinue by pressing the "Edit" button.
You can also import an exiting retinue from an external repository.
Use the "Import" button and search for your retinue file.
You may also export a created retinue to your retinue repository, use the
"Export" button for that (this button is only available if a retinue exists).
By default, the retinue repository is created in your game root folder or
in the current folder if the latter isn't defined. This folder is called
Retinues
and contains files with the *.rit
extension.
The retinue edition dialog is divided into 4 sections:
Some detailed explanation of the main fields of the units.
Name | Description |
---|---|
Name: | The name of the unit can take any character of the Latin ASCII table. The name is limited to maximum 31 characters. If you put an empty name the default unit type name is used. |
Race: | One of the 10 races from the wheel. |
Type: | Each race has 6 different units. The names and icons change according to the race. |
Name | Description |
---|---|
Archery |
A unit with the archery skill has a chance of shooting the current enemy unit,
every time a new creature enters combat. The maximum number of archery hits
is 2.
Level 1 : 20% Chance, 1-2 damage
Level 2 : 35% Chance, 1-3 damage Level 3 : 50% Chance, 1-4 damage Level 4 : 65% Chance, 1-5 damage Level 5 : 80% Chance, 1-6 damage |
Armor |
Reduces damage a unit takes in combat from melee or missile attacks.
Level 1 : 1 point (melee) or 1 points (missile)
Level 2 : 1-2 points (melee) or 1-4 points (missile) Level 3 : 1-3 points (melee) or 1-5 points (missile) Level 4 : 1-4 points (melee) or 1-6 points (missile) Level 5 : 1-5 points (melee) or 1-7 points (missile) |
Assassin |
A unit with an Assassin skill has an outright chance of killing a Hero in
combat everytime he strikes it. He also doubles the chance of a critial
hit on any strike against any unit.
Level 1 : 10% Chance
Level 2 : 20% Chance Level 3 : 30% Chance Level 4 : 40% Chance Level 5 : 50% Chance |
Bless |
A unit with the Bless skill has a chance to Bless each friendly unit entering combat. Blessed units gain +3 Combat, and gain some protection vs. enemy special abilities (protected from: Archery,
Poison, Disease, Crushing Blow, Smite Good/Evil, All Slayers, Deathgaze, First Strike, Terror,
Fire, Negate). Evil units cannot be blessed.
Level 1 : 10% Chance
Level 2 : 20% Chance Level 3 : 30% Chance Level 4 : 40% Chance Level 5 : 50% Chance |
Bloodlust |
When struck in melee combat, a unit may go into a blind rage. This increases its Combat skill by +3, and can occur up to 3 times in a single combat.
Level 1 : 20% Chance
Level 2 : 35% Chance Level 3 : 50% Chance Level 4 : 65% Chance Level 5 : 80% Chance |
Build |
When a unit with the Build skill is inside or adjacent to a city, and that city is rebuilt or fortified, then it gains a discount on the price.
Level 1 : 20% Discount
Level 2 : 35% Discount Level 3 : 50% Discount Level 4 : 65% Discount Level 5 : 80% Discount |
Crushing Blow |
A unit has a chance to inflict a Crushing Blow with every attack in combat. A crushing halves the victim's remaining Life and then applies normal damage. The attack must be successful in order to activate the skill.
Level 1 : 20% Chance
Level 2 : 35% Chance Level 3 : 50% Chance Level 4 : 65% Chance Level 5 : 80% Chance |
Curse |
A unit with the Curse skill has a chance to Curse each enemy unit entering combat. Cursed units gain -3 Combat, and can only use special abilities at half their current level (round down). It also protects from: Poison, Disease, Crushing Blow, Smite Good/Evil, All Slayers, Assassin, Deathgaze,
First Strike, Terror, Fire, Negate, Vampirism, Taunt, Bloodlust, Warding, Regeneration, Armor.
Level 1 : 10% Chance
Level 2 : 20% Chance Level 3 : 30% Chance Level 4 : 40% Chance Level 5 : 50% Chance |
Deamonslayer |
A unit with Deamonslayer gains a bonus to its Damage and Combat scores vs. enemy Deamons units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat |
Death Gaze |
When a unit with Death Gaze faces off against another unit in combat, it has a chance to kill that unit outright before the fighting begins.
Level 1 : 10% Chance
Level 2 : 15% Chance Level 3 : 20% Chance Level 4 : 25% Chance Level 5 : 30% Chance |
Deathslayer |
A unit with Deathslayer gains a bonus to its Damage and Combat scores vs. enemy Undead units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat |
Disease |
Has a chance of inflicting disease upon any enemy that is hit in combat. Diseased units cannot be healed and do half damage. Disease lasts 3 turns.
Level 1 : 20% Chance
Level 2 : 35% Chance Level 3 : 50% Chance Level 4 : 65% Chance Level 5 : 80% Chance |
Dragonslayer |
A unit with Dragonslayer gains a bonus to its Damage and Combat scores vs. enemy Dragon units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat |
Dwarfslayer |
A unit with Dwarfslayer gains a bonus to its Damage and Combat scores vs. enemy Dwarven units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat |
Elfslayer |
A unit with Elfslayer gains a bonus to its Damage and Combat scores vs. enemy Elven units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat |
Extra Tough |
This is a skill available only to Orcs. It does not confer any special abilities apart
from increasing both Combat and Life at the same time.
Combat : +1
Life : +2 |
Fear |
A unit with Fear subtracts from the Combat skill of all enemy units in battle.
Only the highest Fear skill is used for this (it is not cumulative).
Level 1 : -1 Enemy Combat
Level 2 : -2 Enemy Combat Level 3 : -3 Enemy Combat Level 4 : -4 Enemy Combat Level 5 : -5 Enemy Combat |
Fire |
A unit with Fire adds extra damage to each hit in combat. Fire ignores enemy Armor.
Level 1 : 1 point extra damage
Level 2 : 1-2 points extra damage Level 3 : 1-3 points extra damage Level 4 : 1-4 points extra damage Level 5 : 1-5 points extra damage |
First Strike |
Gives the unit a first swing at start of combat and the first swing whenever
a new unit enters combat. The first strike doesn't activate if the unit has a higher morale
at the start of the combat or a new own unit is placed into combat.
Level 1 : 3 points of damage for the First Strike
Level 2 : 3-6 points of damage for the First Strike Level 3 : 3-9 points of damage for the First Strike Level 4 : 3-12 points of damage for the First Strike Level 5 : 3-15 points of damage for the First Strike |
Giantslayer |
A unit with Giantslayer gains a bonus to its Damage and Combat scores vs. enemy Giant units (including Trolls, Ogres and Minotaurs).
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat |
Heal |
Every time an enemy is defeated in combat, a unit with the Heal skill will heal the current
friendly fighting unit. If multiple Healing units are in a group, then all units will try
to Heal, and the highest individual result will be used.
Level 1 : 1 point of Healing
Note: The heal skill can go up to level 10 with the nature realm spell.
Level 2 : 1-2 points of Healing Level 3 : 1-3 points of Healing Level 4 : 1-4 points of Healing Level 5 : 1-5 points of Healing |
Income |
A unit with Income skill contributes Gold towards your Income. It may also affect its group's upkeep.
Level 1 : +2 Income
Level 2 : +4 Income. Upkeep for this unit is halved. Level 3 : +6 Income. Upkeep for this unit is free. Level 4 : +10 Income. Upkeep for this unit's group is halved. Level 5 : +15 Income. Upkeep for this unit's group is free. |
Leadership |
A unit with Leadership adds to the Combat Skill and movement of his group. Only the highest Leadership skill is used for this (it is not cumulative).
Level 1 : +1 Combat and +1 Speed for the group
Level 2 : +2 Combat and +1 Speed for the group Level 3 : +2 Combat and +2 Speed for the group Level 4 : +3 Combat and +2 Speed for the group Level 5 : +3 Combat and +3 Speed for the group |
Magic Immunity |
A unit with Magic Immunity can protect its group against enemy spells, protects from: Bane,
Banish, Disrupt Undead, Earthquake, Hail, Holy Word, Meteor Swarm, Ring of Fire, Shatter.
If multiple units with Magic Immunity are in a group, then only the highest skill is used
(i.e. it is not cumulative). Moreover, the Anti-Magic warlord skill protects from all spells
in addition to adding to any Magic Immunity.
Level 1 : 40% Chance
Level 2 : 55% Chance Level 3 : 70% Chance Level 4 : 85% Chance Level 5 : 100% Chance |
Manslayer |
A unit with Manslayer gains a bonus to its Damage and Combat scores vs. enemy Human units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat |
Monsterslayer |
A unit with Monsterslayer gains a bonus to its Damage and Combat scores vs. enemy Monster units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat |
Multi-Attack |
A unit with Multi-Attack hits not only the enemy it is fighting, but also hits all opponents in the enemy group who have not yet entered combat.
Level 1 : 1 damage vs. enemies not in combat
Level 2 : 1-2 damage vs. enemies not in combat Level 3 : 1-3 damage vs. enemies not in combat Level 4 : 1-4 damage vs. enemies not in combat Level 5 : 1-5 damage vs. enemies not in combat |
Negate |
Weakens most enemy special abilities (except: Deathgaze, Assassin, Curse, Bless,
Siege, Critical hits, Negate, Escape (via the ring item), Extra Damage (via the hero spell))
that are used against the unit with the Negate skill. Does not apply to siege
attacks against towers, blessing of enemy units or the cursing of the unit with negate.
Level 1 : -1 to enemy special abilities
"Negate does not negate negate!" --KGB
Level 2 : -2 to enemy special abilities Level 3 : -3 to enemy special abilities Level 4 : -4 to enemy special abilities Level 5 : -5 to enemy special abilities |
Orcslayer |
A unit with Orcslayer gains a bonus to its Damage and Combat scores vs. enemy Orkish units (including Goblins).
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat |
Poison |
Has a chance of inflicting poison upon any enemy that is hit in combat. Poisoned units cannot be healed and their combat is reduced to two thirds. Poison lasts three turns.
Level 1 : 20% Chance
Level 2 : 35% Chance Level 3 : 50% Chance Level 4 : 65% Chance Level 5 : 80% Chance |
Regeneration |
A unit with Regeneration regain some of its Life points every time a foe is killed in combat.
Level 1 : +3 Life (in combat)
Level 2 : +4 Life (in combat) Level 3 : +5 Life (in combat) and +2 Life (outside combat) Level 4 : +6 Life (in combat) and +4 Life (outside combat) Level 5 : +7 Life (in combat) and +6 Life (outside combat) |
Scavenging |
When a unit with Scavenging helps pillage, sack or raze a city, it adds to the gold found. If multiple units with Scavenging are in a group, then only the highest skill is used (i.e. it is not cumulative).
Level 1 : +1-50 Gold
Level 2 : +25-100 Gold Level 3 : +50-150 Gold Level 4 : +75-200 Gold Level 5 : +100-250 Gold |
Scouting |
A unit with Scouting can see into ruins and enemy cities. It can see the units
stationned in it as well as seeing the ruin reward (hero, gold, allies, mana
crystals, item, tome) assuming the level of scouting is high enough. It also grants
a +N Fog of War view bonus to the stack. If multiple
units with Scouting are in a group, then only the highest skill is used (i.e.
it is not cumulative).
Level 1 : Can see into adjacent level 1 enemy cities. +1 view range
Level 2 : Can see into adjacent level 2 enemy cities and weaker ruins. +2 view range Level 3 : Can see into adjacent level 3 enemy cities and stronger ruins. +3 view range Level 4 : Can see into adjacent level 4 enemy cities. +4 view range Level 5 : Can see into any cities and ruins anywhere on the map. +5 view range |
Siege |
A unit with Siege can attack enemy towers when in combat against a city. It fires whenever a new creature enters combat.
Level 1 : Each shot does 3 damage
Level 2 : Each shot does 4 damage Level 3 : Each shot does 5 damage, 25% chance of a second shot Level 4 : Each shot does 6 damage, 25% chance of a second shot Level 5 : Each shot does 6 damage, 50% chance of a second shot |
Smite Evil |
A unit with Smite Evil adds extra damage every time it hits an evil unit.
Level 1 : +2 Damage
Level 2 : +3 Damage Level 3 : +4 Damage Level 4 : +5 Damage Level 5 : +6 Damage |
Smite Good |
A unit with Smite Good adds extra damage every time it hits a good unit.
Level 1 : +2 Damage
Level 2 : +3 Damage Level 3 : +4 Damage Level 4 : +5 Damage Level 5 : +6 Damage |
Speed |
A unit with Speed adds to the movement point allowance of its current group. This is cumulative with multiple Speed units in the same group.
Level 1 : +1 Movement
Level 2 : +2 Movement Level 3 : +3 Movement Level 4 : +4 Movement Level 5 : +5 Movement |
Taunt |
Taunts the next weakest enemy unit into combat, bypassing the enemy's ability to choose the next unit, and dropping this unit's Combat score by 3.
Level 1 : 20% Chance
Level 2 : 35% Chance Level 3 : 50% Chance Level 4 : 65% Chance Level 5 : 80% Chance |
Terror |
A unit with Terror has a chance to scare an enemy from combat as they begin fighting. A Terrorized unit has its combat and life reduced to 1 for a number of turns.Any unit with the Terror skill is immune to terror from other units.
Level 1 : 5% Chance, 5 turn duration
Level 2 : 10% Chance, 6 turn duration Level 3 : 15% Chance, 7 turn duration Level 4 : 20% Chance, 8 turn duration Level 5 : 25% Chance, 9 turn duration |
Vampirism |
A Vampiric unit has a chance to leech back each point of damage it does in combat,
effectively healing itself when it hits an enemy.
Level 1 : 10% Chance
Example: if a Soul Gatherer with +5 vampirism hits for 5 points of damage, it makes 1
roll at 50% chance for each point of damage (so 5 rolls for 5 damage).
Level 2 : 20% Chance Level 3 : 30% Chance Level 4 : 40% Chance Level 5 : 50% Chance |
Warding |
Warding gives a unit a chance to avoid the effects of Archery, Assassination and Death Gaze.
Level 1 : 60% (Archery) 20% (Assassin, Death Gaze)
Level 2 : 80% (Archery) 40% (Assassin, Death Gaze) Level 3 : 100% (Archery) 60% (Assassin, Death Gaze) Level 4 : 100% (Archery) 80% (Assassin, Death Gaze) Level 5 : 100% (Archery) 100% (Assassin, Death Gaze) |
Additional abilities not normally available for retinues but are for spells, items or others: | |
Chaos |
Adds a Chaos bonus to your side.
Level 1 : +1 Chaos
Level 2 : +2 Chaos Level 3 : +3 Chaos Level 4 : +4 Chaos Level 5 : +5 Chaos |
City Gold |
All cities gain bonus income.
Level 1 : +5 gold
Level 2 : +10 gold Level 3 : +15 gold Level 4 : +20 gold Level 5 : +25 gold |
Combat |
The Combat score for a unit determines how well it performs in combat. The greater the
difference in combat scores, the more likely one unit is to hit another.When a unit
hits an enemy, it does 5-8 points of damage to that creature's Life score.
If the unit misses, it only does 1 point of damage. Every time a unit hits a foe,
there is 10% chance of a critical hit, doing 12 points of damage (instead of 5-8).
The level of the ability defines the combat bonus.
Level 1 : +1 Combat
Level 2 : +2 Combat Level 3 : +3 Combat Level 4 : +4 Combat Level 5 : +5 Combat |
Combat XP Bonus |
Adds extra XP to the pool of experience after each battle.
Level 1 : 10%
Level 2 : 20% Level 3 : 30% Level 4 : 40% Level 5 : 50% |
Critical Hit | Doubles the chance of a critical hit (20 from 10). |
Damage |
Adds extra damage to the units damage.
Level 1 : +1 Damage
Level 2 : +2 Damage Level 3 : +3 Damage Level 4 : +4 Damage Level 5 : +5 Damage |
Divine Magic |
Adds a Divine Magic bonus to your side.
Level 1 : +1 Divine Magic
Level 2 : +2 Divine Magic Level 3 : +3 Divine Magic Level 4 : +4 Divine Magic Level 5 : +5 Divine Magic |
Escape | Allows a hero to escape a combat deathblow by retreating him from tactical combat. It does not function vs archery, tower shots or deathgaze. Once used the item disappears. |
Fealty | Allows a hero to obtain any neutral city for free regardless of race. Once used the item disappears. |
Life |
The higher its Life score, the longer a unit can survive in combat.
All damage that a unit takes is subtracted from its Life total.
Damage on a unit does not heal naturally until the beginning of the
owner's following turn. The level of the ability defines the life bonus.
Level 1 : +1 Life
Level 2 : +2 Life Level 3 : +3 Life Level 4 : +4 Life Level 5 : +5 Life |
Life Bonus |
Adds bonus life to a unit during combat.
Level 1 : +1 Life Level 2 : +2 Life Level 3 : +3 Life Level 4 : +4 Life Level 5 : +5 Life |
Mana Regeneration |
Regenerate mana each turn. Similar effect to warlord skill archmage or some buildings.
The level of the ability defines the regeneration point bonus.
Level 1 : +1 Mana Regeneration
Level 2 : +2 Mana Regeneration Level 3 : +3 Mana Regeneration Level 4 : +4 Mana Regeneration Level 5 : +5 Mana Regeneration |
Maximum Mana |
Increases maximum mana. Enable to enlarge the mana pool. The level of the ability
defines the maximum bonus increase.
Level 1 : +1 Maximum Mana
Level 2 : +2 Maximum Mana Level 3 : +3 Maximum Mana Level 4 : +4 Maximum Mana Level 5 : +5 Maximum Mana |
Move Bonus | The stack gains all movement bonuses treating all terrain types as plains when determining move costs. |
Morale |
Adds a Morale bonus to your side.
Level 1 : +1 Morale
Level 2 : +2 Morale Level 3 : +3 Morale Level 4 : +4 Morale Level 5 : +5 Morale |
Nature Magic |
Adds a Nature Magic bonus to your side.
Level 1 : +1 Nature Magic
Level 2 : +2 Nature Magic Level 3 : +3 Nature Magic Level 4 : +4 Nature Magic Level 5 : +5 Nature Magic |
Necromancy |
Adds a Necromancy bonus to your side.
Level 1 : +1 Necromancy
Level 2 : +2 Necromancy Level 3 : +3 Necromancy Level 4 : +4 Necromancy Level 5 : +4 Necromancy |
Rune Magic |
Adds a Rune Magic bonus to your side.
Level 1 : +1 Rune Magic
Level 2 : +2 Rune Magic Level 3 : +3 Rune Magic Level 4 : +4 Rune Magic Level 5 : +5 Rune Magic |
Summoning Magic |
Adds a Summoning bonus to your side.
Level 1 : +1 Summoning Magic
Level 2 : +2 Summoning Magic Level 3 : +3 Summoning Magic Level 4 : +4 Summoning Magic Level 5 : +5 Summoning Magic |
Recruit Allies | Adds to your percentage chance to get allies each turn. |
Anti-Magic | Gaining the Anti-Magic ability increases the resistance of all your groups to enemy magic. This effect is cumulative with the Magic Immunity ability and skill. |
Name | Description |
---|---|
Life: | The number of life point you can spend in combat before feeding worms. |
Combat: | Fighting capacity. See the hit chance table for details. |
Upkeep: | 0 is of course the best upkeep; otherwise this is the number of gold pieces you need to spend in order to sustain the unit. |
Experience: | Well all the XP you got during the games. Each 10 XP will allow you to level up. |
Level: | The current level of your unit. The XP and level are not correlated so you can put a high level with no XP. |
Note: A unit with a 100 life or combat points is near to impossible to kill, unless the opponent has similar statistics or some special attack.
Items are classified by type. Each list is sorted. Some items exist twice, that's probably a game error. However the item are listed since they are different in the game. The game has the items hard coded, it is not possible to define you own items unfortunately. The ID column is for those who write their own Quests.
Name | Ability | Power | Cost | Level | ID |
---|---|---|---|---|---|
Archer's Helm | Archery | 2 | 750 | Minor | 7 |
Crown of Etheria | Heal | 5 | 5000 | Artifact | 20 |
Crown of KGB | Mana Regeneration | 2 | 1800 | Major | 103 |
Elven Crown | Leadership | 1 | 750 | Minor | 9 |
Gladiator's Helm | Combat | 2 | 450 | Minor | 5 |
Grotesque Helm | Terror | 1 | 500 | Minor | 1 |
Helm of Life | Life | 2 | 250 | Minor | 12 |
Helm of Night | Fear | 1 | 750 | Minor | 8 |
Helm of Sartek | Curse | 5 | 5000 | Artifact | 21 |
Helm of Seeking | Scavenging | 2 | 250 | Minor | 10 |
Helm of Sight | Scouting | 2 | 300 | Minor | 2 |
Helm of Speed | Speed | 1 | 350 | Minor | 4 |
Helm of Truth | Scouting | 2 | 300 | Minor | 11 |
Helm of War | Combat | 3 | 600 | Major | 19 |
Kinslayer Helm | Manslayer | 3 | 700 | Major | 15 |
Knight's Helm | Combat | 2 | 450 | Minor | 13 |
Lysean Crown | Income | 4 | 500 | Major | 14 |
Mask of Vulcan | Rune Magic | 2 | 1000 | Major | 114 |
Medusa Helm | Death Gaze | 3 | 1000 | Major | 16 |
Ruby Helm | Fire | 1 | 500 | Minor | 3 |
Scorpion Helm | Poison | 4 | 1200 | Major | 18 |
Warrior's Helm | Combat | 1 | 300 | Minor | 6 |
Witch's Crown | Curse | 3 | 1300 | Major | 17 |
Name | Ability | Power | Cost | Level | ID |
---|---|---|---|---|---|
Assassin's Blade | Assassin | 2 | 600 | Minor | 26 |
Axe of Malice | Bloodlust | 2 | 750 | Minor | 27 |
Axe of Slaying | Assassin | 3 | 750 | Major | 42 |
Bloodkrys | Life | 3 | 300 | Minor | 24 |
Bow of Accuracy | Archery | 1 | 500 | Minor | 38 |
Bow of Brianna | Archery | 5 | 5000 | Artifact | 52 |
Bow of Eldros | Archery | 3 | 1200 | Major | 41 |
Cross of Power | Divine Magic | 2 | 1000 | Major | 112 |
Daemonic CrossBow | Deamonslayer | 2 | 500 | Minor | 121 |
Dagger of Venom | Poison | 2 | 600 | Minor | 35 |
Darksword | Combat | 1 | 300 | Minor | 37 |
Doubleblade | Multi-Attack | 1 | 750 | Minor | 33 |
Dragonblade | Dragonslayer | 5 | 750 | Major | 46 |
Flail of Madness | Multi-Attack | 3 | 1200 | Major | 49 |
Giantblade | Giantslayer | 2 | 500 | Minor | 31 |
Greenblade's Sword | Dragonslayer | 5 | 750 | Major | 102 |
Heathen's Hammer | Siege | 1 | 750 | Minor | 105 |
Hero's Torch | Monsterslayer | 5 | 750 | Major | 122 |
Lightblade | Combat | 3 | 600 | Major | 51 |
Mace of Crushing | Crushing Blow | 1 | 500 | Minor | 29 |
Mace of Disruption | Deathslayer | 5 | 750 | Major | 45 |
Melkor's Staff | Fire | 5 | 5000 | Artifact | 56 |
Oaken Staff | Combat | 2 | 450 | Minor | 23 |
Orcslayer | Orcslayer | 2 | 500 | Minor | 34 |
Paladin's Blade | Deathslayer | 2 | 500 | Minor | 30 |
Redblade | Combat | 1 | 300 | Minor | 39 |
Rod of Building | Build | 2 | 300 | Minor | 28 |
Sheppard's Staff | Nature Magic | 1 | 500 | Minor | 115 |
Staff of Ruling | Leadership | 3 | 1500 | Major | 43 |
Staff of Striking | First Strike | 3 | 1000 | Major | 44 |
Staff of Striking | First Strike | 3 | 1000 | Major | 47 |
Stormblade | Giantslayer | 5 | 750 | Major | 48 |
Sword of Ankh | Combat | 1 | 300 | Minor | 40 |
Sword of Etheria | Bless | 5 | 5000 | Artifact | 55 |
Sword of Sirian | Smite Evil | 5 | 5000 | Artifact | 53 |
Sword of the Golem | Crushing Blow | 3 | 1000 | Minor | 25 |
Titan's Maul | Crushing Blow | 5 | 5000 | Artifact | 54 |
Vampiric Blade | Vampirism | 1 | 500 | Minor | 22 |
Vampiric Blade | Vampirism | 1 | 500 | Minor | 36 |
Wand of Healing | Heal | 2 | 1000 | Minor | 32 |
Wand of Negation | Negate | 3 | 1100 | Major | 50 |
Name | Ability | Power | Cost | Level | ID |
---|---|---|---|---|---|
Aelfwine's Armor | Deathslayer | 2 | 500 | Minor | 61 |
Antharg's Armor | Disease | 5 | 5000 | Artifact | 73 |
Armor of Brilliance | Magic Immunity | 1 | 350 | Minor | 57 |
Armor of Etheria | Warding | 5 | 5000 | Artifact | 75 |
Armor of Warding | Warding | 1 | 600 | Minor | 64 |
Azrak's Armor | Life | 2 | 250 | Minor | 66 |
Blessed Armor | Bless | 1 | 750 | Minor | 60 |
Daemongold Armor | Life | 5 | 750 | Major | 72 |
Dragonscale Armor | Armor | 3 | 1200 | Major | 70 |
Druid's Necklace | Regeneration | 1 | 500 | Minor | 65 |
Dwarven Mail | Elfslayer | 2 | 500 | Minor | 58 |
Elven Mail | Dwarfslayer | 2 | 500 | Minor | 59 |
Healer's Torc | Heal | 3 | 1250 | Major | 69 |
Holy Mail | Bless | 2 | 1000 | Major | 71 |
Medal of Valor | Combat XP Bonus | 5 | 1250 | Major | 107 |
Merchant's Jewels | Income | 4 | 500 | Major | 68 |
Midnight Armor | Fear | 2 | 1000 | Minor | 62 |
Mithril Mail | Armor | 5 | 5000 | Artifact | 74 |
Necklace of Missiles | Archery | 2 | 750 | Minor | 67 |
Paladin's Armor | Divine Magic | 1 | 500 | Minor | 111 |
Ranger's Cloak | Move Bonus | 1 | 400 | Minor | 123 |
Shining Armor | First Strike | 1 | 600 | Minor | 63 |
WizIce's Robe | Magic Immunity | 5 | 800 | Major | 106 |
Name | Ability | Power | Cost | Level | ID |
---|---|---|---|---|---|
A Kings Ransom | Fealty | 1 | 2500 | Major | 125 |
Albion's Shield | Warding | 3 | 1200 | Major | 96 |
Banner of Might | Leadership | 1 | 750 | Minor | 84 |
Banner of Plague | Disease | 2 | 600 | Minor | 80 |
Banner of Rage | Bloodlust | 3 | 1000 | Major | 94 |
Basilisk Shield | Death Gaze | 1 | 500 | Minor | 79 |
Beedub's Horn | Morale | 1 | 1500 | Major | 108 |
Boots of Agility | Combat | 1 | 300 | Minor | 91 |
Boots of Dancing | Taunt | 4 | 1000 | Major | 98 |
Boots of Speed | Speed | 3 | 1000 | Major | 97 |
Cursed Shield | Curse | 1 | 700 | Minor | 78 |
Daemon's Heart | Summoning Magic | 2 | 1000 | Major | 118 |
Dragon Banner | Dragonslayer | 2 | 500 | Minor | 81 |
Dragonwizard's Orb | Curse | 3 | 1300 | Major | 101 |
Dwarven Ale | Recruit Allies | 1 | 1000 | Major | 126 |
Elspeth's Ring | Heal | 1 | 750 | Minor | 77 |
Figurine of Kor | Chaos | 1 | 1500 | Major | 109 |
Four Leaf Clover | Nature Magic | 2 | 1000 | Major | 116 |
Gloves of Skill | Rune Magic | 1 | 500 | Minor | 113 |
Golden Chest | City Gold | 2 | 400 | Minor | 110 |
Golden Ring | Income | 2 | 200 | Minor | 83 |
Moonwine Cup | Maximum Mana | 3 | 750 | Minor | 104 |
Orb of Etheria | Scouting | 5 | 5000 | Artifact | 99 |
Orb of Fire | Fire | 3 | 1000 | Major | 95 |
Ring of Building | Build | 4 | 750 | Major | 93 |
Ring of Darkness | Terror | 1 | 500 | Minor | 87 |
Ring of Doom | Terror | 5 | 5000 | Artifact | 100 |
Ring of Escape | Escape | 1 | 5000 | Artifact | 124 |
Ring of Health | Life | 2 | 250 | Minor | 90 |
Ring of Regeneration | Regeneration | 1 | 500 | Minor | 76 |
Ring of Sight | Scouting | 2 | 300 | Minor | 88 |
Ring of Taunting | Taunt | 2 | 500 | Minor | 89 |
Ring of Trolls | Regeneration | 2 | 600 | Major | 92 |
Ruby Ring | Fire | 1 | 500 | Minor | 82 |
Shield of Negation | Negate | 1 | 600 | Minor | 86 |
Summoning Orb | Summoning Magic | 1 | 500 | Minor | 117 |
Talking Skull | Necromancy | 2 | 1000 | Major | 120 |
Tome of Necromancy | Necromancy | 1 | 500 | Minor | 119 |
Warder's Shield | Warding | 1 | 600 | Minor | 85 |
Sum up table with all units available in the game. The units are sorted by race and level. Use this table if you want to make standard units without the wizard editor.
Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification |
---|---|---|---|---|---|---|
Swordsman | 10 | 5 | 2 | Deathslayer (1/1) | Scouting (3) | Infantry |
Bowman | 9 | 4 | 4 | Archery (1/1) | First Strike (2) | Archer |
Knight | 16 | 8 | 8 | Smite Evil (1/1) | Speed (5) | Cavalry |
Trebuchet | 15 | 3 | 12 | Siege (1/1) | -.- | Machine |
Archon | 20 | 11 | 20 | Bless (1/1) | Heal (5) | Monster, Flight |
Knight Hero | 18 | 10 | 0 | Leadership (1/1) | Armor (1) Bless (1) Monsterslayer (1) Heal (1) Smite Evil (1) | Hero |
Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification |
---|---|---|---|---|---|---|
Spearman | 10 | 4 | 2 | First Strike (1/1) | Armor (3) | Infantry |
Ballista | 7 | 5 | 4 | Archery (1/1) | -.- | Archer |
Cavalry | 15 | 7 | 8 | Speed (2/1) | Deamonslayer (0) | Cavalry |
Twin Catapult | 16 | 2 | 12 | Siege (1/1) | -.- | Machine |
Pegasus | 19 | 10 | 16 | Negate (1/1) | Scouting (5) | Monster, Flight |
Empire Hero | 20 | 8 | 0 | Leadership (1/1) | Armor (1) Assassin (1) Monsterslayer (1) Scouting (1) Archery (1) | Hero |
Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification |
---|---|---|---|---|---|---|
Axeman | 13 | 5 | 2 | Orcslayer (1/1) | Build (2) | Infantry |
Crossbow | 12 | 5 | 4 | Archery (1/1) | Income (2) | Archer |
Golem | 22 | 6 | 12 | Crushing Blow (1/1) | Armor (5) | Monster |
Bolt Thrower | 16 | 5 | 10 | Siege (1/1) | -.- | Machine |
Elemental | 30 | 7 | 16 | Warding (1/1) | Crushing Blow (5) | Monster |
Dwarven Hero | 24 | 8 | 0 | Leadership (1/1) | Armor (1) Build (1) Monsterslayer (1) Siege (1) Warding (1) | Hero |
Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification |
---|---|---|---|---|---|---|
Giant Bat | 8 | 4 | 2 | Scouting (1/1) | Vampirism (3) | Monster, Flight |
Troll | 10 | 6 | 6 | Regeneration (1/1) | Disease (5) | Infantry |
Minotaur | 18 | 9 | 12 | Bloodlust (1/1) | Dragonslayer (5) | Infantry |
Rock Giant | 20 | 8 | 14 | Siege (1/1) | -.- | Monster |
Ogre | 21 | 11 | 20 | Crushing Blow (1/1) | Terror (3) | Infantry |
Ogre Hero | 22 | 10 | 0 | Fear (1/1) | Bloodlust (1) Crushing Blow (1) Monsterslayer (1) Poison (1) Terror (1) | Hero |
Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification |
---|---|---|---|---|---|---|
Goblin | 9 | 4 | 1 | Taunt (1/1) | Dwarfslayer (2) | Infantry |
Orc | 12 | 6 | 3 | Bloodlust (1/1) | Extra Tough (2) | Infantry |
Wolfrider | 15 | 8 | 5 | Disease (1/1) | Speed (3) | Cavalry |
Goblin Thrower | 16 | 4 | 8 | Siege (1/1) | -.- | Machine |
Wyvern | 20 | 10 | 20 | Poison (1/3) | -.- | Dragon, Flight |
Orkish Hero | 20 | 9 | 0 | Fear (1/1) | Bloodlust (1) Curse (1) Disease (1) Monsterslayer (1) Warding (1) | Hero |
Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification |
---|---|---|---|---|---|---|
Skeleton | 9 | 5 | 2 | Manslayer (1/1) | Warding (2) | Infantry |
Liche | 13 | 5 | 4 | Death Gaze (1/1) | Magic Immunity (5) | Infantry |
Skeleton Rider | 14 | 9 | 8 | Smite Good (1/1) | Assassin (5) | Cavalry) |
Skull Thrower | 10 | 3 | 12 | Siege (1/1) | -.- | Machine) |
Dragonliche | 21 | 12 | 20 | Curse (1/3) | -.- | Dragon, Flight |
Undead Hero | 23 | 8 | 0 | Fear (1/1) | Assassin (1) Curse (1) Monsterslayer (1) Terror (1) Vampirism (1) | Hero |
Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification |
---|---|---|---|---|---|---|
Spider | 9 | 5 | 1 | Poison (1/1) | Elfslayer (2) | Monster |
Assassin | 11 | 6 | 3 | Assassin (1/1) | First Strike (3) | Infantry |
Shadowrider | 15 | 8 | 10 | Negate (1/1) | Speed (3) | Cavalry |
Manticore | 12 | 4 | 8 | Siege (1/1) | Archery (2) | Machine |
Harpy | 19 | 9 | 16 | Terror (1/1) | Scavenging (5) | Monster, Flight |
Dark Elven Hero | 20 | 8 | 0 | Fear (1/1) | Assassin (1) Curse (1) Negate (1) Taunt (1) Terror (1) | Hero |
Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification |
---|---|---|---|---|---|---|
Imp | 8 | 4 | 2 | Taunt (1/1) | Scavenging (3) | Flight |
Soul Gatherer | 9 | 5 | 4 | Vampirism (1/1) | Manslayer (3) | Infantry |
Daemon Minion | 19 | 6 | 8 | Fire (1/1) | Taunt (5) | Infantry |
Hellbore | 11 | 5 | 12 | Siege (1/1) | -.- | Monster |
Hydra | 23 | 9 | 20 | Multi-Attack (1/1) | Poison (5) | Monster |
Daemon Hero | 22 | 10 | 0 | Fear (1/1) | Death Gaze (1) Fire (1) Regeneration (1) Terror (1) Warding (1) | Hero |
Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification |
---|---|---|---|---|---|---|
Dragonknight | 13 | 4 | 2 | First Strike (1/1) | Giantslayer (3) | Human, Infantry |
Swamp Dragon | 16 | 6 | 8 | Disease (1/3) | -.- | Flight |
Storm Dragon | 20 | 9 | 10 | Terror (1/3) | -.- | Flight |
Flame Cannon | 15 | 3 | 12 | Siege (1/1) | Fire (3) | Machine |
Fire Dragon | 22 | 15 | 20 | Fire (1/3) | -.- | Flight |
Dragonlord Hero | 21 | 9 | 0 | Leadership (1/1) | Monsterslayer (1) Fire (1) First Strike (1) Heal (1) Warding (1) | Hero, Human |
Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification |
---|---|---|---|---|---|---|
Elven Archer | 8 | 3 | 3 | Archery (1/1) | Scouting (2) | Archer |
Elfguard | 9 | 5 | 2 | Dwarfslayer (1/1) | Magic Immunity (2) | Infantry |
Elven Knight | 14 | 9 | 4 | Speed (2/1) | -.- | Cavalry |
Unicorn | 15 | 7 | 10 | Heal (1/1) | Smite Evil (5) | Monster |
Treant | 27 | 10 | 20 | Warding (1/1) | Siege (3) | Monster |
Elven Hero | 18 | 10 | 0 | Leadership (1/1) | Archery (1) Heal (1) Magic Immunity (1) Monsterslayer (1) Scouting (1) | Hero |
The game has a fairly complex production time algorithm. For the moment no equation could be extrapolated from the interaction between the warlord's played race and the city race. The tabled below shows the different production times for all cities based on the warlord's played race (title).
Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves |
---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 1/2 | 1/2 | 1/2 | 1 | 1 | 2 | 1 | 1 | 1 | 1/2 |
Level 2 | 1 | 1 | 1 | 2 | 3 | 4 | 3 | 2 | 3 | 1 |
Level 3 | 2 | 2 | 3 | 3 | 4 | 5 | 4 | 3 | 4 | 2 |
Level 4 | 2 | 2 | 3 | 4 | 5 | 6 | 5 | 4 | 3 | 2 |
Level 5 | 3 | 4 | 4 | 5 | 6 | 8 | 6 | 5 | 5 | 4 |
Level 6 | 4 | -.- | -.- | -.- | -.- | -.- | -.- | -.- | -.- | -.- |
Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves |
---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 1/2 | 1/2 | 1/2 | 1/2 | 1 | 1 | 2 | 1 | 2 | 1/2 |
Level 2 | 1 | 1 | 1 | 1 | 2 | 3 | 4 | 3 | 4 | 1 |
Level 3 | 2 | 2 | 2 | 3 | 3 | 4 | 5 | 4 | 4 | 3 |
Level 4 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 5 | 4 | 3 |
Level 5 | 4 | 3 | 4 | 4 | 5 | 7 | 7 | 6 | 6 | 4 |
Level 6 | -.- | 4 | -.- | -.- | -.- | -.- | -.- | -.- | -.- | -.- |
Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves |
---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 1/2 | 1/2 | 1/2 | 1/2 | 1/2 | 1/2 | 1 | 2 | 2 | 1 |
Level 2 | 1 | 1 | 1 | 1 | 1 | 1 | 3 | 4 | 5 | 2 |
Level 3 | 3 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 5 | 3 |
Level 4 | 3 | 2 | 2 | 2 | 2 | 3 | 5 | 6 | 5 | 4 |
Level 5 | 4 | 4 | 3 | 4 | 4 | 4 | 6 | 7 | 7 | 5 |
Level 6 | -.- | -.- | 4 | -.- | -.- | -.- | -.- | -.- | -.- | -.- |
Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves |
---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 1 | 1/2 | 1/2 | 1/2 | 1/2 | 1/2 | 1 | 1 | 3 | 1 |
Level 2 | 2 | 1 | 1 | 1 | 1 | 1 | 2 | 3 | 6 | 3 |
Level 3 | 3 | 3 | 2 | 2 | 2 | 3 | 3 | 4 | 6 | 4 |
Level 4 | 4 | 3 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 5 |
Level 5 | 5 | 4 | 4 | 3 | 4 | 5 | 5 | 6 | 8 | 6 |
Level 6 | -.- | -.- | -.- | 4 | -.- | -.- | -.- | -.- | -.- | -.- |
Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves |
---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 1 | 1 | 1/2 | 1/2 | 1/2 | 1/2 | 1/2 | 1 | 2 | 2 |
Level 2 | 3 | 2 | 1 | 1 | 1 | 1 | 1 | 2 | 5 | 4 |
Level 3 | 4 | 3 | 3 | 2 | 2 | 2 | 3 | 3 | 5 | 5 |
Level 4 | 5 | 4 | 3 | 2 | 2 | 2 | 3 | 4 | 5 | 6 |
Level 5 | 6 | 5 | 4 | 4 | 3 | 5 | 4 | 5 | 7 | 7 |
Level 6 | -.- | -.- | -.- | -.- | 4 | -.- | -.- | -.- | -.- | -.- |
Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves |
---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 2 | 1 | 1 | 1/2 | 1/2 | 1/2 | 1/2 | 1/2 | 2 | 1 |
Level 2 | 4 | 3 | 2 | 1 | 1 | 1 | 1 | 1 | 4 | 3 |
Level 3 | 5 | 4 | 3 | 3 | 2 | 2 | 2 | 3 | 4 | 4 |
Level 4 | 6 | 5 | 4 | 3 | 2 | 2 | 2 | 3 | 4 | 5 |
Level 5 | 7 | 6 | 5 | 4 | 4 | 4 | 4 | 4 | 6 | 6 |
Level 6 | -.- | -.- | -.- | -.- | -.- | 4 | -.- | -.- | -.- | -.- |
Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves |
---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 1 | 2 | 1 | 1 | 1/2 | 1/2 | 1/2 | 1/2 | 1 | 1 |
Level 2 | 3 | 4 | 3 | 2 | 1 | 1 | 1 | 1 | 3 | 2 |
Level 3 | 4 | 5 | 4 | 3 | 3 | 2 | 2 | 2 | 4 | 3 |
Level 4 | 5 | 6 | 5 | 4 | 3 | 2 | 2 | 2 | 3 | 4 |
Level 5 | 6 | 7 | 6 | 5 | 4 | 5 | 3 | 4 | 5 | 5 |
Level 6 | -.- | -.- | -.- | -.- | -.- | -.- | 4 | -.- | -.- | -.- |
Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves |
---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 1 | 1 | 2 | 1 | 1 | 1/2 | 1/2 | 1/2 | 1 | 1/2 |
Level 2 | 2 | 3 | 4 | 3 | 2 | 1 | 1 | 1 | 3 | 1 |
Level 3 | 3 | 4 | 5 | 4 | 3 | 3 | 2 | 2 | 3 | 3 |
Level 4 | 4 | 5 | 6 | 5 | 4 | 3 | 2 | 2 | 2 | 3 |
Level 5 | 5 | 6 | 7 | 6 | 5 | 5 | 4 | 3 | 5 | 4 |
Level 6 | -.- | -.- | -.- | -.- | -.- | -.- | -.- | 4 | -.- | -.- |
Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves |
---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 1/2 | 1 | 1 | 2 | 1 | 1 | 1/2 | 1/2 | 1 | 1/2 |
Level 2 | 1 | 2 | 3 | 4 | 3 | 2 | 1 | 1 | 3 | 1 |
Level 3 | 3 | 3 | 4 | 5 | 4 | 3 | 3 | 2 | 3 | 2 |
Level 4 | 3 | 4 | 5 | 6 | 5 | 4 | 3 | 2 | 2 | 2 |
Level 5 | 4 | 5 | 6 | 7 | 6 | 6 | 4 | 4 | 4 | 4 |
Level 6 | -.- | -.- | -.- | -.- | -.- | -.- | -.- | -.- | 4 | -.- |
Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves |
---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 1/2 | 1/2 | 1 | 1 | 2 | 1 | 1 | 1/2 | 1 | 1/2 |
Level 2 | 1 | 1 | 2 | 3 | 4 | 3 | 2 | 1 | 3 | 1 |
Level 3 | 2 | 3 | 3 | 4 | 5 | 4 | 3 | 3 | 3 | 2 |
Level 4 | 2 | 3 | 4 | 5 | 6 | 5 | 4 | 3 | 2 | 2 |
Level 5 | 4 | 4 | 5 | 6 | 7 | 7 | 5 | 4 | 5 | 3 |
Level 6 | -.- | -.- | -.- | -.- | -.- | -.- | -.- | -.- | -.- | 4 |
Base unit XP amount = {1
, 1
, 2
,
2
, 3
, 4
}. So 1/2 turn and 1 turn
units are worth 1
XP to kill and a hero is worth 4
XP to kill. There is a modifier of +1
added for every level (including L1).
So a tier-3 unit of level 4 will be worth XP = 2 + 3
= 5
.
The game then goes thru and counts up the number of killed units and adds the XP based on the above two calculations.
If you are the attacker and you capture a city you get +2
XP.
Not per unit, just +2
XP for the battle. If you are the defender
and you are in a city you get -2
XP. This last part is important
if your facing Weaponmaster warlords. Instead of disbanding scouts you can kill
them on a city knowing they will give 2
XP (1/2 turn and L1) and
take 2
XP away leaving 0
for the enemy.
Then only modifiers are applied, modifers are: Weaponmaster skill and Justice spell.
Then the important part, the hand out of the XP. The XP is divided into two
values the major and minor share. The units
is the starting
number of units in the army.
major
= max(1, (4*TotalXP)/(units + 3))
minor
= max(1, TotalXP/(units + 3))
The surviving unit gets the major
share, the rest each get
a minor
share. One thing to note: If there is only 1 survivor,
he gets only the major
share, not the minor
shares as well. So he gets gyped on some XP. In fact all units that die take a small
portion of the XP pie with them that the rest don't get. So minimizing your
losses maximizes your XP.
If any unit is above L5 the XP award is modified downward as follows:
percentage
= max(10, 100 - (unitLevel - 5)*10)
This percentage is then multiplied by the unit share. So a L10 unit gets
(10-5)*10%
of the XP, Or 50
% of your XP share.
This is why higher level units don't get much XP and after L10 it's almost impossible to go higher unless you kill other L10+ units so that the XP reward is very high.
You kill 4 tier-1 units of level 1 in the open. The XP from that battle is
2 + 2 + 2 + 2
= 8
. That gets divided amoung your
survivors, lets say 4 units in the initial army. The unit on the battle field gets
(4*8)/(4 + 3)
= 4
(rounded down). The rest gets
8/(4 + 3)
= 1
(rounded down).
You kill a L3 fire dragon and a L5 hero in a city. The XP from that battle is
6
(dragon) + 9
(hero) + 2
(city) = 17
.
If the same army of 4 is in the battle and they all have a level lower then 5,
then the unit on the battle field gets XP (4*17)/(4 + 3)
= 9
(rounded down). The other units gets 17/(4 + 3)
= 2
(rounded down).
Since Patch 1.05
the terrain might affect life and combat or abilities
of the units. There are a whole bunch of terrain type, see the in game help
for details. In short, forest is the impassible woods terrain and woods is the
area around the edge of forests where units can travel (generally about 1-2
squares out from a forest) and you often see single/small trees. A chasm is
that area on land that looks like a deep valley that only fliers can cross.
Rock is flat nasty ground that that is not a hill.
Bonus' are given out based on unit type rather than race. A Treant is part of the Elf race but it's not an Elf unit, it's a monster unit. This is basically how slayer skills work where man slayer doesn't function against an Archon. So terrain bonus's are given out based on unit type.
Unit | Plain | Desert | Snow | Marsh | Hill | Moutain | Lava | Water | Wood | Rock | Chasm | Road | Forest | City | Ruin | Note |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Human | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | |
Dwarf | 0/0 | 0/0 | 0/0 | 0/0 | 0/2 | 1/2 | 0/0 | 0/0 | 0/-2 | 1/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | |
Giant (Ogre) | 0/0 | 0/0 | 0/0 | 0/0 | 0/2 | 1/2 | 0/0 | 0/0 | -1/-2 | 1/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | |
Orc | 0/0 | -1/0 | 0/0 | 1/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | |
Undead | 0/0 | 0/-2 | 0/0 | 0/2 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | |
Dark Elf | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | -1/0 | 0/0 | 0/0 | 1/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | |
Daemon | 0/0 | 0/0 | -1/-2 | 0/0 | 0/0 | 0/0 | 1/2 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | |
Dragon | 0/0 | 0/0 | -1/0 | 0/0 | 0/0 | 0/2 | 1/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | |
Elf | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | -1/0 | 0/0 | 2/0 | 0/0 | 0/0 | 0/0 | 2/0 | 0/0 | 0/0 | |
Monster | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 1/2 | Only received as defender |
Infantry | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | -1/0 | 0/0 | 0/0 | 0/0 | |
Cavalry | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | -1/0 | 0/0 | 0/0 | 1/0 | -1/0 | 0/0 | -1/0 | |
Filer | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | -1/0 | Only received as attacker |
Archer | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 1/0 | 1/0 | Only received as defender |
Siege | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | -1/0 | 0/0 | 1/2 | 0/0 | City bonus only received as attacker |
3
types. This is why when you right click
on a unit like a Swordsman you'll see HUMAN
, GOOD
,
INFANTRY
. Hence units will be able to have up to 3
terrain bonus' (good or bad) applied to them.
-1
combat in woods/forest but Elves
get a +2
combat so Elven Cavalry will be +1
combat
while other Cavalry will be -1
combat.
Some abilities are affect by the terrain type. This bonus takes effect regardless of whether it came from a unit/spell/item.
Ability | Plain | Desert | Snow | Marsh | Hill | Moutain | Lava | Water | Wood | Rock | Chasm | Road | Forest | City | Ruin | Note |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fire | 0 | 0 | -1 | 0 | 0 | 0 | 1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Disease | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Terror | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | Only received as the defender |
Archery | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Only vs flying units |
You can modify some parameters that will be remembered at each application launch.
Name | Description |
---|---|
Load / Save | |
Game Folder: | Path to the folder where the game is installed. If you don't install the editor in the game folder this field is useful. An empty field considers the current install folder as the game folder (default setting). |
History: | Number of warlord files the application must remember. By default, this is set to 4. |
Backup Warlord: | When a warlord file is saved, makes a backup of the existing file
if present. The file will be have the same name but with a .bak
extension. (By default, this is not set) |
Updates | |
Updates Automated: | Automatically checks the server for new versions and start updating. (By default, this is set) |
Proxy | |
Use Proxy Gate: | Enable the usage of a proxy server for Internet connections. |
Host: | The DNS name or IP address of the proxy server. |
Port: | Port number to use. |
Help | |
Target: | Choose where the help must come from. "Local" will use the help file provided with the editor when installed, the "Online" will use the most up-to-date version found on Internet. (By default, this is set to "Local") |
The preferences are saved into a file called Warlords4Editor.ini
in the same folder as the application. Delete this file to reset the
preferences.
Note: Online help as well as automated updates requires the computer to have Internet access.
Important: If you have the "Updates Automated" set, the editor will call home at each launch. You will see in your network traffic a call to something like "portailsmm.com". The name might wary since it is a shared IP.
Here are different keyboard controls that are recognized:
Key Stroke | Description |
---|---|
Ctrl - N | New warlord. |
Ctrl - S | Save the warlord in the current file. |
Ctrl - A | Save the warlord in a new file. You will be prompted for a new file name. |
Ctrl - L | Load an existing warlord. |
Ctrl - P | Play warlords IV. |
Ctrl - W | Creation Wizard. |
F9 | Opens the preferences dialog. |
ESC | Quit the application. |
F1 | Visualize this help. Works any where in the application. |
F11 | About dialog. |
Note: if the warlord has been modified and you quit, you will be prompted to save it.
To help you select the right class in accordance with your abilities here is a table.
The skills are given according to the class chosen, the abilities are given during the game to your warlord unit. The abilities are given in Major-Minor order
You are not required to select a class that is made for the selected abilities, however you will face the problem that you will only get the spells linked to that class and not to the abilities or skills you choose.
If you want to choose a certain race with the warlord class, here are some combos that turns out to be some of the best combinations. This is not an absolute rule and all combination will play well, it is just that some combos yield more potential.
Combat is a neutral skill; that means it works well with all races. But like anything else there are a few races that especially benefit from it. In order best to worth, these are the races that benefit most from having combat as a major skill (combat as a minor skill is about as close to neutral as you can get). In addition the minor best choice, in order, is proposed.
Rank | Race | Minor |
---|---|---|
1. | Dragons | Nature, Combat |
2. | Ogres | Nature, Rune, Combat |
3. | Knights | Divine, Combat |
4. | Orcs | Necromancy, Summoning, Combat |
5. | Deamons | Summoning |
6. | Dark Elves | Nature, Summoning, Combat |
7. | Empire | Nature, Combat |
8. | Undead | Necromancy, Summoning, Combat |
9. | Elves | Divine, Nature, Combat |
10. | Dwarves | Rune, Divine, Combat |
For specialty casters these are the ones for each races:
The hit chance is calculated by subtracting the defenders combat score from the attacker's combat score.
Combat | Hit | Combat | Hit | Combat | Hit | Combat | Hit | |||
---|---|---|---|---|---|---|---|---|---|---|
<=-20 | 1% | -10 | 16% | 0 | 50% | 10 | 84% | |||
-19 | 2% | -9 | 18% | 1 | 55% | 11 | 86% | |||
-18 | 3% | -8 | 21% | 2 | 59% | 12 | 88% | |||
-17 | 4% | -7 | 24% | 3 | 63% | 13 | 90% | |||
-16 | 5% | -6 | 27% | 4 | 67% | 14 | 92% | |||
-15 | 6% | -5 | 30% | 5 | 70% | 15 | 94% | |||
-14 | 8% | -4 | 33% | 6 | 73% | 16 | 95% | |||
-13 | 10% | -3 | 37% | 7 | 76% | 17 | 96% | |||
-12 | 12% | -2 | 41% | 8 | 79% | 18 | 97% | |||
-11 | 14% | -1 | 45% | 9 | 82% | 19 | 98% | |||
>=20 | 99% |
Each retune you create will come back to the game at a certain turn. The level of the unit and the type level define the return turn. The level of the unit depends on what you choose as retinue, the higher level you boosted your unit the longer it will take to get it back. The unit type level is given in the manual. A hero is considered a level 4 unit type.
Turn of arrival := (Level + 1)/2 + Unit Type level
Note: The division is an integer division without rest.
For example with a Hero (of any race) the return turn would be:
Level | Turn | Level | Turn | Level | Turn | ||
---|---|---|---|---|---|---|---|
1th | 5 | 11th | 10 | 21th | 15 | ||
2th | 5 | 12th | 10 | 22th | 15 | ||
3th | 6 | 13th | 11 | 23th | 16 | ||
4th | 6 | 14th | 11 | 24th | 16 | ||
5th | 7 | 15th | 12 | 25th | 17 | ||
6th | 7 | 16th | 12 | 26th | 17 | ||
7th | 8 | 17th | 13 | 27th | 18 | ||
8th | 8 | 18th | 13 | 28th | 18 | ||
9th | 9 | 19th | 14 | 29th | 19 | ||
10th | 9 | 20th | 14 | 30th | 19 |
By experience the best is to have a retinue with a low level to get it back faster.
List of all spells each school offers. Not all spells are available all the time during the game. They are chosen at random.
Name | Description | Mana | Type |
---|---|---|---|
Common | |||
Guardian | Summons a level 3 Knight with the Warding +1 skill. | 10 | Creature |
Heal | All units healed to full Life. | 6 | Invocation |
Holy Armor | All good units gain Armor +2 in the next combat. | 12 | Battle |
Holy Weapon | All of your heroes gain Smite Evil +4 in the next combat. | 9 | Battle |
Inspiration | Adds +3 to Morale for the duration of the spell. | 10/1 | Enchantement |
Paladin | Summons a level 3 Knight with the Heal +1 skill. | 10 | Creature |
Prosperity | All cities gain +5 Gold to their income. | 10/1 | Enchantement |
White Ward | All good creatures gain Warding +1 while this spell lasts. | 12 | Enchantement |
Rare | |||
Circle of Protection | All good units gain Negate +1 while this spell lasts. | 15/2 | Enchantement |
Disrupt Undead | Destroys all low/mid level Undead near the spell's origin. | 18 | Invocation |
Endurance | All of your troops gain +4 Movement at the start of every turn. | 14/1 | Enchantement |
Justice | Doubles experience points from the next combat. | 14 | Battle |
Summon Unicorn | Summons a powerful Unicorn to the current city or group. | 15 | Creature |
Templar | Summons a level 5 Knight with the Armor +2 skill. | 15 | Creature |
Tranquility | All Necromantic and Summoning Enchantments and Battle Spells are dispelled. | 14 | Invocation |
Arcane | |||
Altar of Battle | All creatures gain +2/+3/+4 Combat while this spell lasts for warlords of level L1-14/L15-29/L30+. | 20/4 | Enchantement |
Archangel | Summons a level 5 Archon to the current city or group. | 20 | Creature |
Divine Grace | All creatures gain +25% life when produced. | 20/3 | Enchantement |
Holy Word | Destroys all low/mid/high level Undead and Daemons near the spell's origin. | 20 | Invocation |
Resurrection | The last hero slain (from any side, not just your own) will be resurrected in your current group. | 20 | Invocation |
Name | Description | Mana | Type |
---|---|---|---|
Common | |||
Accuracy | All archers gain Archery +2 in their next battle | 13 | Battle |
Blessing of Iris | All of your heroes gain Bless +2 while this spell lasts. | 12/1 | Enchantement |
Bounty | Income increases by +100 Gold per turn while this spell lasts. | 12/1 | Enchantement |
Forestguard | Summons a level 3 Elfguard to serve the caster. | 6 | Creature |
Growth | All cities receive an extra turn of production. | 14 | Invocation |
Herbalism | All heroes gain Healing +5 in the next combat. | 10 | Battle |
Venom | All monsters gain Poison +5 in their next battle. | 10 | Battle |
Wind | Flying stacks get +14 movement at the beginning of each turn while this spell lasts. | 12/1 | Enchantement |
Rare | |||
Eagle Eye | This spell allows you to see into all enemy cities and ruins as well as granting a +1 Fog of War view. | 14/2 | Enchantement |
Gladeward | All Rune and Necromantic Enchantments and Battle Spells are dispelled. | 14 | Invocation |
Ironbark | Summons a level 5 Treant with the Armor +1 skill. | 16 | Creature |
Mandrake | Summons a level 5 Treant with the Death Gaze +1 skill. | 15 | Creature |
Pegasus | Summons a powerful Pegasus to the current city or group. | 14 | Creature |
Regeneration | All units gain Regeneration +2 in the next battle. | 16 | Battle |
Thorns | All infantry, cavalry and monsters gain +3 to their Combat skill in the next battle. | 14/2 | Enchantement |
Arcane | |||
Altar of Wind | All creatures gain +1/+2 Speed while this spell lasts for warlords of level L1-14/L15+. | 20/3 | Enchantement |
Ancient Treant | Summons a very powerful Treant with Crushing Blow +3 to the current city or group. | 20 | Creature |
Call of Kargoth | Summons 16 spiders of level 3 to the current city or group. A penalty rate of 1.5 mana per square when cast outside a city is applied. | 20 | Creature |
Nature's Feast | While this spell lasts, your upkeep is reduced to zero. | 20/3 | Enchantement |
Tentacles | All monsters gain Multiattack +5 in the next combat. | 20 | Battle |
Name | Description | Mana | Type |
---|---|---|---|
Common | |||
Bonedance | Any stack containing only Undead, immediately gains +14 movement. | 12 | Invocation |
Flaming Skulls | Summons a level 1 Skull Thrower with the Fire +1 skill. | 7 | Creature |
Stolen Memories | All evil units begin play with +8 Experience Points. | 12/1 | Enchantement |
Phantom Steed | All cavalry gain +2 Speed while this spell lasts. | 10/1 | Enchantement |
Raise Dead | Summons 3 level 1 Skeletons to serve the caster. | 6 | Creature |
Summon Liche | Summons a powerful Liche to the current city or group. | 12 | Creature |
Unholy Armor | All evil creatures gain Armor +2 in the next battle. | 12 | Battle |
Unholy Blade | All heroes gain +4 Smite Good. | 8 | Battle |
Rare | |||
Death Knight | Summons a level 5 Undead Rider with the Negate +1 skill. | 15 | Creature |
Deathplague | All Undead gain Disease +3 while this spell lasts. | 14/1 | Enchantement |
Mana Drain | All players instantly lose 15 mana. | 15 | Invocation |
Raise Champion | Summons a level 3 Undead Hero to serve the caster. | 14 | Creature |
Skeleton Horde | Summons a group of 8 Skeletons (with a leader) to the current city or group. A penalty rate of 1.5 mana per square when cast outside a city is applied. | 14 | Creature |
Veil of Force | All evil creatures gain Negate +2 in the next combat. | 15 | Battle |
Void | All Nature and Divine Enchantments and Battle Spells are dispelled. | 12 | Invocation |
Arcane | |||
Legion of Doom | Summons a group of 8 Undead Riders (with a leader) to the current city or group. A penalty rate of 1.5 mana per square when cast outside a city is applied. | 20 | Creature |
Raise Dragon | Summons a powerful L9 Dragonliche to the current city or group. | 20 | Creature |
Blood Ritual | All Heroes gain Vampirism +5 while this spell lasts. | 20/4 | Enchantement |
Bane | All good creatures close to the spell's origin have a 75% chance of being slain. | 20 | Invocation |
Altar of Night | All creatures gain +2/+3/+4 Terror while this spell lasts for warlords of level L1-14/L15-29/L30+. | 20/3 | Enchantement |
Name | Description | Mana | Type |
---|---|---|---|
Common | |||
Create Golem | Summons a powerful Golem to the current city or group. | 10 | Creature |
Dispel | All Nature and Summoning Enchantments and Battle Spells are dispelled. | 12 | Invocation |
Earth Spirit | Summons a level 1 Elemental to serve the caster. | 9 | Creature |
Hail | All units out in the open, near the spell's origin, take 5-8 points of damage. | 10 | Invocation |
Pathfinding | All groups of units treat all terrain as if it were plains. | 14/1 | Enchantement |
Shield | All infantry gain +2 Armor | 10 | Battle |
Storm | Enemy fliers are at -5 Combat Skill in the next battle. | 10 | Battle |
Strength | All monsters gain +5 Combat Skill in the next battle. | 10 | Battle |
Rare | |||
Doomstones | All monsters gain Crushing Blow +3 in the next battle. | 14 | Battle |
Earthpower | While this spell is in effect, all Towers gain +12 Life and +2 Damage. | 15/2 | Enchantement |
Fire Golem | Summons a level 5 Golem with the Fire +1 skill. | 15 | Creature |
Flame Blade | Infantry gain Fire +2 in the next battle. | 13 | Battle |
Iron Golem | Summons a level 5 Golem with the Build +3 skill. | 14 | Creature |
Slow | All enemies are at -3 movement while this spell lasts. | 18/2 | Enchantement |
Summon Giant | Summons a powerful Rock Giant to the current city or group. | 16 | Creature |
Arcane | |||
Altar of Stone | All creatures gain +2/+3/+4 Warding while this spell lasts for warlords of level L1-14/L15-29/L30+. | 20/3 | Enchantement |
Colossus | Summons a very powerful Elemental to the current city or group. | 20 | Creature |
Earthquake | All level 2 and 3 cities near the spell's origin drop to level 1. | 20 | Invocation |
Meteor Storm | All units out in the open, near the spell's origin, take 10-18 points of damage. | 20 | Invocation |
Shatter | Destroys all items carried by enemies (excluding artifacts) near the spell's origin. | 20 | Invocation |
Name | Description | Mana | Type |
---|---|---|---|
Common | |||
Banich | 50% chance to destroy Level 1 Daemons within 8 grids of caster. | 10 | Battle |
Enrage | All creatures gain Taunt +3 in their next battle. | 12 | Battle |
Fireward | All Daemons gain Warding +4 in the next combat. | 12 | Battle |
Hellfire | All evil creatures gain Fire +2 in the next combat. | 12 | Battle |
Ring of Fire | All enemy units near the spell's origin suffer 4-8 points of damage. | 12 | Invocation |
Souleater | Summons a powerful Soul Gatherer to the current city or group. | 15 | Creature |
Summon Imps | Summons a group of 3 Imps to the current city or group. | 12 | Creature |
Summon Minion | Summons a level 1 Daemon Minion to serve the caster. | 6 | Creature |
Rare | |||
Bone Daemon | Summons a level 5 Daemon Minion with the Death Gaze +1 skill. | 15 | Creature |
Planar Rift | All Rune and Divine Enchantments and Battle Spells are dispelled. | 14 | Invocation |
Pyrohydra | Summons a level 5 Hydra with a bonus Fire skill to the current city or group. | 17 | Creature |
Recall | Recalls your most powerful hero (and his troops) to your capital city. | 16 | Invocation |
Slayer Daemon | Summons a level 5 Daemon Minion with the Assassin +2 skill. | 15 | Creature |
Soulharvest | Summons a group of 4 Soul Gatherers to the current city or group. | 16 | Creature |
Visage | All Heroes gain Terror +5 in the next battle. | 15 | Battle |
Arcane | |||
Altar of Fire | All units gain +2/+3/+4 Fire while this spell lasts for warlords of level L1-14/L15-29/L30+. | 20/4 | Enchantement |
Daemon Prince | Summons a high-level Daemonic Hero to the current city or group. | 20 | Creature |
Doombat | Summons a group of 8 powerful Giant Bats to the current city or group. | 15 | Creature |
Flame of Khazdhul | All your heroes gain Curse +5. | 20/2 | Enchantement |
Gate | Summons a group of 8 Daemon Minions (with a leader) to the current city or group. | 20 | Creature |
Name | Description | Research | Mana | Type | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Heroic Presence | Add +2 morale for the battle. | 3 | 6 | Battle | ||||||||||||||||
Heroic Strike | Doubles the chance for a critical (20 instead of 10) for all units in the next battle. | 3 | 8 | Battle | ||||||||||||||||
Heroic Expertise | All units gain +1 to their damage in the next battle. | 3 | 12 | Battle | ||||||||||||||||
Heroes Feast | All units gain +2 life in their next battle. | 3 | 10 | Battle | ||||||||||||||||
Heroes Mount | Summons a special trained flying mount for the hero to ride.
| 5 | 18 | Invocation |
You always wondered how your Warlord is rewarded for playing a game. Well this should help you understand. The first thing you must know is that the game will not give any experience if you finish before turn 10. So the start-resign trick to get experience won't work at all.
Knight | Prince | King | Emperor | |
---|---|---|---|---|
Base: | 4 | |||
Win: | 4 | |||
Per Ally: | 0.5 | 0.5 | 1 | 1.5 |
Per defeated enemy: | 0.5 | 1 | 1.5 | 2 |
For example if you are allied with one AI and you kill off 3 enemy AI's all on Knight level you'd get the following experience:
XP = 4
(Base) + 4
(Win) -
0.5
(1 AI ally) + 1.5
(3 AI enemies) = 9
For those that are interested in making warlords and retinues that matches
the game specification, a content creation wizard exists. This wizard follows
the rules setup for each unit and warlord. You can only make a 100% game
compliant edition. To create a warlord and retinues with the wizard select the
"File > Creation Wizard..." or hit the <Ctrl + W>
key. Once the warlord created, save it by the traditional way.
The editor can import and export warlords from and to play by e-mail packed warlords. Create your warlord and directly bundle it (export it) into a PBEM format. In the same way, import a PBEM warlord and edit it.
Use the import and export menus from the "File > [Import|Export]
PBEM Warlord..." menu in the menu bar or hit the <Ctrl +
I>
and <Ctrl + E>
respectively.
The editor can import warlords from pre-made packed warlords. Create your
warlord based on an existing one. Use the import menu from the
"File > Import Pre-made Warlord..." menu in the menu bar or hit
the <Ctrl + Alt + I>
key.
Note: For integrity reasons, the export function for pre-made warlords is not available.
C:\WINDOWS\SYSTEM\IMAGEHLP.DLL
, if such a problem occurs you will find
a file like hs_err_pidXXXXXXX.log
in the editor's root directory.
Only known alternative, update to Windows 2000 or more.
List of bug fixes and improvements:
If you want to contact me to have more information or indicate problems with the application you can do it. I would be very grateful to receive feedback of any kind - both good and bad. I also welcome any comments or suggestion for future enhancement of the editor.
The author can be contacted at:
PS: Make the title of the mail explicit enough. If you want the source code please specify it as well.
I want to thanks all the fans that are playing this game and using this editor. As I look to the download hits of this editor, it seems that the game has still some popularity. Use it with care and don't go blasting on-line with all the cheatz on!
I also want to thanks all of you guys that send me bug reports and especially Vixay for his help in developing the Provinces edition panel. Without his help I could never have realized the full version of this editor. I also need to thanks KGB for creating the patches as well as Steve Fawkner for providing him the source code of the game.
You can always report a problem or ask for more in the editor by contacting me.
Some links if you want to have more information about the game.