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Disciples II: Dark Prophecy – Windows Manual – English

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Type
Manual
Platform
Windows
Language
English
Size
20.10 MB
Filename
disciples-ii-dark-prophecy_win_manual_en_1nn.pdf
View manual text
Introduction
System Requirements
Minimum Configuration:
Recommended Configuration:

Installing the Game
Storyline
The Empire
The Mountain Clans
The Legions of the Damned
The Undead Hordes

Main Menu
The Single Player Menu
Pre-War Preparations

3
3
3
3

3
4
4
5
6
7

8
8
8

The Lord Selection Screen

8

The Story Begins
The Adventure Interface

10
12

Map/Resources
Objective
Options
Display Flags
Cast Spell
Diplomacy Screen
Capital City
Plant Rod
Exchange Between Parties
Guard
End Turn
Continue Move
Use Staff or Scroll
Select Next Leader

13
13
13
14
14
15
16
16
16
16
16
16
16
17

The Capital City

17

City Defenses

19

Exploring the Land

20

Paperdoll
Movement and Terrain Type
Resources
Transforming the Land
Planting and Removing Rods
The Game Landscape
Other Areas of Interest

Combat
The Thief
Aftermath

20
22
22
22
23
23
25

25
26
27

Experience
Building Structures
Leader Advancement
Multiplayer
Hotseat
The Multiplayer Menu
Host
Join Quest
Load Quest

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28
30
31
31
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31
32
32

Appendix 1: Units Descriptions
Appendix 2: Units Statistics

33
38

The Empire
The Mountain Clans
The Legions of the Damned
The Undead Hordes

38
42
47
51

Appendix 3: Upgrades Descriptions
Hot Keys
Credits
Troubleshooting and Technical Support
LICENSE AGREEMENT AND LIMITED WARRANTY

57
58
59
61
62

Disciples II : Dark Prophecy is a turn-based strategy game in which you guide the role of one
of four races struggling for survival and dominance of your war-torn world. You will create
armies to conquer and control territory, hire powerful Mages and Warriors, develop your
fledgling cities, and lead your race to glory. Using a careful balance of diplomacy, resource
management, magic, and military might, you will strive to etch your name in the long and
bloody history of Nevendaar.

Minimum Configuration:
• Windows 95/98/2000/XP
• Pentium II 233 MHz
• 32 Mb RAM
• 200 Mb hard disk space
• DirectX 7.1
• 16-bit sound card
• CD-ROM drive quad speed or more
• Video Card with 8Mb RAM

Recommended Configuration:
• Windows 95/98/2000/XP
• Pentium II 300 MHz
• 64 Mb RAM
• 400 Mb hard disk space
• DirectX 7.1
• 16-bit sound card
• CD-ROM drive quad speed or more
• Video Card with 16Mb RAM

Follow these steps to install Disciples II: Dark Prophecy :
1. Launch Windows '95, '98, 2000 or XP.
2. Insert the Disciples II: Dark Prophecy CD in your CD-ROM drive.
3. The installation program should appear onscreen automatically. If it doesn't, double-click
on the setup program on the CD-ROM.
4. Choose the right configuration for your system and click OK. The higher the installation
level, the more space the game will take up on your hard disk. However, you’ll enjoy
quicker load times.
5. When installation is complete, click Play. Next, select Disciples II: Dark Prophecy in the
Windows Start Menu to launch the game.

“The gates of Hell have been sealed, and the four races have staggered, bloody but
victorious, to their respective homes. They are greeted by ruins, for the war has savaged
the land.”
The History of Nevendaar
The little that is known of the terrible calamities of Nevendaar comes down to us in the
writings of a poor but literate monk named Illuthen. His History and Songs, believed to be
written during the period just prior to the events chronicled in Disciples II: Dark Prophecy,
are the only surviving history of this period. From his words, we have been able to assemble
a vivid picture of that dark age.

An entire generation has been raised without knowledge of the Empire’s Golden Age, when
their ancestors lived peacefully alongside the Mountain Clans, and there was harmony in
every far-flung corner of the land. The Golden Age reached back long into the past, but for
this generation, fed on fear, and lulled to an anxious sleep by the dire prophecies of the
Elders, it is a mythical time.
“The accursed angel, riding his fiery steed, will curse the land, and the poisoned soil
shall harvest beasts and demons.”
For this generation, these words mark the beginning of the Empire’s history. Everything
before is a fantasy. Shortly after the Elders pronounced that the time of the prophecy was
nigh, an infernal rift ripped through the length of the Empire. The “beasts and demons” of
the prophecy poured forth. The Great Wars had begun. No strategies or tactics, no heroes,
no glorious tales of battle have come down to us. Perhaps there were none. As the survivors
tell it, it was only be sheer force of the Soul and Arm that the Empire succeeded in sealing
the gate to Hell.
Now, ten long years have passed. Famine and plague ravage the once fastidiously tilled lands of
the Empire. While the young people fashion new scabbards for their gleaming swords, the Elders
merely look skyward, to the Highfather. Surely he would never allow such horrors to once again
plague his favored land? But this favored land is now torn apart by internal strife. Petty nobles
and brigand lords have established their own empires. Thousands of years in the making, the
once proud and united Empire is but a distant memory. The King, having lost his consort and
only son during the wars, languishes in self-imposed isolation in his castle’s highest tower.
What did the Highfather demand of his subjects? Blood, it seemed. For it is in these dire times
that the unholy enemies of the Empire struck anew…

Living quietly atop the highest peaks of Nevendaar, the Mountain Clans had always kept to
themselves. Not out of malice or ill-will. It was simply their nature not to meddle in the affairs
of men. But with the discovery of new iron mines south of Timoric, the production of
Dwarven crafts drastically increased. Supply must meet demand, and the lowland people
demanded the quality of iron goods that only the Dwarves could produce. And the pride of
the Dwarves would not allow the world to be deprived of their magnificent craftsmanship.
And then Memnor, that oldest and wisest of Dwarves, had a dream that boded ill for all of the
Mountain Clans. The word went out, carried along the cold thin air of the Dwarven heights,
that Memnor himself would announce his prophecy from the summit of the Griffin Heights.
The mines stopped production, and the loud clanging of hammer and anvil was replaced by
the weak but commanding voice of Memnor. Pale and trembling, his voice traveled easily over
the cold thin mountain air. He spoke of the Ragnarok: the great destruction. The end of the
world was coming, said Memnor. These words, so calmly spoken, would have created a
frenzy of laughter among the skeptical Dwarves had any but Memnor uttered them. But there
was only dreadful hush. Even the icy winds – those gusts that strike pride in the hearts of
Dwarves – fell silent.
The salvation of the Mountain Clans resided in the knowledge of the runes, said Memnor. But
all knew that the knowledge of the runes had been long-forgotten, and the scholars who
might interpret them lay buried in their icy tombs…
From the abode of the dead they came forth – nameless, faceless, merciless horrors. Hastily
assembled bands of heroes ventured into Hela’s forsaken realm in search of the Runes of
Wisdom. What they encountered there no mortal can say; but what they discovered upon their
return has already been carved in stone that future generations will never forget. The
shambling corpse-men of the fleshless goddess Mortis had marched upon the Dwarven
heights. Their once proud kingdom now lay barren and scorched before their sullen eyes.
Valkyries saddled on their winged steeds descended from Wotan’s domain in search of the
fallen. This was the Wolf-Age, for in these dire times gods were created and heroes were
made; and the carrion wolves fed upon the weak. The King himself was slain, and with him
many of his most courageous warriors.
Despairing but not defeated, the Mountain Clans moved deep into the underground city of
Svatalfaheim. Here, it is said, they patiently wait for their fallen warriors to return.

Long ago, before evil sundered even the heavens, the Highfather looked upon the beauty of
the angel Bethrezen and granted him the divine right to create the world, which was to be
called Nevendaar. And Bethrezen did. His world was magnificent, and its inhabitants wanted
for nothing. But rancor grew among the lesser angels who, in a pique of jealousy and rage,
sowed disharmony and ill-will among the hitherto peaceful tribes of Nevendaar.
When the Highfather looked down upon Nevendaar, he was aghast. Where was the harmony
that Bethrezen had promised? Where were the endless green pastures? The Highfather saw
only suffering and strife; the green pastures were scorched black by ceaseless wars.
Nevendaar was to be the Highfather’s pride and joy, but Bethrezen had betrayed him. The
Highfather’s fury shook the heavens. Bethrezen would be punished…
After 6,000 years of imprisonment in chaos, Bethrezen’s earthly minions – the Legions of the
Damned – created a breach in their master’s dungeon. All that remained was to perform the
final ritual that would grant Bethrezen unbridled freedom. But the Highfather, in his infinite
mercy, revealed the location of the abominable ritual to the Empire and the Mountain Clans.
The Legions of the Damned were trapped in their mountain temple, and the secret rune
wisdom inscribed on the door would ensure that they would remain there for ten years.
Now, that ten years has passed, and the Legions are free to perform the rites that will free
Bethrezen once and for all…

Somewhere near the beginning of time, Mortis, that name which now causes even the most
stout-hearted to tremble, was the goddess of Life. She ruled the elder race with her husband,
Gallean, and they were as one being, such was their devotion to each other. But Wotan, god
of the Mountain Clans, coveted the glorious lands of Mortis and Gallean. Certain that only by
severing the bond between Mortis and her consort would he be able to wrest control of the
lands, Wotan transformed himself into a wolf and tore out the heart of Gallean. With godly
might, he hurled the still-beating heart into the sun, that it would never be recovered. But
Mortis, in her grief, followed the heart, and was consumed by fire…
In the arid lands south of the realm there existed a prosperous civilization of mystics called
the Alkmaar. With a mere wave of her skeletal hand, Mortis unleashed the plague on these
quiet and unsuspecting people. Within weeks, thousands lay dead and dying. Other cities
rapidly followed. Just as there had once been no limit to Mortis’s ability to create new life,
there was now no end to the savage ways she devised to inflict suffering and death on others
– the very creatures she had once created. The goddess of life had found a new purpose…
Engrossed in her own world of hatred and misery, Mortis set about creating a hideous army;
her warriors were the desolate dead, many of them victims of Mortis’s own wicked hand.
There would be no afterlife for these wretched souls; they marched ever onwards, fulfilling
the vengeful fantasies of their dark mistress. Her shambling soldiers decimated the terrified
Mountain Clan warriors, and Wotan could only shrink back in horror…
When the High King Sturmir Thunderhammer lay dead on the field of battle, Mortis knew that
she had avenged herself and her husband. She let loose her grip on the skeletal army that
had served her so well, and exiled herself from the land of the living for many years. Love for
Gallean still burned in Mortis’s foul heart, and she waited in solitude for the return of her
husband.
For eons, the fleshless goddess wandered in torment through her own dark mind. Where was
Gallean? She cried out his name, but she was answered only by her own distorted voice. At
long last, Mortis found her way out of this maddening labyrinth. If Gallean would not come
to her, it was because he could not come to her.
To revive Gallean, divine blood was required. And when the spirits revealed the existence of
a holy child, Mortis swore that, if need be, an ocean of blood would be spilled to reunite her
with her beloved…

The Main Menu launches you into the mystical world of Nevendaar. Select one of the
following options to begin the adventure:
• Single Player: Allows you to play against the computer. See Single Player Menu , below.
• Multiplayer: Allows you to play against others on the Internet or a Local Area Network
(LAN). See Multiplayer Menu , below.
• Intro: Introduction to the explosive events of Disciples II: Dark Prophecy .
• Credits: Find out who to blame should you be mercilessly pummeled.
• Options: Opens the Options menu. See Options , below.
• Quit: Exit Disciples II: Dark Prophecy .

The Single Player Menu contains all the options you need to battle against computercontrolled foes:

• Warrior Lord: Dedicated to combat, the parties of these fierce fighters regenerate 15%
of their damage per day. Although the Warrior Lord military knowledge in unsurpassed,
he can nevertheless cast one of each spell per day, and as many different spells as his Mana
reserve allows. However, his devotion to more traditional combat limits his knowledge of
spells to those of the fourth level.
• Mage Lord: Well-versed in the mystic arts, Mage Lords can research all spells and cast
two of each spell per day, using as many different spells as their Mana reserve allows. Mage
Lords require half the Mana to research spells than other Lord types. In addition, the
Magic Tower (where all spell research ocurs) is readily available at the beginning of the
game. Mage Lord parties can only regenerate lost hit points in cities.
• Guildmaster Lord: Like the Warrior Lord, the Guildmaster Lord is fond of conventional
combat techniques, though he employs more versatile (that is, deadly) Thieves in his
arsenal. In addition, the Guild – which is necessary to hire the Thief – is already erected
at the start of the adventure.
All of the actions available to the Guildmaster Thief:
Poison Party
Infiltrate Spy
Steal Item
Assassinate
Counterfeit Orders

The thief poisons the enemy party, reducing the hit points of all the units
The thief places a spy that infiltrates the enemy
The thief steals an item
The thief will assassinate the weakest unit in the enemy party
The thief sends a false message to the enemy changing the battle positions
of the party
The thief engages the enemy leader in a duel
The thief poisons the enemy city, reducing the hit points
The thief will steal spell knowledge owned by the enemy race
The thief offers gold for the allegience of the city
The thief will steal gold from the city treasury
The thief will steal an item from the merchant
The thief will spy on the ruin, revealing information

• New Saga: Begin a new series of linked Quests.
• Load Saga: Load a previously saved Saga.
• New Quest : Begin a new adventure. A Quest is a self-contained adventure that, unlike
quests within a saga, has no effect on subsequent quests. You must complete all of the
objectives in order to win. When you select New Quest, a list of scenarios is displayed.
Click on a scenario to view information about that Quest. The four boxes at the bottom of
the screen display the races involved in the selected scenario. Click the checkmark icon
to play the selected Quest.
• Load Quest: Load a previously saved adventure.
• Back: Return to the Main Menu.
• Custom Campaign: Access a series of interfaces that allow you to design your own
adventuring world. See Designing Custom Campaigns and Scenarios , below.
• Load Custom Campaign: Load a previously saved custom campaign.

The Lord Selection screen also allows you to define the following:

Before you conquer the world, you must select the race that will aid you in carrying out your
plans. Click the arrows on the Race Selection screen to view images of each of the four races.
Each race has its strengths and weaknesses. When you have chosen the race you wish to play,
click the checkmark button
to continue.

• Lord Portrait: Click on the portrait in the center of the screen to select a different one.
• Difficulty Level: Click the crown to cycle through the various difficulty levels: Easy, Average,
Hard, and Very Hard. The higher the level of difficulty the fewer resources you begin the
game with and the tougher the computer opponents are.
• Lord Name: Accept the suggested name, or type the name of your new Lord in the box at
the bottom of the screen.

The Lord Selection Screen
Now that you have determined your race, it’s time to select a Lord. Click the sword and shield
graphic to cycle through the Lord types. There are three types of Lord from which to choose:

Duel
Poison City
Steal Spell
Bribe Populace
Steal Gold
Steal Item
Visit Ruin

When you have finished making your selections, click the Continue checkmark button to
continue.

When you start any new adventure, the Beginning of Turn report is displayed:
You will now see a briefing of the Saga or Quest, as well as your first objective. Each time you
complete part of a Saga, you will receive new directives for the next adventure.
Each race involved in a quest may have a specific objective to complete. The following is a
partial list of the Quest/Saga objectives. You may need to perform a combination of them in
order win the game:
• Destroy: Defeat a designated party in combat.
• Capture City: Capture a designated city.
• Transform: Transform a designated percentage of land. Terrain adjacent to your Cities
and Rods (see Transforming the Land, below) is automatically transformed each turn. Any
terrain next to terrain of your type is also transformed.
• Loot: Occupy and collect all items in a designated ruin.
• Item to Location: Bring an item to a location
• Party to Location: Lead a Party to a designated location
• Party to City: Lead a Party to a designated city
Disciples II: Dark Prophecy is played in turns, where each turn represents one day. During
each day you may do one or a combination of the following:
• Explore the landscape with your heroes
• Erect buildings in your capital
• Upgrade non-capital cities
• Research new spells
• Recruit and manage new heroes and armies
• Buy and sell artifacts, scrolls, and potions
• Engage in combat
• Cast spells
During any turn, it is a good idea to assess your position from all perspectives: military,
resource management, city management, etc. Even when all of your parties have exhausted
their movement points, you can still erect a building in your capital, research or cast a spell,
etc. Time is of the essence, and you can be sure that your enemies will be doing everything
in their power to close in on you. Don’t sit back and wait.
Click the arrow in the bottom-right corner of the screen to start the adventure.

This report also appears at the beginning of each turn. It indicates your current income from
all possible resources during that turn only . For a report of your total resources, click the
Map/Resources toggle in the upper right corner of the screen.
Click the checkmark icon to continue.
Now, enter a name for your first leader. Accept the suggested name, or type in any name that
you wish. When you have selected a name, click the arrow icon.

Map/Resources
The Adventure Interface is comprised of two sections. The left side of the screen, or
Landview, shows your character’s immediate environment, including enemies, monsters, and
treasures. This is the “game board” where you position your armies and plot your tactics. To
view information about any element on this screen, such as a building or monster, position
your cursor over the element and right-click. An information panel is displayed. Keep in mind
that some parties and buildings – notably the enemy Capital city – require a thief to spy on
them to gather information.

Use the Map/Resources toggle to view an up-to-date summary of your resources, your
location, and the status of your territorial struggle. When Map is toggled, the Worldview map
is displayed, showing an aerial view of all areas that you have explored. Mines are indicated
by crosses, squares indicate non-Capital cities under your control, and rectangles with a
white stripe indicate your moving parties. Left-click on the Worldview map to center the map
on the selected point. You can also drag the rectangle to the desired location to display that
area in Landview (the main gameplay area).
When Resources is toggled, the Resource window displays the total resources that you own.
Remember, this is different from the Beginning of Turn report, which only displays the
resources acquired during a single turn.

Right-click on any element to view information

The right side of the Adventure Interface contains the information and options you may need
during any given turn. Take some time to become familiar with these controls before
proceeding.

Toggle again to view the percentage of land (in tiles) that you and your enemies have transformed.

Objective
Click to view the objective of your Quest. Click the
button to replay the scenario briefing during the Saga’s. On the Landview map, a blue circle indicates the location of a scenario
objective. For example, a blue circle surrounding a city indicates that this city plays an important role in completing the Quest.

Options
Use the arrow buttons and toggle switches on the Options menu to define a variety of game
settings. The Options menu is divided into four main areas:
Game Settings
Unit Movement
Opponent Unit Movement
Scroll Speed
Battle Speed
Confirm End of Turn

Set the speed of your units on the map as Normal, Fast, or Very Fast
Set the speed of enemy units on the map as Normal, Fast, or Very Fast
Set the speed at which you scroll across the map as Slow, Normal, or
Fast
Set the speed at which combat unfolds as Slow, Normal, or Fast,
Instant (When set to Instant, no combat animations appear)
Display a prompt to confirm end of your turn

Autosave

Saves your current game after every turn

Map Destination Highlight

Displays a marker on the Landview map that shows the exact location
of the cursor
When a destination is selected for a party, the path selected will not
avoid combat

displayed. Click the tab representing the level of the spell you wish to cast, and then select a
spell. Information about the selected spell is displayed on the right-hand page of the spell
book. You must have researched the spell that you wish to cast. Click the Cast Spell button or
double-click the spell icon to cast the spell. If you have sufficient Mana to cast the spell, the
Landview map is displayed. Click on an eligible target to cast the spell. You will know that a
target is eligible when the pointer appears charged with magical energy.

Enables unit idle animations in battle
Enables motion in Landview animations, such as waterfalls
Displays animated clouds in Landview

There are three general types of spell: World spells affect all pre-selected targets or creatures
on the entire map; Area Effect spells affect several targets in a location; Target spells affect a
single target.

Allow Battles In Path When
Moving a Party

Graphics
Extra Battle Animations
Isometric Animations
Clouds Over Map

Diplomacy Screen

Sounds and Music
Sound FX Volume
Music Volume
Unit Acknowledgements
Isometric Audio Environment

Select Off, Low, Medium, or Loud volume
Select Off, Low, Medium, or Loud volume
Select Off, Low, Medium, or Loud for unit acknowledgements based
on Sound FX Volume
Select Off, Low, Normal, or High to change the level of environment
sounds that can be heard

Performance
Low Memory Video Card
Alpha Blending Quality
Scrolling Between Actions
Smooth Scrolling During
Party Movement

Enable for older video cards
Select between High or Low to change the level of level in the
translucency effects.
Display will scroll slowly to moving party
Enables higher refresh rate during party movement

Click on any of the portraits on the Diplomacy screen to view that Lord’s current diplomatic
status. You can use the Diplomacy screen to make and break alliances, and offer gifts of Gold
and magic to allies and potentially powerful enemies.
Next to each Lord is a slider that shows that Lord’s diplomatic stance toward you. When the
red bar is close to the crossed swords, the selected Lord is inclined to War. You can offer
Gold to your enemy to change this state. When the Lord improves his diplomatic stance
toward you, the slider appears closer to the clasped hands at the top of the slider.

You can use the Low End and High End buttons to set quick default settings for your system.
The following selections are also available on the Options menu:
• Load Game: Click on the previously saved game that you wish to load, and click the Load
Game button.
• Save Game: Enter a name for your game in the text box, and click the Save Game button.
• Quit Game: Exits the current game and returns you to the Main Menu.
Click the arrow icon to exit the Options menu.

Display Flags
Sometimes your parties will be hidden behind buildings, trees, or other elements of the
landscape. Click the Display Flags button to display large banners beside each party for
easier recognition of your armies.

Cast Spell
Click this button to cast a researched spell during your turn. The spell book menu is

You can interact with the Lord by choosing one of the five Diplomatic Actions buttons:
• Sell Item: When you select an item to sell, you are asked how much you wish to charge
for the item. You may only sell items if you are at peace with the selected Lord.
• Sell Spell: When you select a spell from the spell menu, you are asked how much you
wish to charge for the spell. You may only sell spells if you are at peace with the selected Lord.
• Give Gold: Giving Gold can entice opponents to have a more favorable view of your Lord.

• Offer Alliance: Before you can offer an alliance, you must first offer Gold to your
prospective collaborator, and prove your mettle in combat.

a Staff, the resource cost is deducted from the appropriate resource totals. Your leader must
possess the Use Staff or Scroll ability to use this feature.

Note that if you cast an Area Effect spell over an allied computer-controlled race, any treaty
is instantly broken. If one of your allies casts an Area Effect spell over one of your parties,
you have the option of breaking the alliance.

Select Next Leader
Automatically centers the Landview on the next leader and his or her party.

In multiplayer games, you may also chat with your opponents. See the Multiplayer section of
this manual.

Capital City
The Capital City screen is the interface from which you hire parties, research spells, and build
additional structures. For more information about these procedures, see The Capital City and
Building Structures sections of this manual.

Click the Capital City icon
allows you to do the following:

to display the Capital City menu. The Capital City menu

• Research Spells: Click the Research Spell icon
to display the Spellbook. The
Spellbook contains all of the spells available in the Quest, by level. When you click on a
Spell, information is displayed on the right-hand page, as shown below.

Plant Rod
You use rods to transform the land around you. Once transformed, the land belongs to your
race, and all resources located in that area are immediately added to your resource totals.
For more information about this important tactic, see Transforming the Land.

Exchange Between Parties
Units and items can be exchanged between adjacent parties. To exchange items, select a party,
click the Exchange Between Parties button, and then select an adjacent party. The Exchange
window appears. Drag the items or units to their new positions. The two parties must be your
own. Additionally, both leaders must be alive. You may, however, exchange a Revive potion,
revive a fallen leader with it, and then exchange party members.

Guard
Removes a leader from the Next Leader rotation for the remainder of the turn.

End Turn
Click to end your turn and allow the next player to move. When another player is moving, an
hour glass icon appears on screen. The turn number is displayed above the End Turn button.

Double-click on a spell to Research it, or click the Research Spell icon. Bear in mind that
not all spells are available in all Quests.
• Exit Leader: Click the Exit Leader icon
to return to the Landview map with the
leader and his party outside the City walls. You can now move your leader in Landview.
• Manage Army: Click the Army Screen icon to display the Manage Army menu.

Continue Move
Often, your party will not have the required movement points to reach your intended
destination in a single turn, or your movement will be interrupted by an onscreen message.
Click this icon to continue your party’s move as you previously defined it.

Use Staff or Scroll
Click the Use Staff or Scroll Spell button, and then select the Scroll or Spell you wish to use.
Information about the item and your current available resources are displayed. Next, select
the target. If you cast a spell from a Scroll, the Scroll is destroyed. If you cast the spell from

The section of the Manage Army screen shown below indicates the battle positions that the
leader and his units occupy. The left column represents the back rank, and the right
column represents the front rank. This section of the Manage Army screen shows your
Moving Party; that is, the party that explores the terrain. The right side of the screen shows
your City Defenses, which are described in detail below.

Your City Defenses are displayed on the right side of the Manage Army screen. These units
may never leave the City unless transferred to your Moving Party. The number of reserve units
in a City is determined by the level of the city. You can move items from your City to your
Moving Party by dragging and dropping an item into a vacant slot. You can also use a potion
on a unit or leader by dropping it over the target. The number in the bottom right corner of
each item box indicates the number of that item that you currently possess.
Each Capital City has a Guardian unit. The Guardian is a powerful entity that cannot leave the
capital, but stands ready to assist in its defense. Remember that your enemy Capitals also have
Guardians, and they are quite capable of annihilating an enemy with a single blow.
You can perform the following additional functions from the Manage Army screen:
• Dismiss Unit: Click the Dismiss Unit icon

to get rid of a selected unit.

When you click the Dismiss Unit icon, the cursor changes to
over the unit you wish to remove, and click.
To reposition units within the battle formation, drag and drop them where you wish. It is
a good idea to place units with the most hit points, and those who may attack only
adjacent targets, in the front rank. When a unit has been selected, the spaces to which a
unit can move are highlighted.
To equip a party with an item from the City’s vault (the items along the bottom of the right
hand side of the screen), drag and drop an item into one of the vacant squares at the
bottom of the left side of the screen. Use the Up and Down buttons to view your items if
you have more than four stored at one time. Until you assign an item to a party, the item
is inactive. To assign an item, simply drag the item onto the unit that you wish to equip.

. Position the cursor

• Heal Unit: Click the Heal Unit icon
and then select a unit to restore Hit Points to
that unit. It costs Gold to heal a unit; the amount will depend on how many Hit Points need
to be restored to the unit. You must have the Temple built in your Capital City in order to
heal a unit.
• Revive Unit: Click the Revive Unit icon
to resurrect a dead unit. When you select
the unit to be revived, a message box indicates the cost of the procedure. Revived units
return to life with only one hit point. You may then use the Heal Unit feature to boost the
unit’s Hit Points. You must have the Temple built in your Capital City in order to revive a unit.
• Hire a Unit: To hire a new unit, click any unoccupied reserve position. Select the unit
from the Hire a Unit panel, and then confirm your selection. The cost will be deducted
from your Gold supply. To create a new party, click the blank window on the left side of
the screen and then select from the list of available leader types. You can then add
additional units. All costs will be deducted from your Gold supply. Note that in order to
hire the Thief, you must construct the Guild in your Capital City.

Keep in mind that certain items require that the leader possess the ability to use them. For
example, in order to use a banner, the leader must have the “Banner Bearer” ability.

To select one of your Leaders, position the pointer over the character until the pointer turns
into a gauntlet. Your Leader begins the quest at the entrance to his or her Capital City. When
you click on the Leader, information about the Leader is displayed on the right side of the
screen. Your Leader has a maximum number of movement points, as expressed by the
second number after the slash. Different and more difficult terrains consume more
movement points. When your current movement point level (indicated to the left of the slash)
is reduced to zero, you cannot move that Leader again until the next turn.

To move the selected Leader, simply double-click on the location where you want the Leader
to move. The Leader is automatically moved to that position.

Paper Doll Interface

Normal Items: These items can be equipped or used on units:
When you click on the destination for a selected party, a series of flags are displayed. Blue
flags mark the path the party will take. Red flags mark a path that will lead into a combat
situation. If the destination is farther than the distance that a party can travel (that is, beyond
the range of your movement points for that turn), white flags mark the portion that the party
will be able to move in the next turn. To enter a City, double-click the front gate, which is
identified by a moving arrow
.

• Banners: The leader must have the Banner Bearer ability to equip a Banner.
• Artifacts: The leader must have the Artifact Lore ability to equip an Artifact.
• Tomes: The leader must have the Arcane Lore ability to equip a Tome.
• Potions: No ability is required to use Potions.
• Boots: The leader must have the Boots ability to equip Boots.
Battle Items: These items can be used only once per battle:

Paperdoll
The Paperdoll interface can be reached by clicking on the paperdoll icon
in the
manage party, exchange units screen and the army screen. The Paperdoll interface displays
the various locations where items with which your leader can be equipped. Each type of
magical item has a specific slot where it can be equipped, and each slot is marked to
indicate the type of magical item that can be inserted into it. Simply click and drag the item
to the appropriate slot. To learn more about an item, right-click on it to view the encyclopedia.

• Potions: No ability is required to equip potions and use them in battle.
• Orbs: The leader must have the Use Orb ability to equip an Orb.
• Talismans: The leader must have the Use Talisman ability to equip a Talisman.
Other: These items cannot be equipped:
• Valuables: Valuables (such as a silver ring) can only be sold to merchants. Right-click on
any valuable to view its worth in Gold.
• Special: These items, such as ancient runes, can be neither equipped nor sold and are
used solely to complete quest objectives.
There is a limit to the number of items that your leader can equip:

• Only one (1) Banner can be equipped (Top position left).
• Only one (1) Tome can be equipped (Top position right).
• Only one (1) Boots can be equipped (Lowest center).
• Two (2) Artifacts can be equipped (Right and left center, below hands).
• Two (2) Battle items can be equipped (Right and left in / over hands).
To leave an item for an ally, click the Drop Item button
, and then select a location to
drop the item. A bag is displayed to mark the location of the dropped item. The allied party
needs only to pick up the item to add it to it’s inventory.

Movement and Terrain Type
Terrain type determines how far your party can move per turn. The following is a list of the
number of movement points expended when traveling across different types of terrain:
• Roads: 1 movement point per square
• Plains: 2 movement points per square
• Forest: 4 movement points per square
• Water: 6 movement points per square
You can acquire special abilities, such as flying, that will modify the above movement rates in
your favor.

Each race has a distinctive terrain type and color. The Empire’s is green grass, the Mountain
Clans’ is white snow, the Legions of the Damned spew red lava-rock, and the Undead Hordes
scorch the ground black.
Land is transformed in three ways:
• Land adjacent to a City (including a Capital City) is transformed each turn into the type of
land used by the race controlling the city. The amount of land that is transformed depends
upon the level of the City. Higher level cities transform more land. To see how much land
your race has transformed, click the Map/Resource toggle. The percentage of land (in
tiles) transformed by each race is displayed.
• Land adjacent to transformed land is transformed if not influenced by other factors such
as enemy control or enemy Rods.
• Land adjacent to Rods is transformed each turn.

Planting and Removing Rods
Each race has a unique leader unit who may plant Rods to transform the land:
Race

Unit Name

Empire
Mountain Clans:
Legions of the Damned:
Undead Hordes:

Arch-Angel
Dwarf Champion
Baroness
Banshee

Resources
There are two primary resources in Disciples II: Dark Prophecy . You use Gold to erect
buildings, purchase items, and create armies. You use Mana to research and cast spells.
Each race depends primarily on a specific type of Mana:
• Empire: Life Mana (Blue)
• Legions of the Damned: Infernal Mana (Red)
• Mountain Clans: Runestone Mana (White)
• Undead Hordes: Death Mana (Black)

To plant a Rod, select the special unit, click the Plant Rod button, select the area on the map
where you wish to place the Rod, and click. Planting a Rod costs 150 Gold. Once the Rod is
planted, the terrain surrounding it transforms into the color representative of your race. As
long as your Rod remains untouched, the terrain beneath it will transform with each passing
turn. You cannot plant a Rod on terrain occupied by mountains or water.
You can also use your special unit to remove Rods. Simply move the appropriate unit beside
the Rod and click the Place/Remove Rod button. The land beneath the removed Rod can now
be controlled by any race by planting a Rod on it.

You may also find or buy spells that are indigenous to another race, in which case you will
need to obtain the Mana of that race in order to cast the spell.

The Game Landscape

Note also that spells of Level Three and higher often require a combination of different Mana types.

Transforming the Land

Ruins: These locations, usually depicted by a crumbling structure, contain Gold or other
beneficial items. They are often guarded by monsters. Right click on a ruin to see if it has
been looted. A looted ruin contains nothing of value.

Mana sites and Gold mines – both of which are needed to bolster your economy – are not
captured, but controlled. Both sites supply their resources to the Lord who owns the land on
which they lie.

Gold Mines and Mana: Transforming the land under these resources into land indigenous
to your race grants you control of the resource.

The game landscape is comprised of a number of elements:

Enemies: These can include both computer or opponent controlled leaders and their parties. Moving to the enemy location (indicated with red flags) automatically initiates combat.

Other Areas of Interest

Monsters: Combat is automatically initiated when your party moves to a tile occupied by a
monster. Monsters usually guard items of value.

• Bags: Bags may contain magic items or other valuable objects.
• Rods: Your parties will encounter Rods planted by your enemies. Only leaders with the
Plant/Remove ability can remove them.
• Mercenary Camps: Mercenary Camps are populated with soldiers who will offer to join
your party for a price. Mercenary camps may offer unique units not normally available.
• Magic Towers: You may buy spells in Magic Towers. Some of these spells may come from
another race's repertoire, requiring a different Mana type to cast them.
• Merchants: Here you can purchase and sell any number of items. Gold is accepted as
payment in Merchant shops. During your travels, you can also find valuable items (such
as rings) that may be exchanged for the Merchant’s goods.
• Training Camps: Training camps may be used to increase the skill level of your party and
its leader. Simply click on the Training camp to enter it, click the Train Unit icon, and then
select the unit you wish to train. A panel is displayed indicating the amount of experience
that the unit has received.

Cities: Capturing Cities increases the amount of land your race transforms per day. Cities
have their own guards, and may have one additional party present.
When you conquer an enemy city, it immediately falls under your control. The terrain under
it is transformed, and will continue to transform with each passing turn. In addition, you may
now recruit new armies from the city. Simply follow the procedure for recruiting an army in
your Capital. Keep in mind that, although you now control the city, it can easily be retaken if
you do not defend it.
Summoned creatures and Thieves cannot capture enemy cities. For example, if you cast
Living Armor, and it defeats the enemies within the city, you will need to move one of your
parties into the city in order to transform it.
You can upgrade your non -Capital cities if you have enough Gold to make the improvement.
Upgrading your cities has the following effects:
• Increases the number of units you may put in the City Defense party.
• Increases the transformation rate of the land surrounding the city.
• Enhances the armor value of the units inside the city.
• Increases the rate at which the city rejuvenates units within its walls.
To upgrade a non-Capital city, click the Grow City button
. Note that each upgrade costs
an ever-increasing amount of Gold. The arrow keys located on either side of the grow city
button allow you to toggle between controlled cities.

You should also expect to encounter the following on your travels:

To enter combat, position your cursor over a party in Landview. If the cursor changes to an
arrowhead, then you may engage that target in combat. Eligible targets include Ruins, an
enemy party, an enemy city, or a monster party. Double-click on the target party. Your unit
moves to the enemy’s location, and the Combat screen is displayed. Keep in mind that
initiating combat takes away half of the leader’s total movement allowance.
The Combat screen displays a close-up view of the combatants and the immediate vicinity.
Also displayed are portraits of your units and all enemy units indicating the number of hit
points remaining for each unit.

The following panel appears when you click the Grow City button:

Combat is played in a series of rounds. During each round, the active combatant’s portrait is

highlighted. Each unit may perform one of the following actions per round.
• Assist your own party: Units with special abilities may use their turn to cast a spell that
will benefit their own party. For example, you may have a unit who is able to heal injured
comrades. Any eligible units are highlighted. Click on the unit(s) you wish to assist, and
the spell is cast.
• Attack an enemy unit: Not all units can attack all targets. Some units can only attack
adjacent units, although once the front line has been eliminated, rear enemy units become
eligible targets. To attack an enemy unit, select that unit on the panel and click. The results
of your attack are displayed.
• Retreat: Each enemy unit has one last attack on all retreating units.
• Autobattle: Click this icon to have the computer automatically play out a melee, click on
it again to stop the feature.
• Wait: The unit will attack after every other unit has attacked.
• Defend: When you select Defend, the unit takes only half damage during that turn.
• Toggle Displayed Party: Click this icon to view either your units or enemy units.

When an opposing Thief successfully challenges you, a notification appears to inform you of
his action:

When you enter into a combat situation with your Thief, a dialog box displays your options
and your chances of succeeding. The Thief is the only unit in the game that does not gain
experience.

Combat continues until one side is eliminated, or until your party retreats. If the surviving
side has a healer, that unit is allowed an extra turn in which to heal allied units.

The Thief is a unique leader who relies on subterfuge to overwhelm his enemies. The Thief
must act alone. If he fails at any of the actions described below, he is promptly executed by
the enemy. You can secure a more powerful Thief - possessing additional thieving options by choosing Guildmaster Lord at the beginning of the game.
The Thief may attempt any of the following actions:
• Poison: A successful poisoning reduces the hit points of all units in the targeted party.
• Counterfeit Orders: A false message is dispatched to the enemy, thus changing the
battle position of the targeted party. This can result in an enemy formation that positions
close-range combatants in the back row, and archers in the front row.
• Spy: If your Spy successfully infiltrates the enemy, right-click on enemy parties, cities, and
ruins to display information about the target. Your Spy can continue to infiltrate these
areas until he is caught.
• Assassinate: The Thief assassinates the weakest unit in the enemy party.
• Duel: The Thief engages the enemy party leader in a duel to the death.
• Steal Item: The Thief robs an enemy party (or a Merchant) of a spell or item.
• Steal Gold: The Thief pilfers Gold from the City Treasury.
• Steal Spell: The Thief steals spell knowledge from an enemy race.
• Bribe: The Thief offers Gold in return for a city’s allegiance.

As long as one member of a party survives the combat, the party continues to exist. However,
if the entire party is destroyed, a tombstone marks its demise on the Landview map. A
leaderless party is indicated by a pair of wounded warriors. The dead leader’s personal
equipment is placed into the party’s inventory. The party’s movement allowance is halved until
the leader is resurrected. In addition, parties with dead leaders are prohibited from
capturing cities (even vacant cities), visiting ruins or Magic Towers, Mercenary Towers, and
Trainers facilities. In other words, make sure that your leader survives every battle.
Your party will regenerate hit points each day until the maximum allowance is reached, or
until you re-enter combat.

The victor in combat is awarded experience points based on the experience point value of
the enemies slain. This total is divided among the surviving members of the victorious party.
Dead units never gain experience. If a dead unit is revived, that unit receives experience
points for any units killed since the unit was resurrected.
The number of experience points for each unit is displayed on the unit’s portrait. In addition,
a cross will appear in the corner of a unit’s portrait to indicate that, in order to upgrade, the
appropriate upgrade structure must be built.

The structures that are displayed depend upon which building class button that you have
selected:

Right-click on the unit’s portrait to see which structure needs to be built.
In order for a unit to advance a level, the upgrade structure must already have been built. For
example, if a Possessed unit gains 95 experience points, enough to advance to Berserker, he
can only do so if the Unholy Portal has been built. If he gains the 95 points but the Unholy
Portal has not been built he will remain a Possessed unit with 94 experience points until the
Unholy Portal has been built and he has gotten into (and survived!) another battle to earn the
last point of experience. This idea of earning the final necessary experience point in battle
is also true for training camps.

Keep in mind that some buildings require that a prerequisite structure be built. This will be
indicated on the right side of the Build Structure screen.

Also, if you’ve built the last possible upgrade structure in a branch (for example, the Idol of
Bethrezen), you will upgrade automatically when you have gained enough experience. This
is due to the fact that there are no additional upgrade structures to be built. However, the unit
will continue to advance, becoming a Level 5 Infernal Knight, a Level 6 Infernal Knight, etc.,
each time he earns 1725 experience points.

Click the Build Structure icon
on the Capital City screen to display the City
Development screen. You build new structures to allow non-leader units (depending on the
type of structure that you build) to acquire new levels of expertise in their field. For
example, if you build a Library, your Apprentice will be allowed to progress to the next level,
Mage, when he has acquired enough Experience Points. There are a number of buildings
available, depending on your race and the Saga or Quest that you are playing. The following
image illustrates the Library example:

The various structures are highlighted or outlined according to their current status and
availability:
• Red: The structure cannot be built.
• Gray: The structure is eliminated from the branch due to your branch choice. That is,
once you commit to a building branch, you cannot construct buildings in another branch.
• Blue: The structure has already been built.
Any structure that is not highlighted or outlined can be immediately built.
Once you have selected the building that you wish to construct, click the Build Structure
button. Once a structure has been built, the structure appears on the Capital City screen, and

any function associated with it is immediately active. You can only construct one structure per
turn.

To display a detailed explanation of an ability, simply right click on it.
Click the Close button to return to the Capital City screen.

When your leader has attained enough Experience Points to reach a new level, some of his
statistics automatically rise, and you are prompted to select a new skill on the following day:

To start a Multiplayer game, select Multiplayer from the Main Menu. You have 5 options on
the Connection Selection screen:
• Hotseat
• IPX Connection for Direct Play: takes you to the Multiplayer Menu
• Internet TCP/IP Connection for Direct Play: takes you to the Multiplayer Menu
• Modem Connection for Direct Play: takes you to the Multiplayer Menu
• Serial Connection for Direct Play: takes you to the Multiplayer Menu

Not all abilities are available to all leaders. The following is a complete list of leader upgrade
abilities:

Hotseat is a multiplayer feature that allows two to four players to play a multiplayer session
on the same computer. When you use Hotseat, players act one after the other, not
simultaneously. In Hotseat mode, you end your turn by clicking the End Turn button.
The Hotseat menu has the following options:

Artifact Lore
Arcane Knowledge
Banner Bearer
Pathfinding
Arcane Lore
Leadership
Travel Lore
Might
Natural Armor
Arcane Power
Advanced Pathfinding
Weapon Master
Accuracy
Keen-Sight
Natural Healing
Toughness
Incorruptible
Water Ward
Forestwalk
Earth Ward
First Strike
Fire Ward
Air Ward

Allows the leader to equip Artifacts
Allows the leader to read magical Tomes
Allows the leader to equip Banners
Increases the leader movement by 20%
Allows the leader to equip and use Orbs in battle
Allows the leader to take one more unit in his party
Allows the leader to wear magical Boots
Adds 25% damage to the attack of the leader
The leader will absorb 20% of all the damage he suffers
Allows the leader to equip and use Talismans in battle
Increases the leader movement by 25%
All the units in the leader's party will gain 25% more experience in battle
Increases by 20% the chances to hit of the leader's attack
The leader will see further in the fog of war
The leader will regenerate 15% of his hit points each day
Adds 20% more hit points to the leader
The leader becomes incorruptible to Thieves
Protects the leader against the first water based attack in battle
The leader will suffer no move penalty in forests
Protects the leader against the first earth based attack in battle
Increases the initiative of the leader by 50%
Protects the leader against the first fire based attack in battle
Protects the leader against the first air based attack in battle

• New Skirmish: Starts a new game in hot-seat play
• Load Skirmish: Loads a game already in progress
• Back: Returns you to the Main Menu.
You set up the game in the same way as the other multiplayer games, except that everything
is done on the same computer. See Multiplayer Menu, below.

Regardless of your connection, each Multiplayer game starts with the Multiplayer Menu,
which contains the following options:

Host
There are four fields in the Host Game screen:
• GameName: You can change the name of the game, which is automatically selected when
you choose a game type.
• Player Name: Enter the name by which you will be known in the game.
• Password: Enter the password which players will need to enter your game.
• Game Type: Select any of the games available in the list. A description appears at the

bottom of the screen indicating objectives and map size.
From the Lobby, you can do the following:

The Empire
Squire

• In the Player Info section, view the players who have joined your game.
To eject a player from the game, click the Kick button

next to the player’s name.

• View Quest Information, which details the story and objectives for the selected game.
• Chat with other players. Type your message in the field below the message window, and
press Enter to send the message. Use the Up and Down arrows to scroll through the
messages.

Knight
Imperial Knight
Witch-Hunter
Inquisitor
Archer
Marksman

• Use the Up and Down arrows to set Options, as shown in the illustration below.
Click the Continue checkmark icon to start the game.

Join Quest
To join a game hosted by another player, select a game from the Game List, and then select a
player from the Player List. Enter your name in the Player Name field, and then enter the
password supplied by the game’s host.

Apprentice
Mage
Wizard
Acolyte
Priest
Imperial Priest

To view the most recent games in progress, click the Refresh Quest List icon.
Click the Continue checkmark icon to join the game.

Load Quest
To load a game, select one of the games from the list of saved multiplayer games, and then
enter the Game Name, your Player Name, and the password. Click the Continue checkmark
icon to continue.

Angel
Paladin
Cleric
Matriarch
Titan
Pegasus Knight
Ranger
Archmage
Arch-Angel
Thief
Hierophant
Prophetess

The Squire nobly offers protection to his weaker compatriots in battle, fighting off
all attackers with his sword.
The Knight uses his divine strength to guard the Empire against inequity.
The Imperial Knight's absolute faith propels him to defend the innocent,
making him a formidable adversary.
The Witch-Hunter is immune to mind based attacks through his experience in
battling evil forces.
Long devoted to the task of eradicating evil, the Inquisitor attacks with holy force
and is not affected by mind based attacks.
The Archer's attack is swift and far-reaching. Thus making them effective
against magic-users that shield themselves behind their stronger comrades.
The Marksman has great skill with the bow; their arrows fly far and a single hit
can mean death to their opponents.
The Apprentice unleashes lightning on all enemy units, he attacks with
vengeance from a distance.
Casting lightning with double the violence, the Mage shows no mercy to adversaries.
The Wizard is a peerless spellcaster; he calls down mighty bolts of lightning from
the heavens.
As a healer, the Acolyte comes to the aid of one unit at a time in combat.
Priests can substantially heal damaged units. He patiently attends to one soldier
at a time during battle.
The Imperial Priest is blessed with the ability to cure units; the wounded will
recover much of their health under his individual care.
An emissary of the Highfather, the Angel's holy sword smites all those who
threaten the Empire.
The Paladin has been granted the best armor in the land to staunchly defend his
people against unholy forces.
The Cleric brings down divine aid to heal all injured in his party.
The Matriarch's prayers miraculously heal all in her party.
The Titan is an immense, stalwart creature; she towers above enemy armies.
The Pegasus Knight is a noble fighter whose wings carry him high above forests
and sea.
Traveling quickly around the realm, the Ranger is often sent on scouting
missions by the King.
Master of the arcane, an Archmage is the only Empire leader who can use staffs
and scrolls.
The Archangel claims land for the Empire by planting rods. The ground
surrounding her rods magically converts into Empire soil.
Thieves are adept at mischief, and can sneak behind enemy lines to secure
information important to the Empire's cause.
The Hierophant's devotion is such that he can revive dead warriors through
ceremony.
The Prophetess is able to commune directly with the Highfather, her illumined
word cures her comrades in battle.

Dwarf Champion
White Wizard
Elementalist
Imperial Assassin
Holy Avenger
Defender of Faith
Grand Inquisitor

White Wizards use pure magic to help the highfather's followers.
Elementalists have mastered the winds so to summon forth Airy beasts in battle.
The Imperial Assassin makes use of dark arts to kill its enemies.
The Holy Avenger is consumed by his earthly mission to fight evil.
The Defender of the Faith guards against the profane beings that would fight
the Highfather.
The Grand Inquisitor has withstood the fires and the terrors of Hell itself to
oust evil influences from the realm.

Thief
Elder One
Son of Ymir
Archdruidess
Alchemist
Forge Guardian

The Mountain Clans
Axe Thrower

Crossbowman
Flame Caster
Hill Giant
Rock Giant
Tempest Giant
Ice Giant
Tenderfoot
Novice
Druidess
Dwarf
Warrior
Veteran
Dwarf King
Venerable Warrior
Mountaineer
Yeti
King's Guard
Engineer
Loremaster

Hermit

Chosen by Wotan to transform the land, the Dwarf Champion plants rods to
expand the High King's territory.
A Thief has many tricks at his disposal that he employs to further the High King's cause.
The most ancient of Dwarven warriors are the Elder Ones; they have learned
well the art of war.
Descended from the greatest Dwarven warrior that ever lived, Sons of Ymir can
kill with a single blow.
The Archdruidess administers tonics to her warriors, which allows them to smite
enemies with greater force.
Alchemists charm their allies so to grant them an extra attack during battle.
The forge Guardian crafts his own weapons with care; his crossbow bolts are
devastating.
The Hermit blows the grim horn of war, gathering together the Clans

The Axe Thrower's great strength and ferocious fighting spirit allows it to reach
any unit during battle.
Crossbowmen rain death upon their adversaries with each volley.
Flinging fire-tipped arrows into the fray, the Flame Caster's attack reaches all
members of the enemy party.
The Hill Giant possesses strength so great that it chooses an uprooted tree
as its weapon.
The massive Rock Giant hurls giant boulders at its foe.
They descend from the skies to bring lightning storms down on all those who
offend the Dwarves.
The Ice Giant is called from frigid mountain peaks to fight for the clan's cause.
The Tenderfoot's gentle arts increase the force of his allies in battle.
The magical potions of the Novice increase the damage of one unit in battle.
The Druidess is an adept who cures her allies and can magically add to the
force of their weapon.
The Dwarf rushes valiantly into battle, knowing that Wotan protects the
brave of heart.
The Warrior is always ready to battle for the glory of his God, Wotan.
The Veteran has meted out justice to many. They desire to one day die with
honor in battle.
Dwarves rewarded for unusual skill in battle by being named King of their
Clan. Dwarf Kings wear the finest dwarven armor.
Dwarves who have seen many years of battle, Venerable Warriors fight with the
ferocity of one who has no fear of the world beyond.
Well adapted to hostile climes, the Mountaineer showers entire armies with icy
shards culled from mountain glaciers.
With a thick hide and icy breath, the Yeti has sent many an adventurer to an
early grave.
As warlike leaders, the King's Guards are sent to quell any danger that threatens
the dwarven lands.
Engineers travel far and wide, keeping the High King informed of happenings in
the Dwarven Lands.
The Loremaster collects the ancestral wisdom of the Clans and has the ability to
use staffs and scrolls.

Wolf Lord

Rune Master
Spirit of Fenrir

against invaders.
The Wolf Lord has dominion over the spirits of wolves, he can call upon
their powers in battle.
The Runemaster is a fearsome warrior; he imbues his sword with runic magic.
When posessed by wolf spirits, the Wolf Lord becomes the fierce bearer of Fenrir's
battle traditions.

The Legions of the Damned
Possessed
Berzerker
Anti-Paladin

Gargoyle
Marble Gargoyle
Devil
Demon
Moloch
Beast
Demon Lord
Cultist
Sorcerer

The Demon Lord enslaves these strong-bodied peasants to fight in his infernal
battles.
As humanity weakens in these possessed creatures, their violence becomes
uncontrollable.
Demons have mastered the souls of these once holy warriors, their virtuous
past has long been forgotten.
Those who obey blindly the orders of cruel leaders become stone demons in the
afterlife; They suffer in infernal fires, and turn slowly to stone.
Marble Gargoyles are the winged demons of the sixth plane of hell; they are
impervious to mind attacks and their bodies are too solid to be easily damaged.
This unclean being menaces the land for his dark Lord Bethrezen.
Demons inhabit the lower regions of Hell, they are more powerful than the
lesser devils.
Molochs gain power and strength by devouring the souls of those they slay.
The great Beast the very form of maleficence, none can escape the reach of this
monstrosity.
The Demon Lord is a sovereign of Hell; As such, they lead devilish armies
for Bethrezen.
Humans that have an inborn affinity for evil; they call down fire on entire armies.
Dark Sorcerers can summon fiery rain to consume enemy forces.

Demonologist
Incubus
Pandemoneus
Witch
Hag
Fiend
Duke
Counselor
Arch-Devil
Baroness
Thief
Infernal Knight
Onyx Gargoyle
Tiamath
Overlord
Abyssal Devil
Doppelganger
Modeus
Succubus

The Demonologist creates a storm of Flames so powerful that no army can escape it.
The Incubus turns men to stone with their horrible death cries.
The Pandemoneous controls infernal fires, incinerating entire armies at once.
Witches dwell in the depths of forests; if bothered they have been known to
retaliate by transforming the hated interlopers.
Hags have the ability to transform enemies into anything they desire.
The goatman hides it's misshapen form within a labyrinthine lair. Few can
resist its furious attack.
The Duke's warlike spirit leads demons into battle, sword in hand.
The Counselor leads the vanguard of the Legions forces; he travels at high
speed upon the lands.
The Archdevil is master of the arcane; he has knowledge of staffs and scrolls.
Under the Baroness' control the realm transforms into a fiery wasteland.
The Thief is valued for his skill in subterfuge .
Knights that once fought for the Highfather; demons have corrupted their
souls to Bethezren's purpose.
Hardened by the fires of hell, the Onyx Gargoyle is a threat to enemies of Bethrezen.
Attached to Bethrezen's hellish throne, Tiamath is only released during
Bethrezen's demented frenzies.
Overlords control the most unruly inhabitants of hell; occasionally they are
needed aboveground.
Abyssal Devils emerge from the depths of hell but rarely. Their appearance can
make cowards of the most experienced of warriors.
A Doppelganger has the unnatural ability to shape its form, thereby confusing
his foe.
Drawing strength from the fires of hell, Modeus wreaks fiery havoc on his enemies.
The Succubus is a demon who clings still to pleasures of mortals. They can
transform their opponents into anything they so wish.

The Undead Hordes
Ghost
Specter
Initiate
Warlock
Necromancer
Vampire
Lich
Wraith
Fighter
Zombie
Skeleton Warrior

Ghosts are spirits bound by evil to the earth; they join their undead brethren's crusade.
A Specter's forceful spirit makes his paralyzing attack stronger.
Initiates have been trained to spread death and disease upon living armies.
Warlocks become more effective over time in their quest to spread of pestilence
on the lands.
The Necromancer has perfected his craft; pestilence will engulf any army he
encounters.
Men who have rejected the words of the Highfather become vampires. They
sustain themselves by draining the life force of innocents.
Those who cultivate arcane knowledge in life become Liches; they infect the
living with deadly plague winds.
Wraiths pass over from the land of the undead to spread pestilence.
These Fighters live again to crush the enemies of Mortis.
Dead souls who have been transformed by ritual into mindless Zombies.
The Skeleton Warrior is compelled by the will of Mortis to fight alongside the Undead.

Skeleton Champion
Templar
Dark Lord
Werewolf
Wyvern
Doomdrake
Deathdragon
Death Knight
Nosferat
Lich Queen
Banshee
Thief
Shade
Elder Vampire
Archlich
Death
Wight
Phantom Warrior
Dreadwyrm
Dracolich

Great fighting unit of the undead, the Skeleton Champion raises his
bony fists against the living.
The Templar subverts religious rites in order to honor Queen Mortis. They are
impervious to the elements.
Mortis grants the Dark Lords control over the elements as reward for their servitude.
The werewolf rampages by moonlight; He cannot be killed by any blade.
Sorcerers resurrect lifeless dragons, creating Wyverns to fight in their Undead armies.
These awesome beasts breathed fire while living; now undead, they exhale
poisonous vapors on enemy troops.
Deathdragons terrorize the land from beyond the grave; their poisonous
breath envelops entire armies during battle.
The Death Knight's ferocity in battle is unmatched. His high leadership and
flying ability are his greatest assets.
The Nosferats drain the life force of their enemies in battle, weakening his
opponents while feeding his own evil soul.
Female Necromancers live after death as the dreadful Lich Queen. Their
unholy knowledge allows them to use staffs and scrolls.
Banshees plant rods on living soil and create a barren wasteland.
A Thief is sent by the king to enemy cities, there he uses his craft to outwit the enemy.
The Shade's horrifying appearance inspires a paralyzing fear in all.
Elder Vampires cheat death by stealing the life essence of mortals.
A sorcerer who prolongs his arcane studies far beyond his mortal lifetime
becomes an archlich.
The avatar and messenger of death, gathering souls in the land of the living.
These traitorous warriors prey upon the living as dreadful Wights.
Warriors who betrayed their comrades in battle are condemned to fight forevermore.
The Dreadwyrm is summoned up to rain their poisonous malice upon the land.
This great undead dragon pours death down on its enemies.

Mage

Acolyte
LEVEL

HP

ARMOR

REGEN

5

1

50

0

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

20

80

Healing

10

LIFE

HEAL

SRC

CLASS

POWER

INIT

REACH

QTY_HEAL

20

ANY
QTY_DAM

40

HP

ARMOR

REGEN

5

1

35

0

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

15

Lightning 40

AIR

DAMAGE

CLASS

REACH

INIT

75
SRC

POWER

QTY_HEAL

15

HP

REGEN

5

1

45

0

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

20

INIT

WEAPON INIT

70

Arrow

60

SRC

CLASS

POWER

SRC

CLASS

Weapon

DAMAGE

REACH

QTY_HEAL

ARMOR

REGEN

5

1

100

0

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

20

INIT

WEAPON INIT

80

Sword

50

SRC

CLASS

POWER

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

250

0

5

120 475

Smash

50

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

INIT

REGEN

5

2

75

0

HEAL

DAM

ATTACK 2

ARMOR

REGEN

5

2

150

0

HEAL

DAM

ATTACK 2

50

INIT

DAM

ATTACK 2

HEAL

DAM

ATTACK 2

INIT

DAM

ATTACK 2

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

Imperial Assassin

QTY_DAM

LEVEL

QTY_HEAL

SRC

CLASS

REACH

Weapon

DAMAGE

SRC

CLASS

POWER

REACH

QTY_HEAL

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

60

475

Healing

10

LIFE

HEAL

SRC

CLASS

POWER

REACH

XP
XP
KILL NEXT

WEAPON INIT

60

475

Sword

50

ANY
QTY_DAM

QTY_HEAL

REACH

ANY
QTY_DAM

SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

XP
XP
KILL NEXT

QTY_HEAL

WEAPON INIT

SRC

CLASS

200 1500 Summon 40

AIR

SUMMON

SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

60

REACH

75

ANY

ALL

Imperial Knight

DEATH POISON

LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

3

200

0

5

120 950

Lance

50

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

INIT

ANY
QTY_DAM

POWER

60

WEAPON INIT

REACH

QTY_HEAL

Dagger

Poison

75

QTY_DAM

REACH

CLASS

60

QTY_DAM

60

SRC

REACH

ADJACENT

QTY_HEAL

Arrow

140 1100

INIT

DAMAGE

500

5

0
ATTACK 2

Weapon

WEAPON INIT

60

XP
XP
KILL NEXT

135

REACH

XP
XP
KILL NEXT

REGEN

DAM

CLASS

QTY_DAM

ARMOR

3

SRC

REACH

HP

INIT

HEAL

QTY_DAM

ALL

QTY_HEAL

40

HEAL

REACH

REACH

POWER

50

5

HEAL

50

5

REGEN

LIFE

POWER

REGEN

0

0

10

Sword

ARMOR

140

ARMOR

POWER

CLASS

HP

2

95

CLASS

475

LEVEL

HP

Healing

CLASS

Witch-Hunter

3

425

SRC

REACH

40

LEVEL

SRC

DAMAGE

INIT

Elementalist

QTY_HEAL

AIR

20

QTY_DAM

REACH

CLASS

Lightning 40

40

HEAL

ANY

SRC

550

INIT

ADJACENT

QTY_HEAL

55

SRC

ATTACK 2

DAMAGE

REACH

CLASS

60

DAM

Weapon

SRC

WEAPON INIT

HEAL

REACH

WEAPON INIT

XP
XP
KILL NEXT

5

5

Knight
HP

REGEN

0

REGEN

20

LEVEL

ARMOR

90

CLASS

XP
XP
KILL NEXT

INIT

HP

2

0

20

ARMOR

LEVEL

ARMOR

QTY_DAM

WEAPON INIT

55

Marksman

75

REACH

XP
XP
KILL NEXT

30

HP

Cleric
HP

INIT

SRC

60

LEVEL

ATTACK 2

2

Titan
1

DAM

LEVEL

25

LEVEL

HEAL

Priest

Squire
HP

5

ALL

25

LEVEL

REGEN

0

QTY_DAM

30

ARMOR

ARMOR

65

REACH

Archer
LEVEL

HP

2
REACH

Apprentice
LEVEL

LEVEL

QTY_HEAL

ANY
QTY_DAM

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

15

Imperial Priest

Paladin

LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

3

100

0

5

160 1275

Healing

10

LIFE

HEAL

ANY

4

175

30

5

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

QTY_DAM

HEAL

DAM

ATTACK 2

INIT

REACH

QTY_HEAL

80

XP
XP
KILL NEXT

WEAPON INIT

200 1600 Long Sword 50

INIT

SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

100

Inquisitor

20

Prophetess

LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

3

180

0

5

115 950

Mace

50

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

SRC

CLASS

DAMAGE

ADJACENT

XP
XP
KILL NEXT

WEAPON INIT

Weapon

4

125

0

5

305 2050

Healing

10

LIFE

HEAL

QTY_DAM

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

Cure

10

LIFE

CURE

100

ALL

XP
XP
KILL NEXT

REACH

75

QTY_HEAL

50

70

Matriarch

REACH

ALL

QTY_HEAL

QTY_DAM

REACH

White Wizar d

LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

3

100

0

5

140 1125

Healing

10

LIFE

HEAL

ALL

4

125

0

5

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

QTY_DAM

HEAL

DAM

ATTACK 2

Cure

10

LIFE

CURE

100

ALL

XP
XP
KILL NEXT

40

QTY_DAM

QTY_HEAL

WEAPON INIT

SRC

CLASS

210 2100 Lightning 40

AIR

DAMAGE

INIT

SRC

CLASS

POWER

REACH

QTY_HEAL

ALL
QTY_DAM

60

Wizard

Defender of Faith

LEVEL

HP

ARMOR

REGEN

3

95

0

5

HEAL

DAM

ATTACK 2

INIT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

AIR

DAMAGE

ALL

XP
XP
KILL NEXT

WEAPON INIT

120 1200 Lightning 40

5

225

30

5

320 2100

Sword

70

QTY_DAM

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

SRC

CLASS

POWER

REACH

QTY_HEAL

45

INIT

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

125

Angel

Holy Avenger

LEVEL

HP

ARMOR

REGEN

4

225

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

225 1600 Holy Lance 50

INIT

SRC

CLASS

POWER

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

Weapon

DAMAGE

ADJACENT

5

250

0

5

QTY_DAM

HEAL

DAM

ATTACK 2

INIT

ARMOR

REGEN

5

REACH

QTY_HEAL

125

30

75

Leaders

XP
XP
KILL NEXT

WEAPON INIT

300 2000 Long Sword 50
SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

REACH

Grand Inquisitor
LEVEL

HP

ARMOR

REGEN

4

210

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

190 800 Holy Mace 50

INIT

SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

Hierophant
LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

4

125

0

5

300 2000

Healing

10

LIFE

HEAL

ANY

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

Revive

10

LIFE

REVIVE

100

ANY

120

Arch-Angel
LEVEL

100

QTY_HEAL

QTY_DAM

HP

1

100

0

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

40

100

Healing

10

LIFE

HEAL

SRC

CLASS

POWER

REACH

ANY

QTY_HEAL

QTY_DAM

REACH

40

Archmage
LEVEL

HP

ARMOR

REGEN

1

65

0

5

HEAL

DAM

ATTACK 2

30

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

60

150

Lightning 40

AIR

DAMAGE

SRC

CLASS

REACH

POWER

QTY_HEAL

ALL
QTY_DAM

Pegasus Knight

Spirit of Fenrir

LEVEL

HP

ARMOR

REGEN

1

150

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

60

INIT

WEAPON INIT

150 Long Sword 50
SRC

CLASS

POWER

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

Weapon

DAMAGE

ADJACENT

1

275

0

5

200 1975

Slash

50

QTY_DAM

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

QTY_HEAL

50

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

90

Ranger

Tenderfoot

LEVEL

HP

ARMOR

REGEN

1

90

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

60

INIT

WEAPON INIT

145 Falcon Arrow60
SRC

CLASS

POWER

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

Weapon

DAMAGE

ANY

1

60

0

5

HEAL

DAM

ATTACK 2

INIT

REACH

QTY_HEAL

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

50

Boost 70
Damage

LIFE

BOOST
DAMAGE

ANY

95

QTY_DAM

40

SRC

CLASS

POWER

REACH

QTY_HEAL

QTY_DAM

SRC

CLASS

REACH

WATER

DAMAGE

Thief
LEVEL

HP

ARMOR

REGEN

1

100

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

Yeti

25

Daggers 60

Weapon

DAMAGE

ADJACENT

LEVEL

HP

ARMOR

REGEN

QTY_DAM

1

230

0

5

HEAL

DAM

ATTACK 2

INIT

95
SRC

CLASS

POWER

REACH

QTY_HEAL

30

XP
XP
KILL NEXT

WEAPON INIT

200 700 Ice Breath 40

INIT

SRC

CLASS

POWER

REACH

ALL

QTY_HEAL

QTY_DAM

REACH

30

Crossbowman
Axe Thrower
LEVEL

HP

ARMOR

REGEN

1

65

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

25

100

Throwing 40
Axe

Weapon

DAMAGE

ANY

SRC

CLASS

INIT

POWER

REACH

QTY_HEAL

QTY_DAM

25

Dwarf
LEVEL

HP

ARMOR

REGEN

5

1

150

0

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

35

WEAPON INIT

130 Warhammer40
SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

30

Hill Giant
LEVEL

HP

ARMOR

REGEN

5

1

210

0

HEAL

DAM

ATTACK 2

60

INIT

XP
XP
KILL NEXT

WEAPON INIT

100 400 Tree Swipe 30
SRC

CLASS

POWER

SRC

CLASS

REACH

EARTH

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

LEVEL

HP

ARMOR

REGEN

2

110

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

70

550

Crossbow 40

Weapon

DAMAGE

SRC

CLASS

POWER

REACH

ANY

QTY_HEAL

QTY_DAM

40

Novice
LEVEL

HP

ARMOR

REGEN

2

90

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

70

325

Boost 70
Damage

LIFE

BOOST
DAMAGE

ANY

SRC

CLASS

POWER

REACH

QTY_HEAL

QTY_DAM

Rock Giant
LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

2

310

0

5

225 1100

Punch

30

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

SRC

CLASS

REACH

EARTH

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

90

Warrior
LEVEL

HP

ARMOR

REGEN

2

200

0

5

HEAL

DAM

ATTACK 2

55

INIT

XP
XP
KILL NEXT

90

WEAPON INIT

600 Warhammer40
SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

Alchemist

Veteran

LEVEL

HP

ARMOR

REGEN

3

120

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

120 325 Give Attack 10

LIFE

GIVE ATTACK

ANY

3

250

0

5

QTY_DAM

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

QTY_HEAL

XP
XP
KILL NEXT

WEAPON INIT

160 1275 Warhammer40

INIT

SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

80

Druidess

Archdruidess

LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

3

120

0

5

LEVEL

HP

ARMOR

REGEN

SRC

CLASS

REACH

Boost 70
Damage

LIFE

BOOST
DAMAGE

ANY

XP
XP
KILL NEXT

WEAPON INIT

95

4

150

0

5

120 1450

Boost 35
Damage

LIFE

BOOST
DAMAGE

ANY

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

Cure

70

LIFE

CURE

100

ANY

QTY_DAM

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

Cure

35

LIFE

CURE

100

ANY

XP
XP
KILL NEXT

XP
XP
KILL NEXT

850

QTY_HEAL

Flame Caster
HP

ARMOR

REGEN

3

130

0

5

HEAL

DAM

ATTACK 2

INIT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

140 1100 Flame Burst 40

FIRE

DAMAGE

ALL

4

400

0

5

QTY_DAM

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

QTY_HEAL

35

SRC

CLASS

AIR

DAMAGE

SRC

CLASS

POWER

REACH

ALL

QTY_HEAL

QTY_DAM

SRC

CLASS

REACH

WATER

DAMAGE

Hermit

LEVEL

HP

ARMOR

REGEN

3

155

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

175 1100 Crossbow 40
SRC

CLASS

POWER

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

Weapon

DAMAGE

ANY

4

250

0

5

QTY_DAM

HEAL

DAM

ATTACK 2

REACH

QTY_HEAL

70

XP
XP
KILL NEXT

INIT

SRC

40

WATER

LOWER
33
INITIATIVE

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

5

55 Lower Initiative

LEVEL

HP

ARMOR

REGEN

3

400

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

390 1950 Ice Shards 30
SRC

CLASS

POWER

SRC

CLASS

REACH

WATER

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

120

HP

ARMOR

REGEN

3

225

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

190 1500 Ice Shards 40
SRC

CLASS

POWER

LEVEL

HP

4

500

0

HEAL

DAM

ATTACK 2

INIT

150

Frostbite

50

SRC

CLASS

REACH

Venerable Warrior

DAMAGE

ALL

LEVEL

HP

ARMOR

REGEN

QTY_DAM

4

275

0

5

HEAL

DAM

ATTACK 2

INIT

QTY_HEAL

30

POWER

610 3050 Ice Sword 50

WATER
REACH

CLASS

REACH

ALL

QTY_HEAL

QTY_DAM

SRC

CLASS

REACH

WATER

DAMAGE

ADJACENT

ALL

Son of Ymir

Mountaineer
LEVEL

WEAPON INIT

385 1000 Ice Shards 40

Ice Giant

SRC

CLASS

POWER

WATER FROSTBITE 85

XP
XP
KILL NEXT

WEAPON INIT

220 1750 Great Axe 40
SRC

CLASS

POWER

REACH

QTY_HEAL

QTY_DAM

ADJACENT

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

SRC

CLASS

REACH

WATER

TRANSFORM
SELF

ANY

100

Tempest Giant
LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

Wolf Lor d

3

350

0

5

490 2450

Call
20
Lightning

AIR

DAMAGE

ALL

LEVEL

HP

ARMOR

REGEN

4

225

0

5

CLASS

REACH

HEAL

DAM

50

REACH

WEAPON INIT

895 3500 Lightning 20

80

Forge Guardian

DAM

QTY_DAM

Elder One

LEVEL

HEAL

QTY_HEAL

ATTACK 2

INIT

SRC

POWER

QTY_HEAL

XP
XP
KILL NEXT

WEAPON INIT

250 2025 Ice Shards 40

QTY_DAM
ATTACK 2

INIT

Frost Breath

40

SRC

CLASS

WATER DAMAGE

POWER

REACH

80

ALL

QTY_HEAL

QTY_DAM

Dwarf King
LEVEL

HP

ARMOR

REGEN

5

250

30

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

300 2500 Great Mace 20

INIT

SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

100

Cultist
LEVEL

REGEN

5

1

45

0

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

20

Fire rain 40

FIRE

DAMAGE

75
SRC

CLASS

POWER

REACH

QTY_HEAL

REACH

ALL
QTY_DAM

15

HP

ARMOR

REGEN

XP
XP
KILL NEXT

5

310 2500

Axe

40

SRC

CLASS

POWER

5

300

0

HEAL

DAM

ATTACK 2

INIT

WEAPON INIT

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

65

Leaders

Devil
LEVEL

HP

ARMOR

REGEN

1

170

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

70

275

Slash

35

SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

50

Dwarf Champion
LEVEL

HP

ARMOR

REGEN

1

150

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

50

INIT

WEAPON INIT

120

Axe

30

SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

40

Engineer
LEVEL

HP

ARMOR

REGEN

1

135

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

85

175

Crossbow 50

Weapon

DAMAGE

ANY

SRC

CLASS

INIT

POWER

REACH

QTY_HEAL

QTY_DAM

40

Fiend
LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

1

250

0

5

120 475

Slash

50

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

60

Poison

50

40

ADJACENT

ARMOR

REGEN

5

DEATH POISON

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

QTY_HEAL

QTY_DAM

SRC

CLASS

REACH

Weapon

DAMAGE

Gargoyle
LEVEL

HP

1

90

40

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

100 400 Rock Shards 60
SRC

CLASS

POWER

REACH

QTY_HEAL

ANY
QTY_DAM

40

King's Guar d
LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

1

225

0

5

110 225

Battle Axe 40

Weapon

DAMAGE

ADJACENT

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

QTY_HEAL

QTY_DAM

60

Possessed
LEVEL

HP

ARMOR

REGEN

1

120

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

25

WEAPON INIT

95 Short Sword 50
SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

25

Loremaster
LEVEL

HP

ARMOR

REGEN

1

95

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

85

175

Earth fall 30

EARTH

DAMAGE

ALL

SRC

CLASS

INIT

POWER

REACH

QTY_HEAL

QTY_DAM

30

Berzerker
LEVEL

HP

ARMOR

REGEN

2

170

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

70

WEAPON INIT

550 Battle Axes 50
SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

50

Thief
LEVEL

HP

ARMOR

REGEN

1

150

0

5

HEAL

DAM

ATTACK 2

40

ARMOR

HEAL

Rune Master
LEVEL

HP

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

50

120

Daggers 50

Weapon

DAMAGE

ADJACENT

SRC

CLASS

POWER

REACH

QTY_HEAL

QTY_DAM

Demon
LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

2

270

0

5

175 850

Slash

35

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

80

INIT

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

Marble Gargoyle

Moloch

LEVEL

HP

ARMOR

REGEN

2

150

60

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

410 1650 Rock Shards 60

INIT

SRC

CLASS

POWER

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

DAMAGE

ANY

XP
XP
KILL NEXT

WEAPON INIT

Weapon

3

370

0

5

325 2275

Clobber

35

QTY_DAM

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

REACH

QTY_HEAL

65

REACH

ADJACENT

REACH

QTY_HEAL

QTY_DAM

SRC

CLASS

REACH

Weapon

DAMAGE

Onyx Gargoyle

LEVEL

HP

ARMOR

REGEN

2

75

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

65

500

Fire rain 40

FIRE

DAMAGE

ALL

3

170

65

5

SRC

CLASS

QTY_DAM

HEAL

DAM

ATTACK 2

INIT

ARMOR

REGEN

XP
XP
KILL NEXT

5

825 3100

Slash

20

SRC

CLASS

POWER

INIT

POWER

REACH

QTY_HEAL

30

XP
XP
KILL NEXT

WEAPON INIT

810 2500 Onyx Shards60
SRC

CLASS

POWER

ANY

REACH

QTY_HEAL

QTY_DAM

SRC

CLASS

REACH

Weapon

DAMAGE

85

Witch

Beast

LEVEL

HP

ARMOR

REGEN

2

75

0

5

DAM

ATTACK 2

XP
XP
KILL NEXT

70

INIT

WEAPON INIT

SRC

CLASS

REACH

600 Polymorph 20

MIND

TRANSFORM
OTHER

ANY

SRC

CLASS

POWER

REACH

QTY_HEAL

HP

LEVEL

HP

4

420

0

HEAL

DAM

ATTACK 2

INIT

WEAPON INIT

REACH

QTY_HEAL

ALL
QTY_DAM

70

QTY_DAM

Demon Lor d

Anti-Paladin
LEVEL

CLASS

DAMAGE

110

Sorcerer

HEAL

INIT

SRC

Weapon

ARMOR

REGEN

5

3

220

0

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

130 1050 Battle Axe 50

INIT

SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

4

470

0

5

525 2650

WEAPON INIT

Axe

40

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

SRC

CLASS

REACH

EARTH

PETRIFY

140

QTY_DAM

75

Incubus

Demonologist
LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

3

105

0

5

130 1325

Fire rain 40

FIRE

DAMAGE

ALL

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

QTY_HEAL

LEVEL

HP

ARMOR

REGEN

4

135

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

90

1125

Petrify

20

SRC

CLASS

POWER

ALL

REACH

QTY_HEAL

QTY_DAM

QTY_DAM

45

Infernal Knight

Doppelganger
LEVEL

HP

ARMOR

REGEN

3

120

0

5

HEAL

DAM

ATTACK 2

INIT

Slash

80

XP
XP
KILL NEXT

WEAPON INIT

120 500 Morph Self 80
SRC

CLASS

WEAPON DAMAGE

SRC

CLASS

MIND DOPPELGANGER

POWER

REACH

80

ADJACENT

QTY_HEAL

REACH

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

4

270

0

20

215 1725

Infernal 50
Sword

Weapon

DAMAGE

ADJACENT

HEAL

DAM

ATTACK 2

ANY
QTY_DAM

INIT

SRC

CLASS

POWER

REACH

QTY_HEAL

QTY_DAM

REACH

100

Hag

Pandemoneus

LEVEL

HP

ARMOR

REGEN

3

115

0

5

HEAL

LEVEL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

110 1400 Polymorph 20

MIND

TRANSFORM
OTHER

ANY

4

135

0

5

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

REACH

QTY_HEAL

QTY_DAM

60

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

225 2250 Fire Storm 40

FIRE

DAMAGE

SRC

CLASS

POWER

REACH

QTY_HEAL

ALL
QTY_DAM

Succubus

Baroness

LEVEL

HP

ARMOR

REGEN

4

145

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

305 1500 Polymorph 20

MIND

TRANSFORM
OTHER

ALL

1

100

0

5

HEAL

DAM

ATTACK 2

INIT

INIT

SRC

CLASS

POWER

REACH

QTY_HEAL

WEAPON INIT

120

Fear

20

SRC

CLASS

POWER

SRC

CLASS

MIND

FEAR

REACH

REACH

ANY

QTY_HEAL

QTY_DAM

REACH

Counselor

LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

5

600

0

5

720 3600

Infernal 40
Blade

Weapon

DAMAGE

ADJACENT

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

140

Petrify

40

MIND

PETRIFY

40

ADJACENT

ARMOR

REGEN

5

5

170

0

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

SRC

CLASS

390 3100 Fire Storm 40

FIRE

DAMAGE

SRC

CLASS

POWER

HP

ARMOR

REGEN

1

90

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

60

145

Crossbow 60

Weapon

DAMAGE

SRC

CLASS

POWER

ANY

REACH

QTY_HEAL

QTY_DAM

QTY_DAM

Duke

WEAPON INIT

INIT

LEVEL

40
QTY_HEAL

Modeus
HP

50

QTY_DAM

Abyssal Devil

LEVEL

XP
XP
KILL NEXT

REACH

QTY_HEAL

REACH

ALL

LEVEL

HP

ARMOR

REGEN

1

150

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

60

150

Infernal 50
Sword

Weapon

DAMAGE

ADJACENT

SRC

CLASS

POWER

REACH

QTY_HEAL

QTY_DAM

50

QTY_DAM

75

Thief

Overlord
LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

5

570

0

5

775 3875

Infernal 40
Blade

Weapon

DAMAGE

ADJACENT

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

LEVEL

HP

ARMOR

REGEN

1

100

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

25

Daggers 60

Weapon

DAMAGE

ADJACENT

95
SRC

CLASS

POWER

REACH

QTY_HEAL

QTY_DAM

30
REACH

QTY_HEAL

QTY_DAM

SRC

CLASS

REACH

Fighter

Weapon

DAMAGE

ALL

LEVEL

HP

ARMOR

REGEN

QTY_DAM

1

120

0

5

HEAL

DAM

ATTACK 2

INIT

ARMOR

REGEN

5

170

Tiamath
LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

5

495

0

5

1385 5000

Slash

20

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

100

Lower
Damage

20

MIND

LOWER
DAMAGE

80

ALL

QTY_HEAL

LEVEL

ARMOR

REGEN

5

1

65

0

HEAL

DAM

ATTACK 2

30

95

Sword

50

SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

REACH

Ghost

Arch-Devil
HP

WEAPON INIT

25

25

Leaders
LEVEL

XP
XP
KILL NEXT

INIT

XP
XP
KILL NEXT

60

WEAPON INIT

SRC

CLASS

150 Flame Burst 40

FIRE

DAMAGE

SRC

CLASS

POWER

REACH

QTY_HEAL

REACH

HP

1

45

0

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

20

Paralyze 20

MIND

PARALYZE

75
SRC

CLASS

POWER

REACH

ANY

QTY_HEAL

QTY_DAM

REACH

ALL
QTY_DAM

Initiate
LEVEL

HP

ARMOR

REGEN

1

45

0

5

HEAL

DAM

ATTACK 2

15

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

20

Pestilence 40

Death

DAMAGE

75
SRC

CLASS

POWER

REACH

QTY_HEAL

ALL
QTY_DAM

Werewolf

Dark Lord

LEVEL

HP

ARMOR

REGEN

1

100

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

50

600

Slash

50

SRC

CLASS

POWER

INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

Weapon

DAMAGE

ADJACENT

3

200

0

5

QTY_DAM

HEAL

DAM

ATTACK 2

REACH

QTY_HEAL

40

XP
XP
KILL NEXT

WEAPON INIT

145 600 Undead Blade50

INIT

SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

REACH

75

Wyvern

Deathdragon

LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

SRC

CLASS

225

0

5

160 500

Breath

35

Death

DAMAGE

ALL

XP
XP
KILL NEXT

WEAPON INIT

1

3

375

0

5

635 2550

Breath

35

Death

DAMAGE

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

QTY_DAM

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

INIT

REACH

QTY_HEAL

25

INIT

ALL

REACH

QTY_HEAL

QTY_DAM

WEAPON INIT

SRC

CLASS

REACH

145 1150 Pestilence 40

Death

DAMAGE

55

Doomdrake

Necromancer

LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

2

300

0

5

335 1100

Breath

35

Death

DAMAGE

ALL

3

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

QTY_DAM

HEAL

INIT

REACH

QTY_HEAL

LEVEL

40

HP

ARMOR

REGEN

105

0

5

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT
SRC

CLASS

POWER

REACH

ALL

QTY_HEAL

QTY_DAM

REACH

45

Specter

Shade

LEVEL

HP

ARMOR

REGEN

2

90

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

40

700

Paralyze 20

MIND

PARALYZE

ANY

3

135

0

5

SRC

CLASS

HEAL

DAM

ATTACK 2

POWER

REACH

QTY_HEAL

QTY_DAM

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

Weapon

DAMAGE

ADJACENT

3

220

0

5

QTY_DAM

HEAL

DAM

ATTACK 2

INIT

Templar

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

85

850

Paralyze 20

MIND

PARALYZE

SRC

CLASS

POWER

REACH

QTY_HEAL

ALL
QTY_DAM

Skeleton Warrior

LEVEL

HP

ARMOR

REGEN

2

160

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

75

600

Lance

50

SRC

CLASS

POWER

INIT

REACH

QTY_HEAL

50

XP
XP
KILL NEXT

WEAPON INIT

145 1150 Long sword 50
SRC

CLASS

POWER

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

REACH

75

Warlock

Wraith

LEVEL

HP

ARMOR

REGEN

2

75

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

SRC

CLASS

500

Pestilence 40

Death

DAMAGE

ALL

XP
XP
KILL NEXT

WEAPON INIT

65

3

75

0

5

115 900

Pestilence 60

Death

DAMAGE

SRC

CLASS

QTY_DAM

HEAL

DAM

ATTACK 2

INIT

INIT

POWER

REACH

QTY_HEAL

30

SRC

CLASS

POWER

REACH

ANY

QTY_HEAL

QTY_DAM

REACH

60

Zombie

Death

LEVEL

HP

ARMOR

REGEN

2

170

0

5

HEAL

DAM

ATTACK 2

50

INIT

XP
XP
KILL NEXT

WEAPON INIT

75

600

Slash

50

SRC

CLASS

POWER

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

Weapon

DAMAGE

ADJACENT

4

125

0

5

QTY_DAM

HEAL

DAM

ATTACK 2

INIT

100

Poison

50

REACH

QTY_HEAL

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

315 900 Death Touch60

Death

DAMAGE

SRC

CLASS

DEATH POISON

POWER

REACH

50

ADJACENT

QTY_HEAL

ANY
QTY_DAM

Dracolich

Elder Vampire

LEVEL

HP

ARMOR

REGEN

4

525

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

1215 3350 Pestilential 35
Breath

Death

DAMAGE

ALL

5

210

0

5

QTY_DAM

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

REACH

QTY_HEAL

75

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

580 3300 Drain Life 40
Overflow

Death

DRAIN
OVERFLOW

ALL

INIT

SRC

CLASS

POWER

REACH

QTY_HEAL

QTY_DAM

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

60

Dreadwyrm

Phantom Warrior

LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

LEVEL

HP

ARMOR

REGEN

450

0

5

900 3600

Plague
Breath

35

Death

DAMAGE

ALL

XP
XP
KILL NEXT

WEAPON INIT

4

5

320

0

5

350 2100

Undead
Blade

50

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

QTY_DAM

HEAL

DAM

ATTACK 2

INIT

SRC

CLASS

POWER

REACH

65

Poison

35

40

ALL

125

Paralyze

50

MIND PARALYZE

50

ADJACENT

HP

ARMOR

REGEN

XP
XP
KILL NEXT

5

ARMOR

REGEN

5

DEATH POISON

QTY_HEAL

Lich
LEVEL

4

140

0

HEAL

DAM

ATTACK 2

INIT

WEAPON INIT

SRC

CLASS

300 2425

Plague

40

Death

DAMAGE

SRC

CLASS

POWER

REACH

QTY_HEAL

REACH

Leaders

ALL

Banshee

QTY_DAM

70

Skeleton Champion
LEVEL

HP

ARMOR

REGEN

4

270

0

5

HEAL

DAM

ATTACK 2

XP
XP
KILL NEXT

WEAPON INIT

240 1600 Long sword 50

INIT

SRC

CLASS

POWER

ARMOR

REGEN

5

4

185

0

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

REACH

Death Knight

QTY_DAM

LEVEL

HP

ARMOR

REGEN

1

150

0

5

HEAL

DAM

ATTACK 2

INIT

REACH

QTY_HEAL

425 2300 Drain Life 40

Death

DRAIN

REACH

QTY_HEAL

REACH

50

Wight
LEVEL

HP

ARMOR

REGEN

4

105

0

5

HEAL

DAM

ATTACK 2

INIT

75

Drain Level

50

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

200 900 Death Touch50

Death

DAMAGE

ANY

SRC

CLASS

POWER

DEATHDRAIN_LEVEL 80

REACH

QTY_HEAL

QTY_DAM

ANY

Archlich
LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

5

170

0

5

470 3500

Plague

40

Death

DAMAGE

ALL

HEAL

DAM

ATTACK 2

SRC

CLASS

POWER

90

INIT

REACH

QTY_HEAL

QTY_DAM

REACH

WEAPON INIT

SRC

CLASS

45

115

Paralyze 20

MIND

PARALYZE

SRC

CLASS

POWER

XP
XP
KILL NEXT

WEAPON INIT

65

165

Undead
Blade

50

SRC

CLASS

POWER

REACH

QTY_HEAL

ANY
QTY_DAM

SRC

CLASS

REACH

Weapon

DAMAGE

ADJACENT

REACH

QTY_HEAL

QTY_DAM

REACH

50

ALL
QTY_DAM

QTY_DAM

XP
XP
KILL NEXT

INIT

ADJACENT

CLASS

POWER

0
ATTACK 2

CLASS

SRC

CLASS

100
DAM

DAMAGE

WEAPON INIT

SRC

1
HEAL
SRC

Vampire
HP

HP

Weapon

100

LEVEL

LEVEL

QTY_HEAL

Lich Queen
LEVEL

HP

ARMOR

REGEN

1

65

0

5

HEAL

DAM

ATTACK 2

INIT

XP
XP
KILL NEXT

65

WEAPON INIT

SRC

CLASS

165 Fire Storm 40

FIRE

DAMAGE

SRC

CLASS

POWER

REACH

ALL

QTY_HEAL

QTY_DAM

30

Nosferat
LEVEL

HP

ARMOR

REGEN

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

1

90

0

5

40

Drain Life 50

Death

DRAIN

ALL

HEAL

DAM

ATTACK 2

INIT

SRC CLASS

10

100

POWER REACH QTY_HEAL

QTY_DAM

Thief
LEVEL

HP

ARMOR

REGEN

5

1

100

0

HEAL

DAM

ATTACK 2

30

INIT

XP
XP
KILL NEXT

WEAPON INIT

SRC

CLASS

REACH

25

Daggers 60

Weapon

DAMAGE

ADJACENT

95
SRC

CLASS

POWER

REACH

QTY_HEAL

QTY_DAM

Artifact Lore
Allows the leader to equip Artifacts
Arcane Knowledge
Allows the leader to read magical Tomes
Banner Bearer
Allows the leader to equip Banners
Pathfinding
Increases the leader movement by 20%
Arcane Lore
Allows the leader to equip and use Orbs in battle
Leadership
Allows the leader to take one more unit in his party
Travel Lore
Allows the leader to wear magical Boots
Might
Adds 25% damage to the attack of the leader
Natural Armor
The leader will absorb 20% of all the damage he suffers
Arcane Power
Allows the leader to equip and use Talismans in battle
Advanced Pathfinding Increases the leader movement by 25%
Weapon Master
All the units in the leader's party will gain 25% more experience in battle
Accuracy
Increases by 20% the chances to hit of the leader's attack
Keen-Sight
The leader will see further in the fog of war
Natural Healing
The leader will regenerate 15% of his hit points each day
Toughness
Adds 20% more hit points to the leader
Incorruptible
The leader becomes incorruptible to Thieves
Water Ward
Protects the leader against the first water based attack in battle
Forestwalk
The leader will suffer no move penalty in forests
Earth Ward
Protects the leader against the first earth based attack in battle
First Strike
Increases the initiative of the leader by 50%
Fire Ward
Protects the leader against the first fire based attack in battle
Air Ward
Protects the leader against the first air based attack in battle

General :
ESC :
ENTER :
SPACE :

Production
Close interface / Cancel
Close interface / Accepts
Close interface

Lead Designer/Project Leader
Danny Bélanger

Iso :
F5 :
B:
A:
P:
S:
X:
G:
M:
TAB :
TAB+SHIFT :
SPACE :

Toggle top palette (resources/map/land)
Toggle banners
Capital (Not C, because it's already used)
Diplomacy (Not D, because it's already used)
Cast spell
Exchange
Guard
Continue move
Next leader
Previous leader
Enter of turn

SHIFT :
C:
D:
Q:

Show banner (while key pressed)
Center on stack
Center on stack's destination
Quick save

Battle :
A:
D:
R:
W:
Tab :

Toggle auto battle
Defend
Retreat
Wait
Toggle displayed party

Spell book/research :
1...5 :

Producer
Prokopios Sotos

Writing/Manual
Calvin Campbell

Sound

Lead Programmer
Frédéric Ferland

Voice Actors
Doug Campbell
Karl Gerhardt Graap
Orla Johannes
Kersti Kass
Dave Lawson
Will Licari
Robert Saigec Taylor

Programming
Jean-François Marquis

Sound Designer/Engineer
Stéphane Brault

Environment Art
Alexandre Rodrigue

Assistant Sound Engineer
Simon Lamoureux

Art
Raphaël Beaupré
Carl Boulay
Alex Gingras
Thomas Giroux
Vincent Lamontagne
Sébastien Primeau
Elie Rocray

Music Designer/Composer
Philippe Charron

Lead Artist - 2D Character Art
Patrick Lambert

Production Assistants
Eva Bunodière
Emanuel Protopapas
Erin Martel
Emanuel Protopapas

Sound Director
Paul Thibault

Quality Assurance
Quality Assurance Manager
Phillip DeRosa
Customer Support
Michel Chouinard
Nabil Yared

Switch to level page

Cinematics
Natalie Guimond
Michel Therrien
Raphaël Beaupré
Elie Rocray
Alex Gingras

Quality Assurance Team
Yan Favreau Lippé
Ethan Petty
Ludovic Pinard
Sylvain Schmidt
Éric Tougas

Marketing

Director of Product Development
Jamie McNeely

Product Managers
Prokopios Sotos
Adam Phillips

Executive Producer
Paul Thibault

Director of Marketing
Steve Milburn

Graphics Manager
Natalie Guimond

Director of Communications
Christina Ginger
Packaging and Design
Kenneth Green
Philippe Brindamour
Web Designer
Hugo Trépanier
Serge Mongeau
PR Associates
Kelly Ekins
Michèle Fortier
Marketing Assistant
Ryan Bastien
President
Don McFatridge
Senior V.P.
Brian Clarke
V.P. Business Development
Steve Wall
V.P. Product Development
Richard Therrien
V.P. Systems
Dave Hill

Distribution Infogrames Inc.
V.P. Third Party/Value/Affiliates
Ezra Chen
Senior Buyer
Gardner Wong
Product Line Liaison
Brian McCreary
Senior V.P.
Wim Stocks

Before installing the game, make sure that you do the following:
• Make sure all other applications are closed.
• Verify that your system meets the minimum requirements of the game.
• Keep all documentation that came with the game.
If you are having troubles starting the game you should do the following:
• Get the latest drivers for your sound and video card.
• Reinstall Directx 8.0.
• Install any patches available for the game (if any).
• Make sure you remove any unnecessary icons on your taskbar (the area where the time
is displayed), since unneeded items reduce system performance.
• Refer to the README file available with the game.
For further assistance you can reach Strategy First Customer Support staff by:
Phone:
Fax:
E-mail:

(514) 844-2433 Mon to Friday from 9:00 – 18:00 EST
(514) 844-4337 Attn: support
[email protected]

For faster service, please have the following information available when you call:
• Computer brand and processor speed.
• Memory available.
• Type of operating system.
• Type of video and sound card.
• Version of DirectX installed on your system.

PLEASE READ THIS LICENSE CAREFULLY BEFORE USING THE SOFTWARE. THIS DOCUMENT IS AN AGREEMENT BETWEEN YOU AND STRATEGY FIRST
INC. (THE ìCOMPANYî). THE COMPANY IS WILLING TO LICENSE THE ENCLOSED SOFTWARE TO YOU ONLY ON THE CONDITION THAT YOU ACCEPT ALL
THE TERMS CONTAINED IN THIS AGREEMENT. BY USING THE SOFTWARE YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS LICENSE.
1. Ownership and License. This is a license agreement and NOT an agreement for sale. The software contained in this package (the ìSoftwareî) is the property of the Company and/or its Licensors. You own the disk/CD on which the Software is recorded, but the Company and/or its Licensors retain title to the
Software and related documentation. Your rights to use the Software are specified in this Agreement, and the Company and/or its Licensors retain all rights
not expressly granted to you in this Agreement.
2. Permitted Uses. You are granted the following right to the Software :
(a) Right to Install and Use. You may install and use the Software on a single computer. If you wish to use the Software on more than one computer, please
contact the Company for information concerning an upgraded license allowing use of the Software with additional computers.
(b) Right to Copy. You may make and maintain one copy of the Software for backup and archival purposes, provided that the original and each copy of the
Software are kept in your possession.
3. Prohibited Uses. The following uses of the Software are prohibited. If you wish to use the Software in a manner prohibited below, please contact the
Company at the address, phone, or fax numbers listed above for information regarding a ìSpecial Use License. îOtherwise, you may NOT :
(a) Make or distribute copies of the Software or documentation, or any portion thereof, except as expressly provided in this Agreement.
(b) Use any backup or archival copy of the Software (or allow someone else to use such copy) for any purpose other than to replace the original copy in the
event it is destroyed or becomes defective;
(c) Alter, decompile, modify reverse engineer or disassemble the Software, create derivative works based upon the Software, or make any attempt to bypass,
unlock or disable any protective or initialization system on the Software;
(d) Rent, lease, sub-license, time-share, or transfer the Software or documentation, or your rights under this Agreement.
(e) Remove or obscure any copyright or trademark notice(s) on the Software or documentation;
(f) Upload or transmit the Software, or any portion thereof, to any electronic bulletin board, network, or other type of multi-use computer system regardless
of purpose;
(g) Include the Software in any commercial products intended for manufacture, distribution, or sale; or
(h) Include the Software in any product containing immoral, scandalous, controversial, derogatory, obscene, or offensive works.
4. Termination. This license is effective upon the first use, installation, loading or copying of the Software. You may terminate this Agreement at any time
by destruction and disposal of the Software and all related documentation. This license will terminate automatically without notice from the Company if
you fail to comply with any provisions of this license. Upon termination, you shall destroy all copies of the Software and any accompanying documentation.
All provisions of this Agreement as to warranties, limitation of liability, remedies or damages shall survive termination.
5. Copyright Notice. The Company and/or our Licensors hold valid copyright of the Software. Nothing in this Agreement constitutes a waiver of any right
under Canadian Copyright law or any other federal or provincial law. This program is protected by Canadian federal and international copyright laws.
6. Miscellaneous. This Agreement shall be governed by the laws of Canada and the Province of Quebec. If any provision, or any portion, of this Agreement
is found to be unlawful, void, or for any reason unenforceable, it shall be severed from, and shall in no way affect the validity or enforceability of the remaining provisions of the Agreement.
7. Limited Warranty and Disclaimer of Warranty. For a period of 90 days from the date on which you purchased the Software, the Company warrants that
the media on which the Software is supplied will be free from defects in materials and workmanship under normal use. If the Software fails to conform to
this warranty, you may, as your sole and exclusive remedy, obtain a replacement free of charge if you return the Software to us with a dated proof of purchase. The Company does not warrant that the Software or its operations or functions will meet your requirements, nor that the use thereof will be without
interruption or error.
EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING AND
WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. EXCEPT FOR THE EXPRESS
WARRANTY SET FORTH ABOVE, THE COMPANY DOES NOT WARRANT, GUARANTEE OR MAKE ANY REPRESENTATION REGARDING THE USE OR THE
RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE.
IN NO EVENT SHALL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANY INCIDENTAL, INDIRECT, SPECIAL, OR CONSEQUENTIAL
DAMAGES ARISING OUT OF OR IN CONNECTION WITH THE LICENSE GRANTED UNDER THIS AGREEMENT INCLUDING AND WITHOUT LIMITATION,
LOSS OF USE, LOSS OF DATE, LOSS OF INCOME OR PROFIT, OR OTHER LOSS SUSTAINED AS A RESULT OF INJURY TO ANY PERSON, OR LOSS OF OR
DAMAGE TO PROPERTY, OR CLAIMS OF THIRD PARTIES, EVEN IF THE COMPANY OR AN AUTHORIZED REPRESENTATIVE OF THE COMPANY HAS BEEN
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, IN NO EVENT SHALL LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED THE AMOUNTS ACTUALLY PAID BY YOU, IF ANY, FOR THE SOFTWARE.
SOME JURISDICTIONS DO NOT ALLOW THE
LIMITATION OR EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT
APPLY TO YOU.
ACKNOWLEDGEMENT
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, UNDERSTAND IT AND AGREE TO BE BOUND BY ITS TERMS AND CONDITIONS. YOU
ALSO AGREE THAT THIS AGREEMENT IS THE COMPLETE AND EXCLUSIVE STATEMENT OF THE AGREEMENT BETWEEN YOU AND THE COMPANY AND
SUPERCEDES ALL PROPOSALS OR PRIOR ENDORSEMENTS, ORAL OR WRITTEN, AND ANY OTHER COMMUNICATIONS BETWEEN YOU AND THE
COMPANYOR ANY REPRESENTATIVE OF THE COMPANY RELATING TO THE SUBJECT MATTER OF THIS AGREEMENT.

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