Game: |  | Warlords IV - Heroes of Etheria
Application: |  | Warlord & Retinues Editor
Release: |  | Sunday, February 14, 2010
Version: |  | 2.54
Author: |  | WizIce
Home Page: |  | http://www.portailsmm.com/warlords4/index.html

# 1 Introduction

Thank you for testing out this small piece of software. If you have a need for it, it's for your own reasons :). This editor is totally free of charge and is provide "as is" for your personal use. Before you start using this editor please read this file.

I welcome any suggestion regarding improvement, bug fixes, add-on, source code, etc. See the contact section for more details.

WizIce the seeker of Knowledge

# 2 Legal Information

This application is not produced by, endorsed by, connected with, supported by or even authorized by Ubisoft in any way.

This application is only indented for fans that want to mod their game at their own risks and knowledge.

Some of the media used in the application are copyrighted by Ubi Soft and are used for enhancing purpose. Ubi Soft is a trademark of Ubi Soft Entertainment in the U.S. and/or other countries. Warlords IV: Heroes of Etheria is a trademark of Infinite Interactive. Infinite Interactive does endorse this editor since Patch 1.04, when you install any patch since version 1.04, you will get this editor installed as well.

# 3 License Agreement

## 3.1 Editor

No fancy, complicated, tortuous and hellish license agreement here I'm afraid.

You are hereby licensed to download this application and run it on your computer. This application is provided "as is" without any kind of warranty either expressed or implied.

Please note - I have test carefully to make sure this download is virus free and that the application is bug free (Well as far as I could test). However installation or use is entirely at your own risk and I cannot be held responsible for any damage that may occur.

The application can be downloaded and distributed freely but must contain this file or any reference to its owner (WizIce).

## 3.2 Source Code

The editor's source code can be used for personal usage or inspiration. All public modifications or add-ons to the editor are solely under my control and the source code should not be modified and redistributed. You may hold the modified version for yourself, if your modification seems worth a public release please contact me.

You cannot download the source code directly, an explicit e-mail is necessary. Please see the contact section for details. I will freely send the source code to anyone requesting it.

Note: The source code is written for Java 1.4 or more and comes with a full ANT `1.7` build file.

# 4 Background

I'm a Warlords fan since the very first version on Mac (the PC version is realy hugly). That is back quite some time. I played with passion each new release, except for the Warlord 3 add-on DLR that I acquired just recently (did not finish it yet), and was always hocked to the game. At each iteration, new stuff made the game more enjoyable.

I have downloaded the demo as soon as I could get my hands on it and loved the game (even if there are bunch of missing things!!!). The only map available made it soon boring. I decide therefore to mod my demo. I first started to hack the scenario but the mod was only limited to the quests and some cosmetic. I didn't want to mess around much with the map (but I did mod the map as well) since the full version of the game comes with a map editor.

Changing the quests was not enough, so the warlord was my next target. At best you can go up one level per game. It will take eons to test out all the potential of your warlord. Also your opponent remains a silly warlord. My first job was to reverse engineer the warlord save file. Once I mapped each byte in the file it was easy to mess around with a hex editor. The only problem is that a simple reverse encoding and a check sum protects the file. There are ways to let the game accept your changes and play, but it's a tiresome process.

I decide to write a complete editor for my warlords and for the retinues. And here we are with this release. This version is for both the demo and the full version (patched or not) of the game. This editor is tested for both vesions.

# 5 System Requirements

The system requirements for this application are pretty low. If you have the game on your computer then you should be able to run this piece of software. The application is written in Java, you will need to install Java. Some of the code is solely Java 1.4 code, therefore you must have Java 1.4.2 or more installed in order to run it.

Java Home Page: http://java.sun.com

Download Java: http://www.java.com

For download and installation of the Java runtime please refer to Sun's home page. The java runtime JRE or JDK is not provided with the application and is your responsibility.

Before you run the editor it is wise to make a version test of your Java installation. To do so, open a shell command line window and type the following: `java -version`. Or verify your Java software installation on-line with a check tool.

The output will show you the version you are using. Due to some bugs in some of the Java 1.4 versions, it is required that you have at least version 1.4.2 installed. I do recommend using Java 1.6 since the Look and Feel is much better.

# 6 Installation

## 6.1 New Installation

The installation of the editor is straightforward. Unzip the `Warlords4Editor.zip` file and put its content into the game folder (optional, any folder will do). If the editor is installed in the game folder you can directly access your warlords without configuration. The install bundle should have 2 files:

- `Warlords4Editor.jar`
- `Warlords4Editor.html`

The JAR file is the editor and the HTML file is the documentation (this file). To launch the editor there are two ways:

1. By using the JAR file as executable application. Double click on the JAR file to launch the editor. On some systems, this seems not to work properly. This is probably due to an incorrect installation of Java. Try to install Java once more or follow option 2.
2. Open a shell command line window and type the following: `java -jar Warlords4Editor.jar`

If you experience an application crash or other problem, the second method has the advantage of dumping an error message that you can send to me for debugging. If you don't like the comand line dialog poping up, you can replace the `java` with `javaw`.

During execution, the application will create a configuration file called `Warlords4Editor.ini`. Do not edit this file because it is auto-generated by the application at each run.

## 6.2 Updates Installation

The editor can be updated by itself. To launch an update procedure, open the "Help > Online Help > Check for Updates". If a new update is available, the editor will propose to update itself. Follow the procedure on the screen.

There is one restriction to this usage right now: The computer must be connected to Internet :).

Since version 2.10 the editor will update automatically when a new version is detected. Once the editor is started the update check is made. You can deactivate this feature in the Preferences dialog Preferences.

If you cannot run the editor on a specific platform let me know, I will change the editor so that this platform can be used. Also if you have a proxy, some adaptations might be necessary as well.

During the update, the editor creates a temporary folder, call "`W4EUpdate`", in the current editor's folder. If this folder remains after the update, then the update is probably not successful. You can destroy this safely and try again.

Important: If you have the "Updates Automated" set, the editor will call home at each launch. You will see in your network traffic a call to something like "portailsmm.com". The name might wary since it is a shared IP.

# 7 Uninstall

Simply delete all the `Warlords4Editor.*` files in the directory where you have installed it. Check your warlords folder in the game folder to delete the `*.bak` files (backup files). If a folder called call "`W4EUpdate`" is present in your current folder you can delete it as well. This folder remains after an aborted or unsuccessful attempt to update the editor.

# 8 Usage

Once you start the application a default new Warlord is created. You may also load an existing warlord or select one in the history list of the file menu.

The GUI is divided into several sections.

- Character
- Statistics
- Skills
- City Upgrades
- Provinces
- Retinues

Note: Each edition field shows a tool tip info box if you pass over it with the mouse. Entering an invalid value in a field is silently refused.

## 8.1 Warlord Character

Some detailed explanation of the main fields of your warlord.

Name | Description
--- | ---
Name: | The name of your warlord can take any character is the Latin table. The name is limited to maximum 31 characters. Avoid having an empty name; this may cause strange behavior of the game.
Capital: | The name of your warlord's capital. The name is limited to maximum 31 characters. Avoid having an empty or too long name; this may cause strange behavior of the game.
Avatar: | The image that will be used in the game dor your warlord. This image must be taken from the available list. Take on of the defined image; it's not possible to customize it.
Class: | The class of your warlord. The class will define the look and feel of your capital (what building is available, see city upgrades), and most important the different spells you can learn during the game. See the classes' section for details.
Abilities: | Major and minor ability are linked to the class when you create your warlord, however you can have other abilities then the class initially proposes.
Skills: | Major and minor skill that your Warlord unit will have during the game. The level of each skill depends on your warlord level, each point is distributed randomly between the skills.

Note: When you select a class, the major and minor ability will be changed to that class' default abilities regardless of changes made by you.

## 8.2 Warlord Statistics

Some detailed explanation of the statistics fields of your warlord.

Name | Description
--- | ---
Favored Race: | Defines the race of the hirelings when they pop-up, this will only favor a certain race. The race may be totally different from the warlord initial abilities and class.
Experience: | Well all the XP you got during the games. Each 10 XP will allow you to level up.
Level: | The current level of your warlord. The XP and level are not correlated so you can put a high level with no XP.
Battles: | The actual number of games you did with this warlord.
Victories: | The number of games you finished victorious.

Note: The XP is only used when you resign or win a game and gain some XP. If you XP don't match your level, the game will adjust the level based on the new total XP.

## 8.3 Warlord Skills

The skills are always the same for any warlord. However depending on the class of the warlord only a sub-set is available during leveling. The panel does not sort the skills because they are taken as is from the warlord file.

Name | Max Level | Description
--- | --- | ---
Anti-Magic | 10 | Gaining the Anti-Magic skill increases the resistance of all your groups to enemy magic. This effect is cumulative with the Magic Immunity skill. Level 1 : +5% Resistance, 5% Dispel Level 2 : +10% Resistance, 10% Dispel Level 3 : +15% Resistance, 15% Dispel Level 4 : +20% Resistance, 20% Dispel Level 5 : +25% Resistance, 25% Dispel Level `n` : +`5*n`% Resistance, `5*n`% Dispel
Archmage | 10 | Gaining the Archmage skill increases starting mana, maximum mana and mana regeneration rate. Level 1 : +1 Starting, +1 Regeneration, +1 Maximum Level 2 : +2 Starting, +1 Regeneration, +2 Maximum Level 3 : +3 Starting, +1 Regeneration, +3 Maximum Level 4 : +4 Starting, +1 Regeneration, +4 Maximum Level 5 : +5 Starting, +2 Regeneration, +5 Maximum Level `n` : +`n` Starting, +`ceil(n/4)` Regeneration, +`n` Maximum
Chaos | 10 | Chaos subtracts from the Morale of all enemy Warlords. Level 1 : -1 Enemy Morale (max 0) Level 2 : -1 Enemy Morale (max -1) Level 3 : -2 Enemy Morale (max -1) Level 4 : -2 Enemy Morale (max -2) Level 5 : -3 Enemy Morale (max -2) Level `n` : -`ceil(n/2)` Enemy Morale (max -`ceil(n/2)`)
Crusader | 10 | Crusader gives extra Movement and also some bonuses when troops attack: extra life and possibly extra siege attacks. Level 1 : +1 Move, +1 Life, +10% Siege Level 2 : +1 Move, +1 Life, +20% Siege Level 3 : +1 Move, +1 Life, +30% Siege Level 4 : +1 Move, +2 Life, +30% Siege Level 5 : +1 Move, +2 Life, +40% Siege Level `n` : +`max(1, ceil((n-1)/4))` Move, +`(n-1)/2` Life, +`round((4.8*n+11)/10)*10`% Siege
Defender | 10 | Defender gives bonuses to your groups when they defend a city, increasing both their life and the damage from towers. Level 1 : +2 Life, +1 Tower Damage Level 2 : +2 Life, +2 Tower Damage Level 3 : +3 Life, +2 Tower Damage Level 4 : +3 Life, +3 Tower Damage Level 5 : +4 Life, +3 Tower Damage Level `n` : +`floor((n+1)/2)` Life, +`floor(n/2)+1` Tower Damage
Divine Magic | 255 | Divine Magic allows you to learn and cast spells devoted to Healing, Blessing and the destruction of evil creatures.Increasing this skill will allow you to learn Divine spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city. You learn common spells 1 turn faster for each 3 points You learn rare spells 1 turn faster for each 2 points You learn arcane spells 1 turn faster for each 1 point Mana penalties on distant spells decrease by 1 for every point
Engineer | 10 | Engineer decreases the costs of building and upgrading cities, as well as strengthening your towers and allowing some sites to be upgraded. Level 1 : 10% Discount, +3 Tower Life, Upgrade Forge (1000gp) Level 2 : 20% Discount, +4 Tower Life Level 3 : 25% Discount, +5 Tower Life Level 4 : 30% Discount, +6 Tower Life, Upgrade Well (1000gp) Level 5 : 35% Discount, +7 Tower Life Level 6 : 40% Discount (level 2 is free), +8 Tower Life Level 7 : 45% Discount (level 2 is free), +9 Tower Life, Upgrade Farm (1000gp) Level 8 : 50% Discount (level 2 is free), +10 Tower Life Level 9 : 55% Discount (level 2 is free), +11 Tower Life Level 10: 60% Discount (level 3 is free), +12 Tower Life, Upgrade Timbermill (2000gp) The Engineer skill is limited to 10, after that no more effect. Also it does not follow any direct equation.
Fame | 10 | Fame increases your chance of being offered an ally every turn (provided you have enough gold) and also decreases the cost of allies. Level 1 : +4% Chance, 5% Discount Level 2 : +8% Chance, 10% Discount Level 3 : +12% Chance, 15% Discount Level 4 : +16% Chance, 20% Discount Level 5 : +20% Chance, 25% Discount Level `n` : +`4*n`% Chance, `5*n`% Discount
Gate | 10 | The Gate skill increases the strength of all units summoned with spells. Level 1 : +1 Combat Level 2 : +1 Combat, +1 Life Level 3 : +1 Combat, +2 Life Level 4 : +1 Combat, +3 Life Level 5 : +1 Combat, +3 Life, +1 Level Level 6 : +2 Combat, +3 Life, +1 Level Level 7 : +2 Combat, +4 Life, +1 Level Level 8 : +2 Combat, +5 Life, +1 Level Level 9 : +2 Combat, +6 Life, +1 Level Level 10 : +2 Combat, +6 Life, +2 Level The Gate skill is limited to 10, after that no more effect. Also it does not follow any direct equation.
Glory | 10 | Glory increases your chance of being offered a hero every turn (provided you have enough gold) and also decreases the cost of heroes. Level 1 : +4% Chance, 5% Discount Level 2 : +8% Chance, 10% Discount Level 3 : +12% Chance, 15% Discount Level 4 : +16% Chance, 20% Discount Level 5 : +20% Chance, 25% Discount Level `n` : +`4*n`% Chance, `5*n`% Discount
Merchant | 10 | The Merchant skill increases your total gold income every turn and also increases the chance a merchant will offer an item for sale. Level 1 : +10% Income Bonus, 3% Merchant Item Offer (5% if +1500gp) at 2% Discount Level 2 : +20% Income Bonus, 6% Merchant Item Offer (10% if +1500gp) at 4% Discount Level 3 : +30% Income Bonus, 9% Merchant Item Offer (15% if +1500gp) at 6% Discount Level 4 : +40% Income Bonus, 12% Merchant Item Offer (20% if +1500gp) at 8% Discount Level 5 : +50% Income Bonus, 15% Merchant Item Offer (25% if +1500gp) at 10% Discount Level `n` : +`10*n`% Income Bonus, +`3*n`% Merchant Item Offer (+`5*n`% if +1500gp) at `2*n`% Discount
Morale | 10 | A higher Morale will benefit you in combat.Every time a unit hits an enemy in combat, it compares Morale scores with that enemy. If its Morale is higher, then it has a chance at a second free attack. The bigger the difference, the greater the chance of a second attack.You can learn more about Morale in the [Play Tips] section of the help.
Nature Magic | 255 | Nature Magic allows you to learn and cast spells devoted to summoning and empowering monsters, as well as improving production and income.Increasing this skill will allow you to learn Nature spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city. You learn common spells 1 turn faster for each 3 points You learn rare spells 1 turn faster for each 2 points You learn arcane spells 1 turn faster for each 1 point Mana penalties on distant spells decrease by 1 for every point
Necromancy | 255 | Necromancy allows you to learn and cast spells devoted to raising and empowering Undead, as well as destroying good creatures.Increasing this skill will allow you to learn Necromancy spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city. You learn common spells 1 turn faster for each 3 points You learn rare spells 1 turn faster for each 2 points You learn arcane spells 1 turn faster for each 1 point Mana penalties on distant spells decrease by 1 for every point
Rune Magic | 255 | Rune Magic allows you to learn and cast spells devoted to stone, strength, earth and protection.Increasing this skill will allow you to learn Rune spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city. You learn common spells 1 turn faster for each 3 points You learn rare spells 1 turn faster for each 2 points You learn arcane spells 1 turn faster for each 1 point Mana penalties on distant spells decrease by 1 for every point
Summoning | 255 | Summoning allows you to learn and cast spells devoted to both fire, and summoning and empowering Daemons.Increasing this skill will allow you to learn Summoning spells faster and it will also decrease the penalty applied when extra mana is required to cast a spell from a distant group or city. You learn common spells 1 turn faster for each 3 points You learn rare spells 1 turn faster for each 2 points You learn arcane spells 1 turn faster for each 1 point Mana penalties on distant spells decrease by 1 for every point
Weaponmaster | 10 | The Weaponmaster skill adds extra XP to the pool of experience after each battle. It also allows fresh units to start with XP. Level 1 : +10% pool XP Level 2 : +20% pool XP, +1 unit XP Level 3 : +30% pool XP, +2 unit XP Level 4 : +40% pool XP, +3 unit XP Level 5 : +50% pool XP, +4 unit XP Level `n` : +`10*n`% pool XP, +`n-1` unit XP

Notes:

1. Putting very high values to make a super Warlord is not always to your own benefice as I discovered. Some skills are more efficient at level 15 then above.
2. The maximum level is in game when you are leveling your warlord by playing. This level is subjective and only applies for the wizard editor.
3. These maximums are lifted when the warlords enters the High-Level warlord class, i.e. as defined by the game. To enter High-Level warlords you must have ALL city upgrades done. Even so, the editor forces a cap at 255 on each skill.
4. Pressing on the "Max All" button will cap each general skill to 10 and the magical skills to 17 regardless of the theoretical maximum allowed. This ensures a game compliant warlord. The max is only set on the skills that are available to edition.

## 8.4 City Upgrades

The upgrades are dependent of your warlord's major ability. Some upgrades have some pre-requested building prior being available. The number of buildings defers from ability to ability but the overall bonus are relative similar. Sorted by major ability:

### 8.4.1 Combat

# | Name | Description
--- | --- | ---
1 | Level 1 Walls | Tower Damage +1
2 | Level 2 Walls | Tower Damage +1 (Level 1 Walls as pre-condition)
3 | Level 3 Walls | Tower Damage +1 (Level 2 Walls as pre-condition)
4 | Level 4 Walls | Tower Damage +1 (Level 3 Walls as pre-condition)
5 | Village Hall | Tower Life +4
6 | Town Hall | Tower Life +4 (Village Hall as pre-condition)
7 | City Hall | Tower Life +4 (Town Hall as pre-condition)
8 | Capital | Tower Life +4 (City Hall as pre-condition)
9 | Sty | Unit Combat +2
10 | Pit | Unit Combat +2
11 | Sink Hole | Unit Combat +2
12 | Vat | Unit Life +3
13 | Rock Quarry | Income +30
14 | Shaman Spire | Mana Regeneration +1
15 | Shaman Turret | Maximum Mana +2 (Shaman Spire as pre-condition)
16 | Shaman Tower | Maximum Mana +2 (Shaman Turret as pre-condition)
17 | Pen | Income +30
18 | Hovel | Morale +1
19 | Overseer | Morale +1
20 | Gateway of Thorns | Speed +1
21 | Prison Cages | +20 Gold per Unit for Defending
22 | Temple of War | Quests Available
23 | Grinder | Unit Life +3

### 8.4.2 Divine Magic

# | Name | Description
--- | --- | ---
1 | Level 1 Walls | Tower Damage +1
2 | Level 2 Walls | Tower Damage +1 (Level 1 Walls as pre-condition)
3 | Level 3 Walls | Tower Damage +1 (Level 2 Walls as pre-condition)
4 | Level 4 Walls | Tower Damage +1 (Level 3 Walls as pre-condition)
5 | Village Hall | Tower Life +4
6 | Town Hall | Tower Life +4 (Village Hall as pre-condition)
7 | City Hall | Tower Life +4 (Town Hall as pre-condition)
8 | Capitol | Tower Life +4 (City Hall as pre-condition)
9 | Barracks | Production Time -1
10 | Armory | Unit Life +3
11 | Archery Range | Unit Combat +2
12 | Stables | Speed +1
13 | Mage Spire | Mana Regeneration +1
14 | Mage Turet | Mana Regeneration +1 (Mage Spire as pre-condition)
15 | Mage Tower | Mana Regeneration +1 (Mage Turet as pre-condition)
16 | Inn | Hero cost -20%
17 | Bureau | Speed +1
18 | Temple | Quests Available
19 | Prison | +20 Gold per Unit for Defending
20 | Marketplace | Income +30
21 | Banking Center | Income +30 (Marketplace as pre-condition)
22 | Mint | Income +30 (Banking Center as pre-condition)
23 | Recruiting Center | Hero cost -20%

### 8.4.3 Nature Magic

# | Name | Description
--- | --- | ---
1 | Level 1 Walls | Tower Damage +1
2 | Level 2 Walls | Tower Damage +1 (Level 1 Walls as pre-condition)
3 | Level 3 Walls | Tower Damage +1 (Level 2 Walls as pre-condition)
4 | Level 4 Walls | Tower Damage +1 (Level 3 Walls as pre-condition)
5 | Green Palace | Tower Life +3
6 | Emerald Palace | Tower Life +3 (Green Palace as pre-condition)
7 | Jade Palace | Tower Life +3 (Emerald Palace as pre-condition)
8 | Sage Palace | Tower Life +3 (Jade Palace as pre-condition)
9 | Tree of Life | Unit Life +3
10 | Circle of Power | Mana Regeneration +1
11 | Workshop | Unit Combat +2
12 | Forest Forge | Production Time -1
13 | Sylvan Fletcher | Unit Combat +2
14 | Adept Spire | Mana Regeneration +1
15 | Adept Turret | Maximum Mana +2 (Adept Spire as pre-condition)
16 | Adept Tower | Maximum Mana +2 (Adept Turret as pre-condition)
17 | Sweetwater Well | Unit Life +3
18 | Hostel | Hero cost -20%
19 | Rangers' Hall | Speed +1
20 | Magic Pool | Speed +1
21 | Reformatory | +20 Gold per Unit for Defending
22 | Trade Center | Income +30
23 | Evergreen Shrine | Quests Available

### 8.4.4 Necromancy

# | Name | Description
--- | --- | ---
1 | Level 1 Walls | Tower Damage +1
2 | Level 2 Walls | Tower Damage +1 (Level 1 Walls as pre-condition)
3 | Level 3 Walls | Tower Damage +1 (Level 2 Walls as pre-condition)
4 | Level 4 Walls | Tower Damage +1 (Level 3 Walls as pre-condition)
5 | Cell of the Undead | Tower Life +4
6 | Chamber of the Undead | Tower Life +4 (Cell of the Undead as pre-condition)
7 | Hall of the Undead | Tower Life +4 (Chamber of the Undead as pre-condition)
8 | Great Hall of the Undead | Tower Life +4 (Hall of the Undead as pre-condition)
9 | Graveyard | Unit Combat +2
10 | Mausoleum | Unit Combat +2
11 | Dark Mills | Production Time -1
12 | Necromantic Chamber | Ennemy Morale -1
13 | Barrow | Unit Combat +2
14 | Dead Spire | Mana Regeneration +1
15 | Dead Turret | Mana Regeneration +1 (Dead Spire as pre-condition)
16 | Dead Tower | Maximum Mana +4 (Dead Turret as pre-condition)
17 | Royal Tomb | Income +30
18 | Chateau | Hero cost -20%
19 | Hard Labor Camp | +20 Gold per Unit for Defending
20 | Lightning Spire | Speed +1
21 | Cage | Ennemy Morale -1
22 | Office of Blight | Income +30
23 | Death Shrine | Quests Available

### 8.4.5 Rune Magic

# | Name | Description
--- | --- | ---
1 | Level 1 Walls | Tower Damage +1
2 | Level 2 Walls | Tower Damage +1 (Level 1 Walls as pre-condition)
3 | Level 3 Walls | Tower Damage +1 (Level 2 Walls as pre-condition)
4 | Level 4 Walls | Tower Damage +1 (Level 3 Walls as pre-condition)
5 | Camp | Tower Life +5
6 | Fort | Tower Life +5 (Camp as pre-condition)
7 | Bailey | Tower Life +5 (Fort as pre-condition)
8 | Keep | Tower Life +5 (Bailey as pre-condition)
9 | Lodge | Hero cost -15%
10 | Eyrie | Speed +1
11 | Foundry | Production Time -1
12 | Armory | Unit Life +3
13 | Iron Works | Unit Combat +2
14 | Rune Spire | Mana Regeneration +1
15 | Rune Turret | Mana Regeneration +1 (Rune Spire as pre-condition)
16 | Rune Tower | Mana Regeneration +1 (Rune Turret as pre-condition)
17 | Refectory | Hero cost -15%
18 | Quarry | Income +50
19 | Obelisk | Morale +1
20 | Gaol | +20 Gold per Unit for Defending
21 | Trading Post | Income +40
22 | Gold Mine | Income +40
23 | Blast Furnace | Unit Combat +2

### 8.4.6 Summoning

# | Name | Description
--- | --- | ---
1 | Level 1 Walls | Tower Damage +1
2 | Level 2 Walls | Tower Damage +1 (Level 1 Walls as pre-condition)
3 | Level 3 Walls | Tower Damage +1 (Level 2 Walls as pre-condition)
4 | Level 4 Walls | Tower Damage +1 (Level 3 Walls as pre-condition)
5 | Citadel of Fear | Tower Life +4
6 | Citadel of Dread | Tower Life +4 (Citadel of Fear as pre-condition)
7 | Citadel of Despair | Tower Life +4 (Citadel of Dread as pre-condition)
8 | Citadel of Horror | Tower Life +4 (Citadel of Despair as pre-condition)
9 | Cadaver Hall | Unit Combat +2
10 | Portal of Hades | Production Time -1
11 | Gate of Ctharos | Speed +1
12 | Fumerole | Speed +1
13 | Vulcanic Mills | Income +30
14 | Occult Spire | Mana Regeneration +1
15 | Occult Turret | Mana Regeneration +1 (Occult Spire as pre-condition)
16 | Occult Tower | Maximum Mana +3 (Occult Turret as pre-condition)
17 | Stygian Shrine | Morale +1
18 | Infernal Cloister | Unit Combat +2
19 | Thralls' Quarters | Income +30
20 | Blood Altar | Ennemy Morale -1
21 | House of Penitence | +20 Gold per Unit for Defending
22 | Pool of Lethe | Unit Life +2
23 | Sacrifical Shrine | Quests Available

## 8.5 Provinces

The game has a total of 32 provinces to win, effectively 32 missions to perform. The provinces are divided into storyline and extra missions. You need to win the storyline to win the game; the extra mission will give you various bonuses such as retinues or boosts but they are optional.

## 8.6 Retinues

In order to add a retinue to your warlord you must click the active check box in front of the retune name. Then create a retinue with the "Create" button. Once the retinue edition dialog closes the retinue is added to your warlord. You can change this retinue by pressing the "Edit" button.

You can also import an exiting retinue from an external repository. Use the "Import" button and search for your retinue file. You may also export a created retinue to your retinue repository, use the "Export" button for that (this button is only available if a retinue exists). By default, the retinue repository is created in your game root folder or in the current folder if the latter isn't defined. This folder is called `Retinues` and contains files with the `*.rit` extension.

The retinue edition dialog is divided into 4 sections:

- Character
- Abilities
- Statistics
- Items

### 8.6.1 Character

Some detailed explanation of the main fields of the units.

Name | Description
--- | ---
Name: | The name of the unit can take any character of the Latin ASCII table. The name is limited to maximum 31 characters. If you put an empty name the default unit type name is used.
Race: | One of the 10 races from the wheel.
Type: | Each race has 6 different units. The names and icons change according to the race.

### 8.6.2 Abilities

You can enter the major and minor ability based on the list. Some important points:

- Take two identical abilities will have no effect in the game.
- The maximum ability level is 5; higher values are clamped to 5 in the game. Except for some special abilities such as "Extra Though" which is limited to 255.
- You may put any ability even if in the game it is supposed not to happen.
- Put an ability of 0 will not have a great effect, but you can force the destiny.
- Abilities can be found on items as well as retunes.
- The additional abilities are not available for retunes, they are items only.

Name | Description
--- | ---
Archery | A unit with the archery skill has a chance of shooting the current enemy unit, every time a new creature enters combat. The maximum number of archery hits is 2. Level 1 : 20% Chance, 1-2 damage Level 2 : 35% Chance, 1-3 damage Level 3 : 50% Chance, 1-4 damage Level 4 : 65% Chance, 1-5 damage Level 5 : 80% Chance, 1-6 damage
Armor | Reduces damage a unit takes in combat from melee or missile attacks. Level 1 : 1 point (melee) or 1 points (missile) Level 2 : 1-2 points (melee) or 1-4 points (missile) Level 3 : 1-3 points (melee) or 1-5 points (missile) Level 4 : 1-4 points (melee) or 1-6 points (missile) Level 5 : 1-5 points (melee) or 1-7 points (missile)
Assassin | A unit with an Assassin skill has an outright chance of killing a Hero in combat everytime he strikes it. He also doubles the chance of a critial hit on any strike against any unit. Level 1 : 10% Chance Level 2 : 20% Chance Level 3 : 30% Chance Level 4 : 40% Chance Level 5 : 50% Chance
Bless | A unit with the Bless skill has a chance to Bless each friendly unit entering combat. Blessed units gain +3 Combat, and gain some protection vs. enemy special abilities (protected from: Archery, Poison, Disease, Crushing Blow, Smite Good/Evil, All Slayers, Deathgaze, First Strike, Terror, Fire, Negate). Evil units cannot be blessed. Level 1 : 10% Chance Level 2 : 20% Chance Level 3 : 30% Chance Level 4 : 40% Chance Level 5 : 50% Chance
Bloodlust | When struck in melee combat, a unit may go into a blind rage. This increases its Combat skill by +3, and can occur up to 3 times in a single combat. Level 1 : 20% Chance Level 2 : 35% Chance Level 3 : 50% Chance Level 4 : 65% Chance Level 5 : 80% Chance
Build | When a unit with the Build skill is inside or adjacent to a city, and that city is rebuilt or fortified, then it gains a discount on the price. Level 1 : 20% Discount Level 2 : 35% Discount Level 3 : 50% Discount Level 4 : 65% Discount Level 5 : 80% Discount
Crushing Blow | A unit has a chance to inflict a Crushing Blow with every attack in combat. A crushing halves the victim's remaining Life and then applies normal damage. The attack must be successful in order to activate the skill. Level 1 : 20% Chance Level 2 : 35% Chance Level 3 : 50% Chance Level 4 : 65% Chance Level 5 : 80% Chance
Curse | A unit with the Curse skill has a chance to Curse each enemy unit entering combat. Cursed units gain -3 Combat, and can only use special abilities at half their current level (round down). It also protects from: Poison, Disease, Crushing Blow, Smite Good/Evil, All Slayers, Assassin, Deathgaze, First Strike, Terror, Fire, Negate, Vampirism, Taunt, Bloodlust, Warding, Regeneration, Armor. Level 1 : 10% Chance Level 2 : 20% Chance Level 3 : 30% Chance Level 4 : 40% Chance Level 5 : 50% Chance
Deamonslayer | A unit with Deamonslayer gains a bonus to its Damage and Combat scores vs. enemy Deamons units. Level 1 : +2 Damage and +2 Combat Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat
Death Gaze | When a unit with Death Gaze faces off against another unit in combat, it has a chance to kill that unit outright before the fighting begins. Level 1 : 10% Chance Level 2 : 15% Chance Level 3 : 20% Chance Level 4 : 25% Chance Level 5 : 30% Chance
Deathslayer | A unit with Deathslayer gains a bonus to its Damage and Combat scores vs. enemy Undead units. Level 1 : +2 Damage and +2 Combat Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat
Disease | Has a chance of inflicting disease upon any enemy that is hit in combat. Diseased units cannot be healed and do half damage. Disease lasts 3 turns. Level 1 : 20% Chance Level 2 : 35% Chance Level 3 : 50% Chance Level 4 : 65% Chance Level 5 : 80% Chance
Dragonslayer | A unit with Dragonslayer gains a bonus to its Damage and Combat scores vs. enemy Dragon units. Level 1 : +2 Damage and +2 Combat Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat
Dwarfslayer | A unit with Dwarfslayer gains a bonus to its Damage and Combat scores vs. enemy Dwarven units. Level 1 : +2 Damage and +2 Combat Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat
Elfslayer | A unit with Elfslayer gains a bonus to its Damage and Combat scores vs. enemy Elven units. Level 1 : +2 Damage and +2 Combat Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat
Extra Tough | This is a skill available only to Orcs. It does not confer any special abilities apart from increasing both Combat and Life at the same time. Combat : +1 Life : +2
Fear | A unit with Fear subtracts from the Combat skill of all enemy units in battle. Only the highest Fear skill is used for this (it is not cumulative). Level 1 : -1 Enemy Combat Level 2 : -2 Enemy Combat Level 3 : -3 Enemy Combat Level 4 : -4 Enemy Combat Level 5 : -5 Enemy Combat
Fire | A unit with Fire adds extra damage to each hit in combat. Fire ignores enemy Armor. Level 1 : 1 point extra damage Level 2 : 1-2 points extra damage Level 3 : 1-3 points extra damage Level 4 : 1-4 points extra damage Level 5 : 1-5 points extra damage
First Strike | Gives the unit a first swing at start of combat and the first swing whenever a new unit enters combat. The first strike doesn't activate if the unit has a higher morale at the start of the combat or a new own unit is placed into combat. Level 1 : 3 points of damage for the First Strike Level 2 : 3-6 points of damage for the First Strike Level 3 : 3-9 points of damage for the First Strike Level 4 : 3-12 points of damage for the First Strike Level 5 : 3-15 points of damage for the First Strike
Giantslayer | A unit with Giantslayer gains a bonus to its Damage and Combat scores vs. enemy Giant units (including Trolls, Ogres and Minotaurs). Level 1 : +2 Damage and +2 Combat Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat
Heal | Every time an enemy is defeated in combat, a unit with the Heal skill will heal the current friendly fighting unit. If multiple Healing units are in a group, then all units will try to Heal, and the highest individual result will be used. Level 1 : 1 point of Healing Level 2 : 1-2 points of Healing Level 3 : 1-3 points of Healing Level 4 : 1-4 points of Healing Level 5 : 1-5 points of Healing Note: The heal skill can go up to level 10 with the nature realm spell.
Income | A unit with Income skill contributes Gold towards your Income. It may also affect its group's upkeep. Level 1 : +2 Income Level 2 : +4 Income. Upkeep for this unit is halved. Level 3 : +6 Income. Upkeep for this unit is free. Level 4 : +10 Income. Upkeep for this unit's group is halved. Level 5 : +15 Income. Upkeep for this unit's group is free.
Leadership | A unit with Leadership adds to the Combat Skill and movement of his group. Only the highest Leadership skill is used for this (it is not cumulative). Level 1 : +1 Combat and +1 Speed for the group Level 2 : +2 Combat and +1 Speed for the group Level 3 : +2 Combat and +2 Speed for the group Level 4 : +3 Combat and +2 Speed for the group Level 5 : +3 Combat and +3 Speed for the group
Magic Immunity | A unit with Magic Immunity can protect its group against enemy spells, protects from: Bane, Banish, Disrupt Undead, Earthquake, Hail, Holy Word, Meteor Swarm, Ring of Fire, Shatter. If multiple units with Magic Immunity are in a group, then only the highest skill is used (i.e. it is not cumulative). Moreover, the Anti-Magic warlord skill protects from all spells in addition to adding to any Magic Immunity. Level 1 : 40% Chance Level 2 : 55% Chance Level 3 : 70% Chance Level 4 : 85% Chance Level 5 : 100% Chance
Manslayer | A unit with Manslayer gains a bonus to its Damage and Combat scores vs. enemy Human units. Level 1 : +2 Damage and +2 Combat Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat
Monsterslayer | A unit with Monsterslayer gains a bonus to its Damage and Combat scores vs. enemy Monster units. Level 1 : +2 Damage and +2 Combat Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat
Multi-Attack | A unit with Multi-Attack hits not only the enemy it is fighting, but also hits all opponents in the enemy group who have not yet entered combat. Level 1 : 1 damage vs. enemies not in combat Level 2 : 1-2 damage vs. enemies not in combat Level 3 : 1-3 damage vs. enemies not in combat Level 4 : 1-4 damage vs. enemies not in combat Level 5 : 1-5 damage vs. enemies not in combat
Negate | Weakens most enemy special abilities (except: Deathgaze, Assassin, Curse, Bless, Siege, Critical hits, Negate, Escape (via the ring item), Extra Damage (via the hero spell)) that are used against the unit with the Negate skill. Does not apply to siege attacks against towers, blessing of enemy units or the cursing of the unit with negate. Level 1 : -1 to enemy special abilities Level 2 : -2 to enemy special abilities Level 3 : -3 to enemy special abilities Level 4 : -4 to enemy special abilities Level 5 : -5 to enemy special abilities "Negate does not negate negate!" --KGB
Orcslayer | A unit with Orcslayer gains a bonus to its Damage and Combat scores vs. enemy Orkish units (including Goblins). Level 1 : +2 Damage and +2 Combat Level 2 : +3 Damage and +3 Combat Level 3 : +4 Damage and +4 Combat Level 4 : +5 Damage and +5 Combat Level 5 : +6 Damage and +6 Combat
Poison | Has a chance of inflicting poison upon any enemy that is hit in combat. Poisoned units cannot be healed and their combat is reduced to two thirds. Poison lasts three turns. Level 1 : 20% Chance Level 2 : 35% Chance Level 3 : 50% Chance Level 4 : 65% Chance Level 5 : 80% Chance
Regeneration | A unit with Regeneration regain some of its Life points every time a foe is killed in combat. Level 1 : +3 Life (in combat) Level 2 : +4 Life (in combat) Level 3 : +5 Life (in combat) and +2 Life (outside combat) Level 4 : +6 Life (in combat) and +4 Life (outside combat) Level 5 : +7 Life (in combat) and +6 Life (outside combat)
Scavenging | When a unit with Scavenging helps pillage, sack or raze a city, it adds to the gold found. If multiple units with Scavenging are in a group, then only the highest skill is used (i.e. it is not cumulative). Level 1 : +1-50 Gold Level 2 : +25-100 Gold Level 3 : +50-150 Gold Level 4 : +75-200 Gold Level 5 : +100-250 Gold
Scouting | A unit with Scouting can see into ruins and enemy cities. It can see the units stationned in it as well as seeing the ruin reward (hero, gold, allies, mana crystals, item, tome) assuming the level of scouting is high enough. It also grants a +N Fog of War view bonus to the stack. If multiple units with Scouting are in a group, then only the highest skill is used (i.e. it is not cumulative). Level 1 : Can see into adjacent level 1 enemy cities. +1 view range Level 2 : Can see into adjacent level 2 enemy cities and weaker ruins. +2 view range Level 3 : Can see into adjacent level 3 enemy cities and stronger ruins. +3 view range Level 4 : Can see into adjacent level 4 enemy cities. +4 view range Level 5 : Can see into any cities and ruins anywhere on the map. +5 view range
Siege | A unit with Siege can attack enemy towers when in combat against a city. It fires whenever a new creature enters combat. Level 1 : Each shot does 3 damage Level 2 : Each shot does 4 damage Level 3 : Each shot does 5 damage, 25% chance of a second shot Level 4 : Each shot does 6 damage, 25% chance of a second shot Level 5 : Each shot does 6 damage, 50% chance of a second shot
Smite Evil | A unit with Smite Evil adds extra damage every time it hits an evil unit. Level 1 : +2 Damage Level 2 : +3 Damage Level 3 : +4 Damage Level 4 : +5 Damage Level 5 : +6 Damage
Smite Good | A unit with Smite Good adds extra damage every time it hits a good unit. Level 1 : +2 Damage Level 2 : +3 Damage Level 3 : +4 Damage Level 4 : +5 Damage Level 5 : +6 Damage
Speed | A unit with Speed adds to the movement point allowance of its current group. This is cumulative with multiple Speed units in the same group. Level 1 : +1 Movement Level 2 : +2 Movement Level 3 : +3 Movement Level 4 : +4 Movement Level 5 : +5 Movement
Taunt | Taunts the next weakest enemy unit into combat, bypassing the enemy's ability to choose the next unit, and dropping this unit's Combat score by 3. Level 1 : 20% Chance Level 2 : 35% Chance Level 3 : 50% Chance Level 4 : 65% Chance Level 5 : 80% Chance
Terror | A unit with Terror has a chance to scare an enemy from combat as they begin fighting. A Terrorized unit has its combat and life reduced to 1 for a number of turns.Any unit with the Terror skill is immune to terror from other units. Level 1 : 5% Chance, 5 turn duration Level 2 : 10% Chance, 6 turn duration Level 3 : 15% Chance, 7 turn duration Level 4 : 20% Chance, 8 turn duration Level 5 : 25% Chance, 9 turn duration
Vampirism | A Vampiric unit has a chance to leech back each point of damage it does in combat, effectively healing itself when it hits an enemy. Level 1 : 10% Chance Level 2 : 20% Chance Level 3 : 30% Chance Level 4 : 40% Chance Level 5 : 50% Chance Example: if a Soul Gatherer with +5 vampirism hits for 5 points of damage, it makes 1 roll at 50% chance for each point of damage (so 5 rolls for 5 damage).
Warding | Warding gives a unit a chance to avoid the effects of Archery, Assassination and Death Gaze. Level 1 : 60% (Archery) 20% (Assassin, Death Gaze) Level 2 : 80% (Archery) 40% (Assassin, Death Gaze) Level 3 : 100% (Archery) 60% (Assassin, Death Gaze) Level 4 : 100% (Archery) 80% (Assassin, Death Gaze) Level 5 : 100% (Archery) 100% (Assassin, Death Gaze)
Additional abilities not normally available for retinues but are for spells, items or others:
Chaos | Adds a Chaos bonus to your side. Level 1 : +1 Chaos Level 2 : +2 Chaos Level 3 : +3 Chaos Level 4 : +4 Chaos Level 5 : +5 Chaos
City Gold | All cities gain bonus income. Level 1 : +5 gold Level 2 : +10 gold Level 3 : +15 gold Level 4 : +20 gold Level 5 : +25 gold
Combat | The Combat score for a unit determines how well it performs in combat. The greater the difference in combat scores, the more likely one unit is to hit another.When a unit hits an enemy, it does 5-8 points of damage to that creature's Life score. If the unit misses, it only does 1 point of damage. Every time a unit hits a foe, there is 10% chance of a critical hit, doing 12 points of damage (instead of 5-8). The level of the ability defines the combat bonus. Level 1 : +1 Combat Level 2 : +2 Combat Level 3 : +3 Combat Level 4 : +4 Combat Level 5 : +5 Combat
Combat XP Bonus | Adds extra XP to the pool of experience after each battle. Level 1 : 10% Level 2 : 20% Level 3 : 30% Level 4 : 40% Level 5 : 50%
Critical Hit | Doubles the chance of a critical hit (20 from 10).
Damage | Adds extra damage to the units damage. Level 1 : +1 Damage Level 2 : +2 Damage Level 3 : +3 Damage Level 4 : +4 Damage Level 5 : +5 Damage
Divine Magic | Adds a Divine Magic bonus to your side. Level 1 : +1 Divine Magic Level 2 : +2 Divine Magic Level 3 : +3 Divine Magic Level 4 : +4 Divine Magic Level 5 : +5 Divine Magic
Escape | Allows a hero to escape a combat deathblow by retreating him from tactical combat. It does not function vs archery, tower shots or deathgaze. Once used the item disappears.
Fealty | Allows a hero to obtain any neutral city for free regardless of race. Once used the item disappears.
Life | The higher its Life score, the longer a unit can survive in combat. All damage that a unit takes is subtracted from its Life total. Damage on a unit does not heal naturally until the beginning of the owner's following turn. The level of the ability defines the life bonus. Level 1 : +1 Life Level 2 : +2 Life Level 3 : +3 Life Level 4 : +4 Life Level 5 : +5 Life
Life Bonus | Adds bonus life to a unit during combat. Level 1 : +1 Life Level 2 : +2 Life Level 3 : +3 Life Level 4 : +4 Life Level 5 : +5 Life
Mana Regeneration | Regenerate mana each turn. Similar effect to warlord skill archmage or some buildings. The level of the ability defines the regeneration point bonus. Level 1 : +1 Mana Regeneration Level 2 : +2 Mana Regeneration Level 3 : +3 Mana Regeneration Level 4 : +4 Mana Regeneration Level 5 : +5 Mana Regeneration
Maximum Mana | Increases maximum mana. Enable to enlarge the mana pool. The level of the ability defines the maximum bonus increase. Level 1 : +1 Maximum Mana Level 2 : +2 Maximum Mana Level 3 : +3 Maximum Mana Level 4 : +4 Maximum Mana Level 5 : +5 Maximum Mana
Move Bonus | The stack gains all movement bonuses treating all terrain types as plains when determining move costs.
Morale | Adds a Morale bonus to your side. Level 1 : +1 Morale Level 2 : +2 Morale Level 3 : +3 Morale Level 4 : +4 Morale Level 5 : +5 Morale
Nature Magic | Adds a Nature Magic bonus to your side. Level 1 : +1 Nature Magic Level 2 : +2 Nature Magic Level 3 : +3 Nature Magic Level 4 : +4 Nature Magic Level 5 : +5 Nature Magic
Necromancy | Adds a Necromancy bonus to your side. Level 1 : +1 Necromancy Level 2 : +2 Necromancy Level 3 : +3 Necromancy Level 4 : +4 Necromancy Level 5 : +4 Necromancy
Rune Magic | Adds a Rune Magic bonus to your side. Level 1 : +1 Rune Magic Level 2 : +2 Rune Magic Level 3 : +3 Rune Magic Level 4 : +4 Rune Magic Level 5 : +5 Rune Magic
Summoning Magic | Adds a Summoning bonus to your side. Level 1 : +1 Summoning Magic Level 2 : +2 Summoning Magic Level 3 : +3 Summoning Magic Level 4 : +4 Summoning Magic Level 5 : +5 Summoning Magic
Recruit Allies | Adds to your percentage chance to get allies each turn.
Anti-Magic | Gaining the Anti-Magic ability increases the resistance of all your groups to enemy magic. This effect is cumulative with the Magic Immunity ability and skill.

### 8.6.3 Statistics

Name | Description
--- | ---
Life: | The number of life point you can spend in combat before feeding worms.
Combat: | Fighting capacity. See the hit chance table for details.
Upkeep: | 0 is of course the best upkeep; otherwise this is the number of gold pieces you need to spend in order to sustain the unit.
Experience: | Well all the XP you got during the games. Each 10 XP will allow you to level up.
Level: | The current level of your unit. The XP and level are not correlated so you can put a high level with no XP.

Note: A unit with a 100 life or combat points is near to impossible to kill, unless the opponent has similar statistics or some special attack.

### 8.6.4 Items

Items are classified by type. Each list is sorted. Some items exist twice, that's probably a game error. However the item are listed since they are different in the game. The game has the items hard coded, it is not possible to define you own items unfortunately. The ID column is for those who write their own Quests.

#### Head

Name | Ability | Power | Cost | Level | ID
--- | --- | --- | --- | --- | ---
Archer's Helm | Archery | 2 | 750 | Minor | 7
Crown of Etheria | Heal | 5 | 5000 | Artifact | 20
Crown of KGB | Mana Regeneration | 2 | 1800 | Major | 103
Elven Crown | Leadership | 1 | 750 | Minor | 9
Gladiator's Helm | Combat | 2 | 450 | Minor | 5
Grotesque Helm | Terror | 1 | 500 | Minor | 1
Helm of Life | Life | 2 | 250 | Minor | 12
Helm of Night | Fear | 1 | 750 | Minor | 8
Helm of Sartek | Curse | 5 | 5000 | Artifact | 21
Helm of Seeking | Scavenging | 2 | 250 | Minor | 10
Helm of Sight | Scouting | 2 | 300 | Minor | 2
Helm of Speed | Speed | 1 | 350 | Minor | 4
Helm of Truth | Scouting | 2 | 300 | Minor | 11
Helm of War | Combat | 3 | 600 | Major | 19
Kinslayer Helm | Manslayer | 3 | 700 | Major | 15
Knight's Helm | Combat | 2 | 450 | Minor | 13
Lysean Crown | Income | 4 | 500 | Major | 14
Mask of Vulcan | Rune Magic | 2 | 1000 | Major | 114
Medusa Helm | Death Gaze | 3 | 1000 | Major | 16
Ruby Helm | Fire | 1 | 500 | Minor | 3
Scorpion Helm | Poison | 4 | 1200 | Major | 18
Warrior's Helm | Combat | 1 | 300 | Minor | 6
Witch's Crown | Curse | 3 | 1300 | Major | 17

#### Weapon

Name | Ability | Power | Cost | Level | ID
--- | --- | --- | --- | --- | ---
Assassin's Blade | Assassin | 2 | 600 | Minor | 26
Axe of Malice | Bloodlust | 2 | 750 | Minor | 27
Axe of Slaying | Assassin | 3 | 750 | Major | 42
Bloodkrys | Life | 3 | 300 | Minor | 24
Bow of Accuracy | Archery | 1 | 500 | Minor | 38
Bow of Brianna | Archery | 5 | 5000 | Artifact | 52
Bow of Eldros | Archery | 3 | 1200 | Major | 41
Cross of Power | Divine Magic | 2 | 1000 | Major | 112
Daemonic CrossBow | Deamonslayer | 2 | 500 | Minor | 121
Dagger of Venom | Poison | 2 | 600 | Minor | 35
Darksword | Combat | 1 | 300 | Minor | 37
Doubleblade | Multi-Attack | 1 | 750 | Minor | 33
Dragonblade | Dragonslayer | 5 | 750 | Major | 46
Flail of Madness | Multi-Attack | 3 | 1200 | Major | 49
Giantblade | Giantslayer | 2 | 500 | Minor | 31
Greenblade's Sword | Dragonslayer | 5 | 750 | Major | 102
Heathen's Hammer | Siege | 1 | 750 | Minor | 105
Hero's Torch | Monsterslayer | 5 | 750 | Major | 122
Lightblade | Combat | 3 | 600 | Major | 51
Mace of Crushing | Crushing Blow | 1 | 500 | Minor | 29
Mace of Disruption | Deathslayer | 5 | 750 | Major | 45
Melkor's Staff | Fire | 5 | 5000 | Artifact | 56
Oaken Staff | Combat | 2 | 450 | Minor | 23
Orcslayer | Orcslayer | 2 | 500 | Minor | 34
Paladin's Blade | Deathslayer | 2 | 500 | Minor | 30
Redblade | Combat | 1 | 300 | Minor | 39
Rod of Building | Build | 2 | 300 | Minor | 28
Sheppard's Staff | Nature Magic | 1 | 500 | Minor | 115
Staff of Ruling | Leadership | 3 | 1500 | Major | 43
Staff of Striking | First Strike | 3 | 1000 | Major | 44
Staff of Striking | First Strike | 3 | 1000 | Major | 47
Stormblade | Giantslayer | 5 | 750 | Major | 48
Sword of Ankh | Combat | 1 | 300 | Minor | 40
Sword of Etheria | Bless | 5 | 5000 | Artifact | 55
Sword of Sirian | Smite Evil | 5 | 5000 | Artifact | 53
Sword of the Golem | Crushing Blow | 3 | 1000 | Minor | 25
Titan's Maul | Crushing Blow | 5 | 5000 | Artifact | 54
Vampiric Blade | Vampirism | 1 | 500 | Minor | 36
Vampiric Blade | Vampirism | 1 | 500 | Minor | 22
Wand of Healing | Heal | 2 | 1000 | Minor | 32
Wand of Negation | Negate | 3 | 1100 | Major | 50

#### Armor

Name | Ability | Power | Cost | Level | ID
--- | --- | --- | --- | --- | ---
Aelfwine's Armor | Deathslayer | 2 | 500 | Minor | 61
Antharg's Armor | Disease | 5 | 5000 | Artifact | 73
Armor of Brilliance | Magic Immunity | 1 | 350 | Minor | 57
Armor of Etheria | Warding | 5 | 5000 | Artifact | 75
Armor of Warding | Warding | 1 | 600 | Minor | 64
Azrak's Armor | Life | 2 | 250 | Minor | 66
Blessed Armor | Bless | 1 | 750 | Minor | 60
Daemongold Armor | Life | 5 | 750 | Major | 72
Dragonscale Armor | Armor | 3 | 1200 | Major | 70
Druid's Necklace | Regeneration | 1 | 500 | Minor | 65
Dwarven Mail | Elfslayer | 2 | 500 | Minor | 58
Elven Mail | Dwarfslayer | 2 | 500 | Minor | 59
Healer's Torc | Heal | 3 | 1250 | Major | 69
Holy Mail | Bless | 2 | 1000 | Major | 71
Medal of Valor | Combat XP Bonus | 5 | 1250 | Major | 107
Merchant's Jewels | Income | 4 | 500 | Major | 68
Midnight Armor | Fear | 2 | 1000 | Minor | 62
Mithril Mail | Armor | 5 | 5000 | Artifact | 74
Necklace of Missiles | Archery | 2 | 750 | Minor | 67
Paladin's Armor | Divine Magic | 1 | 500 | Minor | 111
Ranger's Cloak | Move Bonus | 1 | 400 | Minor | 123
Shining Armor | First Strike | 1 | 600 | Minor | 63
WizIce's Robe | Magic Immunity | 5 | 800 | Major | 106

#### Accessory

Name | Ability | Power | Cost | Level | ID
--- | --- | --- | --- | --- | ---
A Kings Ransom | Fealty | 1 | 2500 | Major | 125
Albion's Shield | Warding | 3 | 1200 | Major | 96
Banner of Might | Leadership | 1 | 750 | Minor | 84
Banner of Plague | Disease | 2 | 600 | Minor | 80
Banner of Rage | Bloodlust | 3 | 1000 | Major | 94
Basilisk Shield | Death Gaze | 1 | 500 | Minor | 79
Beedub's Horn | Morale | 1 | 1500 | Major | 108
Boots of Agility | Combat | 1 | 300 | Minor | 91
Boots of Dancing | Taunt | 4 | 1000 | Major | 98
Boots of Speed | Speed | 3 | 1000 | Major | 97
Cursed Shield | Curse | 1 | 700 | Minor | 78
Daemon's Heart | Summoning Magic | 2 | 1000 | Major | 118
Dragon Banner | Dragonslayer | 2 | 500 | Minor | 81
Dragonwizard's Orb | Curse | 3 | 1300 | Major | 101
Elspeth's Ring | Heal | 1 | 750 | Minor | 77
Figurine of Kor | Chaos | 1 | 1500 | Major | 109
Four Leaf Clover | Nature Magic | 2 | 1000 | Major | 116
Gloves of Skill | Rune Magic | 1 | 500 | Minor | 113
Golden Chest | City Gold | 2 | 400 | Minor | 110
Golden Ring | Income | 2 | 200 | Minor | 83
Moonwine Cup | Maximum Mana | 3 | 750 | Minor | 104
Orb of Etheria | Scouting | 5 | 5000 | Artifact | 99
Orb of Fire | Fire | 3 | 1000 | Major | 95
Ring of Building | Build | 4 | 750 | Major | 93
Ring of Darkness | Terror | 1 | 500 | Minor | 87
Ring of Doom | Terror | 5 | 5000 | Artifact | 100
Ring of Escape | Escape | 1 | 5000 | Artifact | 124
Ring of Health | Life | 2 | 250 | Minor | 90
Ring of Regeneration | Regeneration | 1 | 500 | Minor | 76
Ring of Sight | Scouting | 2 | 300 | Minor | 88
Ring of Taunting | Taunt | 2 | 500 | Minor | 89
Ring of Trolls | Regeneration | 2 | 600 | Major | 92
Ruby Ring | Fire | 1 | 500 | Minor | 82
Shield of Negation | Negate | 1 | 600 | Minor | 86
Summoning Orb | Summoning Magic | 1 | 500 | Minor | 117
Talking Skull | Necromancy | 2 | 1000 | Major | 120
Tome of Necromancy | Necromancy | 1 | 500 | Minor | 119
Warder's Shield | Warding | 1 | 600 | Minor | 85
Dwarven Ale | Recruit Allies | 1 | 600 | Minor | 126

Notes:

- In theory you can put any item in any slot. However for clarity the editor does not allow it.
- It is possible to add items to any unit you create, however the game will not use them and allow you to access them unless the unit is a hero. The other cases are just for the show.

### 8.6.5 Listing

Sum up table with all units available in the game. The units are sorted by race and level. Use this table if you want to make standard units without the wizard editor.

#### Knights (Human, Good)

Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification
--- | --- | --- | --- | --- | --- | ---
Swordsman | 10 | 5 | 2 | Deathslayer (1/1) | Scouting (3) | Infantry
Bowman | 9 | 4 | 4 | Archery (1/1) | First Strike (2) | Archer
Knight | 16 | 8 | 8 | Smite Evil (1/1) | Speed (5) | Cavalry
Trebuchet | 15 | 3 | 12 | Siege (1/1) | -.- | Machine
Archon | 20 | 11 | 20 | Bless (1/1) | Heal (5) | Monster, Flight
Knight Hero | 18 | 10 | 0 | Leadership (1/1) | Armor (1), Bless (1), Monsterslayer (1), Heal (1), Smite Evil (1) | Hero

#### Empire (Human, Neutral)

Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification
--- | --- | --- | --- | --- | --- | ---
Spearman | 10 | 4 | 2 | First Strike (1/1) | Armor (3) | Infantry
Ballista | 7 | 5 | 4 | Archery (1/1) | -.- | Archer
Cavalry | 15 | 7 | 8 | Speed (1/2) | Daemonslayer (2) | Cavalry
Twin Catapult | 16 | 2 | 12 | Siege (1/1) | -.- | Machine
Pegasus | 15 | 10 | 16 | Negate (1/1) | Scouting (5) | Monster, Flight
Empire Hero | 20 | 8 | 0 | Leadership (1/1) | Armor (1), Assassin (1), Monsterslayer (1), Scouting (1), Archery (1) | Hero

#### Dwarves (Dwarven, Neutral)

Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification
--- | --- | --- | --- | --- | --- | ---
Axeman | 13 | 5 | 2 | Orcslayer (1/1) | Build (2) | Infantry
Crossbow | 12 | 5 | 4 | Archery (1/1) | Income (2) | Archer
Golem | 22 | 6 | 12 | Crushing Blow (1/1) | Armor (5) | Monster
Bolt Thrower | 16 | 5 | 10 | Siege (1/1) | -.- | Machine
Elemental | 30 | 7 | 16 | Warding (1/1) | Crushing Blow (5) | Monster
Dwarven Hero | 24 | 8 | 0 | Leadership (1/1) | Armor (1), Build (1), Monsterslayer (1), Siege (1), Warding (1) | Hero

#### Ogres (Giants, Neutral)

Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification
--- | --- | --- | --- | --- | --- | ---
Giant Bat | 8 | 4 | 2 | Scouting (1/1) | Vampirism (3) | Monster, Flight
Troll | 10 | 6 | 6 | Regeneration (1/1) | Disease (5) | Infantry
Minotaur | 18 | 9 | 12 | Bloodlust (1/1) | Dragonslayer (5) | Infantry
Rock Giant | 20 | 8 | 14 | Siege (1/1) | -.- | Monster
Ogre | 21 | 11 | 20 | Crushing Blow (1/1) | Terror (3) | Infantry
Ogre Hero | 22 | 10 | 0 | Fear (1/1) | Bloodlust (1), Crushing Blow (1), Monsterslayer (1), Poison (1), Terror (1) | Hero

#### Orcs (Orcan, Evil)

Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification
--- | --- | --- | --- | --- | --- | ---
Goblin | 9 | 4 | 1 | Taunt (1/1) | Dwarfslayer (2) | Infantry
Orc | 12 | 6 | 3 | Bloodlust (1/1) | Extra Tough (2) | Infantry
Wolfrider | 15 | 8 | 5 | Disease (1/1) | Speed (3) | Cavalry
Goblin Thrower | 16 | 4 | 8 | Siege (1/1) | -.- | Machine
Wyvern | 20 | 10 | 20 | Poison (3/1) | -.- | Dragon, Flight
Orkish Hero | 20 | 9 | 0 | Fear (1/1) | Bloodlust (1), Curse (1), Disease (1), Monsterslayer (1), Warding (1) | Hero

#### Undead (Undead, Evil)

Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification
--- | --- | --- | --- | --- | --- | ---
Skeleton | 9 | 5 | 2 | Manslayer (1/1) | Warding (2) | Infantry
Liche | 13 | 5 | 4 | Death Gaze (1/1) | Magic Immunity (5) | Infantry
Skeleton Rider | 14 | 9 | 8 | Smite Good (1/1) | Assassin (5) | Cavalry
Skull Thrower | 10 | 3 | 12 | Siege (1/1) | -.- | Machine
Dragonliche | 21 | 12 | 20 | Curse (3/1) | -.- | Dragon, Flight
Undead Hero | 23 | 8 | 0 | Fear (1/1) | Assassin (1), Curse (1), Monsterslayer (1), Terror (1), Vampirism (1) | Hero

#### Dark Elves (Elven, Evil)

Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification
--- | --- | --- | --- | --- | --- | ---
Spider | 9 | 5 | 1 | Poison (1/1) | Elfslayer (2) | Monster
Assassin | 11 | 6 | 3 | Assassin (1/1) | First Strike (3) | Infantry
Shadowrider | 15 | 8 | 10 | Negate (1/1) | Speed (3) | Cavalry
Manticore | 12 | 4 | 8 | Siege (1/1) | Archery (2) | Machine
Harpy | 19 | 9 | 16 | Terror (1/1) | Scavenging (5) | Monster, Flight
Dark Elven Hero | 20 | 8 | 0 | Fear (1/1) | Assassin (1), Curse (1), Negate (1), Taunt (1), Terror (1) | Hero

#### Daemons (Demons, Evil)

Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification
--- | --- | --- | --- | --- | --- | ---
Imp | 8 | 4 | 2 | Taunt (1/1) | Scavenging (3) | Flight
Soul Gatherer | 9 | 5 | 4 | Vampirism (1/1) | Manslayer (3) | Infantry
Daemon Minion | 19 | 6 | 8 | Fire (1/1) | Taunt (5) | Infantry
Hellbore | 11 | 5 | 12 | Siege (1/1) | -.- | Monster
Hydra | 23 | 9 | 20 | Multi-Attack (1/1) | Poison (5) | Monster
Daemon Hero | 22 | 10 | 0 | Fear (1/1) | Death Gaze (1), Fire (1), Regeneration (1), Terror (1), Warding (1) | Hero

#### Dragons (Dragons, Neutral)

Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification
--- | --- | --- | --- | --- | --- | ---
Dragonknight | 13 | 4 | 2 | First Strike (1/1) | Giantslayer (3) | Human, Infantry
Swamp Dragon | 16 | 6 | 8 | Disease (3/1) | -.- | Flight
Storm Dragon | 20 | 9 | 10 | Terror (3/1) | -.- | Flight
Flame Cannon | 15 | 3 | 12 | Siege (1/1) | Fire (3) | Machine
Fire Dragon | 22 | 15 | 20 | Fire (3/1) | -.- | Flight
Dragonlord Hero | 21 | 9 | 0 | Leadership (1/1) | Monsterslayer (1), Fire (1), First Strike (1), Heal (1), Warding (1) | Hero, Human

#### Elves (Elven, Good)

Name | Life | Combat | Upkeep | Major Ability | Minor Ability | Classification
--- | --- | --- | --- | --- | --- | ---
Elven Archer | 8 | 3 | 3 | Archery (1/1) | Scouting (2) | Archer
Elfguard | 9 | 5 | 2 | Dwarfslayer (1/1) | Magic Immunity (2) | Infantry
Elven Knight | 14 | 9 | 4 | Speed (1/2) | -.- | Cavalry
Unicorn | 15 | 7 | 10 | Heal (1/1) | Smite Evil (5) | Monster
Treant | 27 | 10 | 20 | Warding (1/1) | Siege (3) | Monster
Elven Hero | 18 | 10 | 0 | Leadership (1/1) | Archery (1), Heal (1), Magic Immunity (1), Monsterslayer (1), Scouting (1) | Hero

Notes:

- The major ability values in parenthesis (X/Y) are the ability's starting level X and the increment per level Y.
- The minor ability value in parenthesis (X) is the unit's level before this ability is available.
- Heroes have always one exclusive of the listed minor abilities.

### 8.6.6 Production Time

The game has a fairly complex production time algorithm. For the moment no equation could be extrapolated from the interaction between the warlord's played race and the city race. The tabled below shows the different production times for all cities based on the warlord's played race (title).

#### Knights

Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
Level 1 | 1/2 | 1/2 | 1/2 | 1 | 1 | 2 | 1 | 1 | 1 | 1/2
Level 2 | 1 | 1 | 1 | 2 | 3 | 4 | 3 | 2 | 3 | 1
Level 3 | 2 | 2 | 3 | 3 | 4 | 5 | 4 | 3 | 4 | 2
Level 4 | 2 | 2 | 3 | 4 | 5 | 6 | 5 | 4 | 3 | 2
Level 5 | 3 | 4 | 4 | 5 | 6 | 8 | 6 | 5 | 5 | 4
Level 6 | 4 | -.- | -.- | -.- | -.- | -.- | -.- | -.- | -.- | -.-

#### Empire

Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
Level 1 | 1/2 | 1/2 | 1/2 | 1/2 | 1 | 1 | 2 | 1 | 2 | 1/2
Level 2 | 1 | 1 | 1 | 1 | 2 | 3 | 4 | 3 | 4 | 1
Level 3 | 2 | 2 | 2 | 3 | 3 | 4 | 5 | 4 | 4 | 3
Level 4 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 5 | 4 | 3
Level 5 | 4 | 3 | 4 | 4 | 5 | 7 | 7 | 6 | 6 | 4
Level 6 | -.- | 4 | -.- | -.- | -.- | -.- | -.- | -.- | -.- | -.-

#### Dwarves

Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
Level 1 | 1/2 | 1/2 | 1/2 | 1/2 | 1/2 | 1/2 | 1 | 2 | 2 | 1
Level 2 | 1 | 1 | 1 | 1 | 1 | 1 | 3 | 4 | 5 | 2
Level 3 | 3 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 5 | 3
Level 4 | 3 | 2 | 2 | 2 | 2 | 3 | 5 | 6 | 5 | 4
Level 5 | 4 | 4 | 3 | 4 | 4 | 4 | 6 | 7 | 7 | 5
Level 6 | -.- | -.- | 4 | -.- | -.- | -.- | -.- | -.- | -.- | -.-

#### Ogres

Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
Level 1 | 1 | 1/2 | 1/2 | 1/2 | 1/2 | 1/2 | 1 | 1 | 3 | 1
Level 2 | 2 | 1 | 1 | 1 | 1 | 1 | 2 | 3 | 6 | 3
Level 3 | 3 | 3 | 2 | 2 | 2 | 3 | 3 | 4 | 6 | 4
Level 4 | 4 | 3 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 5
Level 5 | 5 | 4 | 4 | 3 | 4 | 5 | 5 | 6 | 8 | 6
Level 6 | -.- | -.- | -.- | 4 | -.- | -.- | -.- | -.- | -.- | -.-

#### Orcs

Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
Level 1 | 1 | 1 | 1/2 | 1/2 | 1/2 | 1/2 | 1/2 | 1 | 2 | 2
Level 2 | 3 | 2 | 1 | 1 | 1 | 1 | 1 | 2 | 5 | 4
Level 3 | 4 | 3 | 3 | 2 | 2 | 2 | 3 | 3 | 5 | 5
Level 4 | 5 | 4 | 3 | 2 | 2 | 2 | 3 | 4 | 5 | 6
Level 5 | 6 | 5 | 4 | 4 | 3 | 5 | 4 | 5 | 7 | 7
Level 6 | -.- | -.- | -.- | -.- | 4 | -.- | -.- | -.- | -.- | -.-

#### Undead

Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
Level 1 | 2 | 1 | 1 | 1/2 | 1/2 | 1/2 | 1/2 | 1/2 | 2 | 1
Level 2 | 4 | 3 | 2 | 1 | 1 | 1 | 1 | 1 | 4 | 3
Level 3 | 5 | 4 | 3 | 3 | 2 | 2 | 2 | 3 | 4 | 4
Level 4 | 6 | 5 | 4 | 3 | 2 | 2 | 2 | 3 | 4 | 5
Level 5 | 7 | 6 | 5 | 4 | 4 | 4 | 4 | 4 | 6 | 6
Level 6 | -.- | -.- | -.- | -.- | -.- | 4 | -.- | -.- | -.- | -.-

#### Dark Elves

Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
Level 1 | 1 | 2 | 1 | 1 | 1/2 | 1/2 | 1/2 | 1/2 | 1 | 1
Level 2 | 3 | 4 | 3 | 2 | 1 | 1 | 1 | 1 | 3 | 2
Level 3 | 4 | 5 | 4 | 3 | 3 | 2 | 2 | 2 | 4 | 3
Level 4 | 5 | 6 | 5 | 4 | 3 | 2 | 2 | 2 | 3 | 4
Level 5 | 6 | 7 | 6 | 5 | 4 | 5 | 3 | 4 | 5 | 5
Level 6 | -.- | -.- | -.- | -.- | -.- | -.- | 4 | -.- | -.- | -.-

#### Daemons

Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
Level 1 | 1 | 1 | 2 | 1 | 1 | 1/2 | 1/2 | 1/2 | 1 | 1/2
Level 2 | 2 | 3 | 4 | 3 | 2 | 1 | 1 | 1 | 3 | 1
Level 3 | 3 | 4 | 5 | 4 | 3 | 3 | 2 | 2 | 3 | 3
Level 4 | 4 | 5 | 6 | 5 | 4 | 3 | 2 | 2 | 2 | 3
Level 5 | 5 | 6 | 7 | 6 | 5 | 5 | 4 | 3 | 5 | 4
Level 6 | -.- | -.- | -.- | -.- | -.- | -.- | -.- | 4 | -.- | -.-

#### Dragons

Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
Level 1 | 1/2 | 1 | 1 | 2 | 1 | 1 | 1/2 | 1/2 | 1 | 1/2
Level 2 | 1 | 2 | 3 | 4 | 3 | 2 | 1 | 1 | 3 | 1
Level 3 | 3 | 3 | 4 | 5 | 4 | 3 | 3 | 2 | 3 | 2
Level 4 | 3 | 4 | 5 | 6 | 5 | 4 | 3 | 2 | 2 | 2
Level 5 | 4 | 5 | 6 | 7 | 6 | 6 | 4 | 4 | 4 | 4
Level 6 | -.- | -.- | -.- | -.- | -.- | -.- | -.- | -.- | 4 | -.-

#### Elves

Unit | Knights | Elves | Empire | Ogres | Orcs | Undead | Dark Elves | Daemons | Dragons | Dwarves
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
Level 1 | 1/2 | 1/2 | 1 | 1 | 2 | 1 | 1 | 1/2 | 1 | 1/2
Level 2 | 1 | 1 | 2 | 3 | 4 | 3 | 2 | 1 | 3 | 1
Level 3 | 2 | 3 | 3 | 4 | 5 | 4 | 3 | 3 | 3 | 2
Level 4 | 2 | 3 | 4 | 5 | 6 | 5 | 4 | 3 | 2 | 2
Level 5 | 4 | 4 | 5 | 6 | 7 | 7 | 5 | 4 | 5 | 3
Level 6 | -.- | -.- | -.- | -.- | -.- | -.- | -.- | -.- | -.- | 4

Notes:

- The bigger the distance in the race wheel the greater the production time penalty will grow. The greatest penalty is 4 times the normal production.
- A production time below 1 is always 2 units per turn (or 1/2 turn), whatever correction factor is added by sites or warlords.

### 8.6.7 Experience Points

This section will try to shed some light on how the experience points are computed and distributed to winning team after a fight.

#### Unit Value

Base unit XP amount = {`1`, `1`, `2`, `2`, `3`, `4`}. So 1/2 turn and 1 turn units are worth `1` XP to kill and a hero is worth `4` XP to kill. There is a modifier of +`1` added for every level (including L1). So a tier-3 unit of level 4 will be worth XP = `2 + 3` = `5`.

#### Total XP Pool

The game then goes thru and counts up the number of killed units and adds the XP based on the above two calculations.

If you are the attacker and you capture a city you get +`2` XP. Not per unit, just +`2` XP for the battle. If you are the defender and you are in a city you get -`2` XP. This last part is important if your facing Weaponmaster warlords. Instead of disbanding scouts you can kill them on a city knowing they will give `2` XP (1/2 turn and L1) and take `2` XP away leaving `0` for the enemy.

Then only modifiers are applied, modifers are: Weaponmaster skill and Justice spell.

#### Repartition

Then the important part, the hand out of the XP. The XP is divided into two values the major and minor share. The `units` is the starting number of units in the army.

`major` = `max(1, (4*TotalXP)/(units + 3))`
`minor` = `max(1, TotalXP/(units + 3))`

The surviving unit gets the `major` share, the rest each get a `minor` share. One thing to note: If there is only 1 survivor, he gets only the `major` share, not the `minor` shares as well. So he gets gyped on some XP. In fact all units that die take a small portion of the XP pie with them that the rest don't get. So minimizing your losses maximizes your XP.

If any unit is above L5 the XP award is modified downward as follows:

`percentage` = `max(10, 100 - (unitLevel - 5)*10)`

This percentage is then multiplied by the unit share. So a L10 unit gets `(10-5)*10%` of the XP, Or `50`% of your XP share.

This is why higher level units don't get much XP and after L10 it's almost impossible to go higher unless you kill other L10+ units so that the XP reward is very high.

#### Examples

You kill 4 tier-1 units of level 1 in the open. The XP from that battle is `2 + 2 + 2 + 2` = `8`. That gets divided amoung your survivors, lets say 4 units in the initial army. The unit on the battle field gets `(4*8)/(4 + 3)` = `4` (rounded down). The rest gets `8/(4 + 3)` = `1` (rounded down).

You kill a L3 fire dragon and a L5 hero in a city. The XP from that battle is `6` (dragon) + `9` (hero) + `2` (city) = `17`. If the same army of 4 is in the battle and they all have a level lower then 5, then the unit on the battle field gets XP `(4*17)/(4 + 3)` = `9` (rounded down). The other units gets `17/(4 + 3)` = `2` (rounded down).

### 8.6.8 Terrain Bonus

Since Patch `1.05` the terrain might affect life and combat or abilities of the units. There are a whole bunch of terrain type, see the in game help for details. In short, forest is the impassible woods terrain and woods is the area around the edge of forests where units can travel (generally about 1-2 squares out from a forest) and you often see single/small trees. A chasm is that area on land that looks like a deep valley that only fliers can cross. Rock is flat nasty ground that that is not a hill.

#### Combat/Life Bonus

Bonus' are given out based on unit type rather than race. A Treant is part of the Elf race but it's not an Elf unit, it's a monster unit. This is basically how slayer skills work where man slayer doesn't function against an Archon. So terrain bonus's are given out based on unit type.

Unit | Plain | Desert | Snow | Marsh | Hill | Moutain | Lava | Water | Wood | Rock | Chasm | Road | Forest | City | Ruin | Note
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
Human | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 |
Dwarf | 0/0 | 0/0 | 0/0 | 0/0 | 0/2 | 1/2 | 0/0 | 0/0 | 0/-2 | 1/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 |
Giant (Ogre) | 0/0 | 0/0 | 0/0 | 0/0 | 0/2 | 1/2 | 0/0 | 0/0 | -1/-2 | 1/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 |
Orc | 0/0 | -1/0 | 0/0 | 1/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 |
Undead | 0/0 | 0/-2 | 0/0 | 0/2 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 |
Dark Elf | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | -1/0 | 0/0 | 0/0 | 1/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 |
Daemon | 0/0 | 0/0 | -1/-2 | 0/0 | 0/0 | 0/0 | 1/2 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 |
Dragon | 0/0 | 0/0 | -1/0 | 0/0 | 0/0 | 0/2 | 1/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 |
Elf | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | -1/0 | 0/0 | 2/0 | 0/0 | 0/0 | 0/0 | 2/0 | 0/0 | 0/0 |
Monster | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 1/2 | Only received as defender
Infantry | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | -1/0 | 0/0 | 0/0 | 0/0 |
Cavalry | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | -1/0 | 0/0 | 0/0 | 1/0 | -1/0 | 0/0 | -1/0 |
Filer | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | -1/0 | Only received as attacker
Archer | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 1/0 | 1/0 | Only received as defender
Siege | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0 | -1/0 | 0/0 | 1/2 | 0/0 | City bonus only received as attacker

Notes:

- For each cell the bonus Combat/Life is given.
- Units can have up to `3` types. This is why when you right click on a unit like a Swordsman you'll see `HUMAN`, `GOOD`, `INFANTRY`. Hence units will be able to have up to `3` terrain bonus' (good or bad) applied to them.
- This can lead to some interesting scenario's with multiple classifications. For example Cavalry get a `-1` combat in woods/forest but Elves get a `+2` combat so Elven Cavalry will be `+1` combat while other Cavalry will be `-1` combat.
- Mountain bonus' for Dwarves/Giants while high are almost impossible to get since they are flier only terrain. So only mounted heroes would be able to achieve it.
- The skill bonus' to fire/disease are yet to be done and are not shown in the above tables. This is unit bonus' only.

#### Ability Bonus

Some abilities are affect by the terrain type. This bonus takes effect regardless of whether it came from a unit/spell/item.

Ability | Plain | Desert | Snow | Marsh | Hill | Moutain | Lava | Water | Wood | Rock | Chasm | Road | Forest | City | Ruin | Note
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
Fire | 0 | 0 | -1 | 0 | 0 | 0 | 1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Disease | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Terror | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | Only received as the defender
Archery | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Only vs flying units

## 8.7 Preferences

You can modify some parameters that will be remembered at each application launch.

Name | Description
--- | ---
Load / Save
Game Folder: | Path to the folder where the game is installed. If you don't install the editor in the game folder this field is useful. An empty field considers the current install folder as the game folder (default setting).
History: | Number of warlord files the application must remember. By default, this is set to 4.
Backup Warlord: | When a warlord file is saved, makes a backup of the existing file if present. The file will be have the same name but with a `.bak` extension. (By default, this is not set)
Updates
Updates Automated: | Automatically checks the server for new versions and start updating. (By default, this is set)
Proxy
Use Proxy Gate: | Enable the usage of a proxy server for Internet connections.
Host: | The DNS name or IP address of the proxy server.
Port: | Port number to use.
Help
Target: | Choose where the help must come from. "Local" will use the help file provided with the editor when installed, the "Online" will use the most up-to-date version found on Internet. (By default, this is set to "Local")

The preferences are saved into a file called `Warlords4Editor.ini` in the same folder as the application. Delete this file to reset the preferences.

Note: Online help as well as automated updates requires the computer to have Internet access.

Important: If you have the "Updates Automated" set, the editor will call home at each launch. You will see in your network traffic a call to something like "portailsmm.com". The name might wary since it is a shared IP.

## 8.8 Keyboard Shortcuts

Here are different keyboard controls that are recognized:

Key Stroke | Description
--- | ---
`Ctrl - N` | New warlord.
`Ctrl - S` | Save the warlord in the current file.
`Ctrl - A` | Save the warlord in a new file. You will be prompted for a new file name.
`Ctrl - L` | Load an existing warlord.
`Ctrl - P` | Play warlords IV.
`Ctrl - W` | Creation Wizard.
`F9` | Opens the preferences dialog.
`ESC Alt - F4 Ctrl - F4` | Quit the application.
`F1 Crtl + F1` | Visualize this help. Works any where in the application.
`F11` | About dialog.

Note: if the warlord has been modified and you quit, you will be prompted to save it.

## 8.9 Classes

To help you select the right class in accordance with your abilities here is a table.

Major | Minor | Class | Skills | Abilities
--- | --- | --- | --- | ---
Combat | Combat | Warrior | Fame, Chaos, Weaponmaster, Morale | Armor, Bloodlust
Divine Magic | Templar | Glory, Weaponmaster, Morale, Divine Magic | Armor, Warding
Rune Magic | Barbarian | Weaponmaster, Morale, Engineer, Rune Magic | Armor, Magic Immunity
Nature Magic | Ranger | Weaponmaster, Morale, Archmage, Nature Magic | Armor, Negate
Summoning | Flameknight | Weaponmaster, Morale, Archmage, Summoning | Armor, Death Gaze
Necromancy | Blackguard | Weaponmaster, Morale, Archmage, Necromancy | Armor, Terror
Divine Magic | Combat | Paladin | Fame, Chaos, Crusader, Divine Magic | Bless, Bloodlust
Divine Magic | Priest | Glory, Crusader, Divine Magic | Bless, Warding
Rune Magic | Cleric | Crusader, Engineer, Divine Magic, Rune Magic | Bless, Magic Immunity
Nature Magic | Monk | Crusader, Archmage, Divine Magic, Nature Magic | Bless, Negate
Summoning | Heretic | Crusader, Archmage, Divine Magic, Summoning | Bless, Death Gaze
Necromancy | Deathpriest | Crusader, Archmage, Divine Magic, Necromancy | Bless, Terror
Rune Magic | Combat | Runelord | Fame, Merchant, Chaos, Rune Magic | Crushing Blow, Bloodlust
Divine Magic | Runepriest | Glory, Merchant, Divine Magic, Rune Magic | Crushing Blow, Warding
Rune Magic | Runemaster | Merchant, Engineer, Rune Magic | Crushing Blow, Magic Immunity
Nature Magic | Runesmith | Merchant, Archmage, Rune Magic, Nature Magic | Crushing Blow, Negate
Summoning | Seer | Merchant, Archmage, Rune Magic, Summoning | Crushing Blow, Death Gaze
Necromancy | Gorgon | Merchant, Archmage, Rune Magic, Necromancy | Crushing Blow, Terror
Nature Magic | Combat | Beastmaster | Fame, Defender, Chaos, Nature Magic | First Strike, Bloodlust
Divine Magic | Heirophant | Glory, Defender, Divine Magic, Nature Magic | First Strike, Warding
Rune Magic | Alchemist | Defender, Engineer, Rune Magic, Nature Magic | First Strike, Magic Immunity
Nature Magic | Druid | Defender, Archmage, Nature Magic | First Strike, Negate
Summoning | Shaman | Defender, Archmage, Nature Magic, Summoning | First Strike, Death Gaze
Necromancy | Black Druid | Defender, Archmage, Nature Magic, Necromancy | First Strike, Terror
Summoning | Combat | Battlemage | Fame, Gate, Chaos, Summoning | Fire, Bloodlust
Divine Magic | Mystic | Gate, Glory, Divine Magic, Summoning | Fire, Warding
Rune Magic | Conjuror | Gate, Engineer, Rune Magic, Summoning | Fire, Magic Immunity
Nature Magic | Elementalist | Gate, Archmage, Nature Magic, Summoning | Fire, Negate
Summoning | Summoner | Gate, Archmage, Summoning | Fire, Death Gaze
Necromancy | Sorceror | Gate, Archmage, Summoning, Necromancy | Fire, Terror
Necromancy | Combat | Death Knight | Fame, Anti-Magic, Chaos, Necromancy | Curse, Bloodlust
Divine Magic | Plague Priest | Glory, Anti-Magic, Divine Magic, Necromancy | Curse, Warding
Rune Magic | Cabalist | Anti-Magic, Engineer, Rune Magic, Necromancy | Curse, Magic Immunity
Nature Magic | Warlock | Anti-Magic, Archmage, Nature Magic, Necromancy | Curse, Negate
Summoning | Ghoul | Anti-Magic, Archmage, Summoning, Necromancy | Curse, Death Gaze
Necromancy | Necromancer | Anti-Magic, Archmage, Necromancy | Curse, Terror

The skills are given according to the class chosen, the abilities are given during the game to your warlord unit. The abilities are given in Major-Minor order

You are not required to select a class that is made for the selected abilities, however you will face the problem that you will only get the spells linked to that class and not to the abilities or skills you choose.

### 8.9.1 Classes & Races

If you want to choose a certain race with the warlord class, here are some combos that turns out to be some of the best combinations. This is not an absolute rule and all combination will play well, it is just that some combos yield more potential.

Combat is a neutral skill; that means it works well with all races. But like anything else there are a few races that especially benefit from it. In order best to worth, these are the races that benefit most from having combat as a major skill (combat as a minor skill is about as close to neutral as you can get). In addition the minor best choice, in order, is proposed.

#### Combat

Rank | Race | Minor
--- | --- | ---
1. | Dragons | Nature, Combat
2. | Ogres | Nature, Rune, Combat
3. | Knights | Divine, Combat
4. | Orcs | Necromancy, Summoning, Combat
5. | Deamons | Summoning
6. | Dark Elves | Nature, Summoning, Combat
7. | Empire | Nature, Combat
8. | Undead | Necromancy, Summoning, Combat
9. | Elves | Divine, Nature, Combat
10. | Dwarves | Rune, Divine, Combat

For specialty casters these are the ones for each races:

#### Specialty

Race | Sphere
--- | ---
Knights | Divine
Elves | Divine, Nature, Necromancy
Empire | Nature, Summoning
Ogres | Nature, Rune, Summoning
Orcs | Necromancy, Summoning
Undead | Necromancy, Summoning
Dark Elves | Nature, Summoning, Necromancy
Daemons | Summoning
Dragons | Nature, Summoning
Dwarves | Divine, Rune

## 8.10 Hit Chance Table

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

Combat | Hit |  | Combat | Hit |  | Combat | Hit |  | Combat | Hit
--- | --- | --- | --- | --- | --- | --- | --- | --- | --- | ---
<=-20 | 1% |  | -10 | 16% |  | 0 | 50% |  | 10 | 84%
-19 | 2% |  | -9 | 18% |  | 1 | 55% |  | 11 | 86%
-18 | 3% |  | -8 | 21% |  | 2 | 59% |  | 12 | 88%
-17 | 4% |  | -7 | 24% |  | 3 | 63% |  | 13 | 90%
-16 | 5% |  | -6 | 27% |  | 4 | 67% |  | 14 | 92%
-15 | 6% |  | -5 | 30% |  | 5 | 70% |  | 15 | 94%
-14 | 8% |  | -4 | 33% |  | 6 | 73% |  | 16 | 95%
-13 | 10% |  | -3 | 37% |  | 7 | 76% |  | 17 | 96%
-12 | 12% |  | -2 | 41% |  | 8 | 79% |  | 18 | 97%
-11 | 14% |  | -1 | 45% |  | 9 | 82% |  | 19 | 98%
|  |  |  |  |  |  |  |  | >=20 | 99%

## 8.11 Retinues Arrival Turn

Each retune you create will come back to the game at a certain turn. The level of the unit and the type level define the return turn. The level of the unit depends on what you choose as retinue, the higher level you boosted your unit the longer it will take to get it back. The unit type level is given in the manual. A hero is considered a level 4 unit type.

`Turn of arrival := (Level + 1)/2 + Unit Type level`

Note: The division is an integer division without rest.

For example with a Hero (of any race) the return turn would be:

Level | Turn |  | Level | Turn |  | Level | Turn
--- | --- | --- | --- | --- | --- | --- | ---
1th | 5 |  | 11th | 10 |  | 21th | 15
2th | 5 |  | 12th | 10 |  | 22th | 15
3th | 6 |  | 13th | 11 |  | 23th | 16
4th | 6 |  | 14th | 11 |  | 24th | 16
5th | 7 |  | 15th | 12 |  | 25th | 17
6th | 7 |  | 16th | 12 |  | 26th | 17
7th | 8 |  | 17th | 13 |  | 27th | 18
8th | 8 |  | 18th | 13 |  | 28th | 18
9th | 9 |  | 19th | 14 |  | 29th | 19
10th | 9 |  | 20th | 14 |  | 30th | 19

By experience the best is to have a retinue with a low level to get it back faster.

## 8.12 Spells

List of all spells each school offers. Not all spells are available all the time during the game. They are chosen at random.

### 8.12.1 Divine Magic

Name | Description | Mana | Type
--- | --- | --- | ---
Common
Guardian | Summons a level 3 Knight with the Warding +1 skill. | 10 | Creature
Heal | All units healed to full Life. | 6 | Invocation
Holy Armor | All good units gain Armor +2 in the next combat. | 12 | Battle
Holy Weapon | All of your heroes gain Smite Evil +4 in the next combat. | 9 | Battle
Inspiration | Adds +3 to Morale for the duration of the spell. | 10/1 | Enchantement
Paladin | Summons a level 3 Knight with the Heal +1 skill. | 10 | Creature
Prosperity | All cities gain +5 Gold to their income. | 10/1 | Enchantement
White Ward | All good creatures gain Warding +1 while this spell lasts. | 12 | Enchantement
Rare
Circle of Protection | All good units gain Negate +1 while this spell lasts. | 15/2 | Enchantement
Disrupt Undead | Destroys all low/mid level Undead near the spell's origin. | 18 | Invocation
Endurance | All of your troops gain +4 Movement at the start of every turn. | 14/1 | Enchantement
Justice | Doubles experience points from the next combat. | 14 | Battle
Summon Unicorn | Summons a powerful Unicorn to the current city or group. | 15 | Creature
Templar | Summons a level 5 Knight with the Armor +2 skill. | 15 | Creature
Tranquility | All Necromantic and Summoning Enchantments and Battle Spells are dispelled. | 14 | Invocation
Arcane
Altar of Battle | All creatures gain +2/+3/+4 Combat while this spell lasts for warlords of level L1-14/L15-29/L30+. | 20/4 | Enchantement
Archangel | Summons a level 5 Archon to the current city or group. | 20 | Creature
Divine Grace | All creatures gain +25% life when produced. | 20/3 | Enchantement
Holy Word | Destroys all low/mid/high level Undead and Daemons near the spell's origin. | 20 | Invocation
Resurrection | The last hero slain (from any side, not just your own) will be resurrected in your current group. | 20 | Invocation

### 8.12.2 Nature Magic

Name | Description | Mana | Type
--- | --- | --- | ---
Common
Accuracy | All archers gain Archery +2 in their next battle | 13 | Battle
Blessing of Iris | All of your heroes gain Bless +2 while this spell lasts. | 12/1 | Enchantement
Bounty | Income increases by +100 Gold per turn while this spell lasts. | 12/1 | Enchantement
Forestguard | Summons a level 3 Elfguard to serve the caster. | 6 | Creature
Growth | All cities receive an extra turn of production. | 14 | Invocation
Herbalism | All heroes gain Healing +5 in the next combat. | 10 | Battle
Venom | All monsters gain Poison +5 in their next battle. | 10 | Battle
Wind | Flying stacks get +14 movement at the beginning of each turn while this spell lasts. | 12/1 | Enchantement
Rare
Eagle Eye | This spell allows you to see into all enemy cities and ruins as well as granting a +1 Fog of War view. | 14/2 | Enchantement
Gladeward | All Rune and Necromantic Enchantments and Battle Spells are dispelled. | 14 | Invocation
Ironbark | Summons a level 5 Treant with the Armor +1 skill. | 16 | Creature
Mandrake | Summons a level 5 Treant with the Death Gaze +1 skill. | 15 | Creature
Pegasus | Summons a powerful Pegasus to the current city or group. | 14 | Creature
Regeneration | All units gain Regeneration +2 in the next battle. | 16 | Battle
Thorns | All infantry, cavalry and monsters gain +3 to their Combat skill in the next battle. | 14/2 | Enchantement
Arcane
Altar of Wind | All creatures gain +1/+2 Speed while this spell lasts for warlords of level L1-14/L15+. | 20/3 | Enchantement
Ancient Treant | Summons a very powerful Treant with Crushing Blow +3 to the current city or group. | 20 | Creature
Call of Kargoth | Summons 16 spiders of level 3 to the current city or group. A penalty rate of 1.5 mana per square when cast outside a city is applied. | 20 | Creature
Nature's Feast | While this spell lasts, your upkeep is reduced to zero. | 20/3 | Enchantement
Tentacles | All monsters gain Multiattack +5 in the next combat. | 20 | Battle

### 8.12.3 Necromancy

Name | Description | Mana | Type
--- | --- | --- | ---
Common
Bonedance | Any stack containing only Undead, immediately gains +14 movement. | 12 | Invocation
Flaming Skulls | Summons a level 1 Skull Thrower with the Fire +1 skill. | 7 | Creature
Stolen Memories | All evil units begin play with +8 Experience Points. | 12/1 | Enchantement
Phantom Steed | All cavalry gain +2 Speed while this spell lasts. | 10/1 | Enchantement
Raise Dead | Summons 3 level 1 Skeletons to serve the caster. | 6 | Creature
Summon Liche | Summons a powerful Liche to the current city or group. | 12 | Creature
Unholy Armor | All evil creatures gain Armor +2 in the next battle. | 12 | Battle
Unholy Blade | All heroes gain +4 Smite Good. | 8 | Battle
Rare
Death Knight | Summons a level 5 Undead Rider with the Negate +1 skill. | 15 | Creature
Deathplague | All Undead gain Disease +3 while this spell lasts. | 14/1 | Enchantement
Mana Drain | All players instantly lose 15 mana. | 15 | Invocation
Raise Champion | Summons a level 3 Undead Hero to serve the caster. | 14 | Creature
Skeleton Horde | Summons a group of 8 Skeletons (with a leader) to the current city or group. A penalty rate of 1.5 mana per square when cast outside a city is applied. | 14 | Creature
Veil of Force | All evil creatures gain Negate +2 in the next combat. | 15 | Battle
Void | All Nature and Divine Enchantments and Battle Spells are dispelled. | 12 | Invocation
Arcane
Legion of Doom | Summons a group of 8 Undead Riders (with a leader) to the current city or group. A penalty rate of 1.5 mana per square when cast outside a city is applied. | 20 | Creature
Raise Dragon | Summons a powerful L9 Dragonliche to the current city or group. | 20 | Creature
Blood Ritual | All Heroes gain Vampirism +5 while this spell lasts. | 20/4 | Enchantement
Bane | All good creatures close to the spell's origin have a 75% chance of being slain. | 20 | Invocation
Altar of Night | All creatures gain +2/+3/+4 Terror while this spell lasts for warlords of level L1-14/L15-29/L30+. | 20/3 | Enchantement

### 8.12.4 Rune Magic

Name | Description | Mana | Type
--- | --- | --- | ---
Common
Create Golem | Summons a powerful Golem to the current city or group. | 10 | Creature
Dispel | All Nature and Summoning Enchantments and Battle Spells are dispelled. | 12 | Invocation
Earth Spirit | Summons a level 1 Elemental to serve the caster. | 9 | Creature
Hail | All units out in the open, near the spell's origin, take 5-8 points of damage. | 10 | Invocation
Pathfinding | All groups of units treat all terrain as if it were plains. | 14/1 | Enchantement
Shield | All infantry gain +2 Armor | 10 | Battle
Storm | Enemy fliers are at -5 Combat Skill in the next battle. | 10 | Battle
Strength | All monsters gain +5 Combat Skill in the next battle. | 10 | Battle
Rare
Doomstones | All monsters gain Crushing Blow +3 in the next battle. | 14 | Battle
Earthpower | While this spell is in effect, all Towers gain +12 Life and +2 Damage. | 15/2 | Enchantement
Fire Golem | Summons a level 5 Golem with the Fire +1 skill. | 15 | Creature
Flame Blade | Infantry gain Fire +2 in the next battle. | 13 | Battle
Iron Golem | Summons a level 5 Golem with the Build +3 skill. | 14 | Creature
Slow | All enemies are at -3 movement while this spell lasts. | 18/2 | Enchantement
Summon Giant | Summons a powerful Rock Giant to the current city or group. | 16 | Creature
Arcane
Altar of Stone | All creatures gain +2/+3/+4 Warding while this spell lasts for warlords of level L1-14/L15-29/L30+. | 20/3 | Enchantement
Colossus | Summons a very powerful Elemental to the current city or group. | 20 | Creature
Earthquake | All level 2 and 3 cities near the spell's origin drop to level 1. | 20 | Invocation
Meteor Storm | All units out in the open, near the spell's origin, take 10-18 points of damage. | 20 | Invocation
Shatter | Destroys all items carried by enemies (excluding artifacts) near the spell's origin. | 20 | Invocation

### 8.12.5 Summoning

Name | Description | Mana | Type
--- | --- | --- | ---
Common
Banich | 50% chance to destroy Level 1 Daemons within 8 grids of caster. | 10 | Battle
Enrage | All creatures gain Taunt +3 in their next battle. | 12 | Battle
Fireward | All Daemons gain Warding +4 in the next combat. | 12 | Battle
Hellfire | All evil creatures gain Fire +2 in the next combat. | 12 | Battle
Ring of Fire | All enemy units near the spell's origin suffer 4-8 points of damage. | 12 | Invocation
Souleater | Summons a powerful Soul Gatherer to the current city or group. | 15 | Creature
Summon Imps | Summons a group of 3 Imps to the current city or group. | 12 | Creature
Summon Minion | Summons a level 1 Daemon Minion to serve the caster. | 6 | Creature
Rare
Bone Daemon | Summons a level 5 Daemon Minion with the Death Gaze +1 skill. | 15 | Creature
Planar Rift | All Rune and Divine Enchantments and Battle Spells are dispelled. | 14 | Invocation
Pyrohydra | Summons a level 5 Hydra with a bonus Fire skill to the current city or group. | 17 | Creature
Recall | Recalls your most powerful hero (and his troops) to your capital city. | 16 | Invocation
Slayer Daemon | Summons a level 5 Daemon Minion with the Assassin +2 skill. | 15 | Creature
Soulharvest | Summons a group of 4 Soul Gatherers to the current city or group. | 16 | Creature
Visage | All Heroes gain Terror +5 in the next battle. | 15 | Battle
Arcane
Altar of Fire | All units gain +2/+3/+4 Fire while this spell lasts for warlords of level L1-14/L15-29/L30+. | 20/4 | Enchantement
Daemon Prince | Summons a high-level Daemonic Hero to the current city or group. | 20 | Creature
Doombat | Summons a group of 8 powerful Giant Bats to the current city or group. | 15 | Creature
Flame of Khazdhul | All your heroes gain Curse +5. | 20/2 | Enchantement
Gate | Summons a group of 8 Daemon Minions (with a leader) to the current city or group. | 20 | Creature

### 8.12.6 Heroes

Name | Description | Research | Mana | Type
--- | --- | --- | --- | ---
Heroic Presence | Add +2 morale for the battle. | 3 | 6 | Battle
Heroic Strike | Doubles the chance for a critical (20 instead of 10) for all units in the next battle. | 3 | 8 | Battle
Heroic Expertise | All units gain +1 to their damage in the next battle. | 3 | 12 | Battle
Heroes Feast | All units gain +2 life in their next battle. | 3 | 10 | Battle
Heroes Mount | Summons a special trained flying mount for the hero to ride.
Alignment | Hero L1-L4 | Hero L5-L9 | Hero L10+
--- | --- | --- | ---
Good | L1 Pegasus | L2 Pegasus | L3 Pegasus
Neutral | L1 Storm Dragon | L2 Storm Dragon | L3 Storm Dragon
Evil | L1 Wyvern | L2 Wyvern | L3 Wyvern
| 5 | 18 | Invocation

Notes:

- Arcane spells are only available for the primary warlord skill.
- Only 8 spells appear at time when the warlord can learn them.
- The learning time assumes the minimum skill level of the warlord (i.e. 1). The magical school bonus has to be deducted.
- Spells are only usable for the current game. You cannot carry them over.
- Spells, which last overtime, are shown X/Y their cost for casting X and upkeep for each turn Y.
- The upkeep is deducted from the current mana poll before the new mana of the turn is added. If there isn't enough mana left for the current turn all spells with upkeep will be canceled.
- Hero spells research times are fixed. There is no way to reduce them nor is there a way to reduce casting cost for distance from capitol for the mount spell.
- Spells will not be castable unless there is a hero present.
- Any dispel spell will dispel the hero battle spells (warlords trump heros)
- The spells will appear in with the normal spell lists to research. In the case of combat warlords they now have a small list of 5 spells to research.
- Hero spells may still be cast if the Warlord dies, however no further spell research is possible.

## 8.13 Experience Points

You always wondered how your Warlord is rewarded for playing a game. Well this should help you understand. The first thing you must know is that the game will not give any experience if you finish before turn 10. So the start-resign trick to get experience won't work at all.

| Knight | Prince | King | Emperor
--- | --- | --- | --- | ---
Base: | 4
Win: | 4
Per Ally: | 0.5 | 0.5 | 1 | 1.5
Per defeated enemy: | 0.5 | 1 | 1.5 | 2

For example if you are allied with one AI and you kill off 3 enemy AI's all on Knight level you'd get the following experience:

XP = `4` (Base) + `4` (Win) - `0.5` (1 AI ally) + `1.5` (3 AI enemies) = `9`

Notes:

- Emperor level against 7 AI players yields the maximum number of experience.
- Allies will penalize you a lot depending on the difficulty.
- You must play at least 10 turns to get experience.
- You need 10 XP per level as for the retinues.

# 9 Creation Wizard

For those that are interested in making warlords and retinues that matches the game specification, a content creation wizard exists. This wizard follows the rules setup for each unit and warlord. You can only make a 100% game compliant edition. To create a warlord and retinues with the wizard select the "File > Creation Wizard..." or hit the `<Ctrl + W>` key. Once the warlord created, save it by the traditional way.

# 10 PBEM Warlord

The editor can import and export warlords from and to play by e-mail packed warlords. Create your warlord and directly bundle it (export it) into a PBEM format. In the same way, import a PBEM warlord and edit it.

Use the import and export menus from the "File > [Import|Export] PBEM Warlord..." menu in the menu bar or hit the `<Ctrl + I>` and `<Ctrl + E>` respectively.

# 11 Pre-made Warlord

The editor can import warlords from pre-made packed warlords. Create your warlord based on an existing one. Use the import menu from the "File > Import Pre-made Warlord..." menu in the menu bar or hit the `<Ctrl + Alt + I>` key.

Note: For integrity reasons, the export function for pre-made warlords is not available.

# 12 Known Issues

The following problems have been observed in the Warlords IV - Warlord & Retinues Editor:

- In some cases the application GUI freezes if the game is running at the same time. It is still possible to quit the application by pressing ESC.
- If some skills are higher then 15 you may experience strange behaviors in the game. The game however accepts skill levels up to 255.
- No cross check is made between the class and the warlord's abilities. If you choose magical abilities, be sure to take a class that can use the magic you want. Only spells for the class you choose are available, skills or abilities has no influence. See the classes' section for more details.
- Running the editor under Window 9x may produce errors at the execution and possibly crash the application. The problem occurs often in Windows' flawed Library `C:\WINDOWS\SYSTEM\IMAGEHLP.DLL`, if such a problem occurs you will find a file like `hs_err_pidXXXXXXX.log` in the editor's root directory. Only known alternative, update to Windows 2000 or more.

# 13 Changes Log

List of bug fixes and improvements:

#### Version 2.54

As for patch 1.05
- Bug fixes:

- Fixed minor focus problem with some widgets.
- Fixed error in the level handeling in wizard mode.
- Fixed some widget Look & Feel errors.

- Enhancements:

- Added Item ID for quest writers.
- Allow to generate Warlord, Unit and Capitol names based on race.
- Changed default Look & Feel.
- Simplified the Look & Feel and added Look & Feel selection.
- Faster load time.

#### Version 2.53

As for patch 1.05
- Bug fixes:

- Fixed spelling in editor and doc.
- Fixed load stall problem.
- Fixed Locale language mix.

- Enhancements:

- Migrated to Java 1.6.

#### Version 2.52

As for patch 1.05
- Bug fixes:

- Remove hidden dependency to Windows' registry.
- Fixed several minor bugs.

- Enhancements:

- Improved help for units abilities.
- Race & classes best mix in help.
- Many small GUI improvements.
- Better error messages with load/save actions.
- Add progression bar in splash.
- Done some source code house keeping.

#### Version 2.51

As for patch 1.05
- Bug fixes:

- Fixed legit skills of some units.
- Fixed retinue listing table.
- Preference auto update did not trig the controls buttons.
- Changing retinues did not trig the warlords controls buttons.

- Enhancements:

- Added I2 forum link.

#### Version 2.50

As for patch 1.05
- Bug fixes:

- Possible item corruption with abilities introduced in patch 1.03

- Enhancements:

- Added the XP section for Warlords
- Added the XP section for Retinues
- Added the units Classification
- New item icons
- Many new items
- Added item's cost
- Heroes Sphere spells
- Many new abilities
- Units ballancing
- Proxy settings for updates
- Auto load
- All image resources are in PNG now
- Added a level "Adjust" button in wizard mode
- Better skills overview in wizard mode
- Add god-mode skill level settings

#### Version 2.41

As for patch 1.04
- Bug fixes:

- N/A

- Enhancements:

- Fixed some spell descriptions (see new patch).
- Changed scouting ability description (see new patch).

#### Version 2.40

As for patch 1.03
- Bug fixes:

- Avoid exceptions when pre-made warlords are loaded.
- Avoid exceptions when "save as" is used.
- Add the disabled icons for menues that can be disabled.
- Force a filename input if the warlord is new, avoids to crush the most recent warlord in the list.
- Retinue level is limited between 1-999.
- Retinue XP is limited between 0-9999.
- Properly load the retinue's ID and generate random IDs for new retinues. Avoid the game load bug for parties with generated retinues with the editor.

- Enhancements:

- New development packaging (for the source code lovers).
- New window Look & Feel.
- Add action menu with direct forum and home pages access.
- Posiblity to import pre-made warlords.
- Changed building properties (see new patch).
- Add quest building for summoning and necromancers (see new patch).
- Retinue's abilities & stats changed (see new patch).
- Add new items (see new patch).
- Corrections to the warlord skills (see new patch).
- Corrections to the spells (see new patch).

#### Version 2.32

- Bug fixes:

- Unit wizard save set the proper experience now.
- The minor ability level in the unit wizard can now properly be edited when opened for the first time.
- The minor ability of the unit wizard is now properly saved.

- Enhancements:

- Warlord preview informs about retinue presence and number.
- Warlord Wizard edition dialog loads the current warlord when opened.

#### Version 2.31

- Bug fixes:

- File chooser properly update its content for retinues imports and exports.
- Documentation spells corrected (missing spells and wrong spells data).
- Retinues are properly displayed in the preview section of the file chooser.
- Retinues are properly saved with the warlord.

- Enhancements:

- N/A

#### Version 2.30

- Bug fixes:

- Fixed the starting life and combat of the units in the wizard.
- Fixed the starting major skill level for some units.

- Enhancements:

- Properly cross linked the classes skills and abilities in the help.
- Extended and complete the Retinues section.
  - Add the Abilities description.
  - Added the Items table.
  - Added Listing section.
  - Added Production time section.
- Added the spells section.
- Unit wizard dialog also accessible from normal editor.
- Added warlord preview to file chooser.
- Export and Import PBEM warlords.

#### Version 2.20

- Bug fixes:

- Small UI and Help typos fixes.
- The wizard now allows high level warlord edition like in the game.
- Retinues are now properly reset when the warlord is reset.
- Retinues label don't display null if no name is set.
- If the retinue has no name, ensures it is properly saved.
- The updater must run on any platfrom/OS now, assuming Java is properly installed.
- Ordering of the retinues is now properly ensured during saving.

- Enhancements:

- Selecting a new class will automatically set the abilities.
- Possibility to select/unselect all provinces at once.
- Possibility to select/unselect all city upgrades at once.
- Possibility to max/reset all available skills at once.
- Add icons for each class.
- Possibility to launch the grame from the editor.
- Possibility to export/import retinues from an external source.

#### Version 2.10

- Bug fixes:

- Corrected typos.
- Heroes starts with 2 abilities.
- In some cases the 1st mage tower was disabled in the Wizard dialog.
- The skill panel in the wizard dialog properly reset the skills then the class is changed.
- The wizard edition dialog's city upgrades shows the right building types at start-up.
- Saving the warlod properly reset the "Apply" and "Reset" buttons.

- Enhancements:

- Add on-line help menu with different options.
- Add update functions, the editor can automatically check for new versions and install it.
- Help can be either viewed off-line or use the most up-to-date version on-line.
- Offer Ant build deployment.
- The provinces panel links the extra missions together. Accessibility follows the same rules as in the game.
- Skills are now properly capped in the wizard dialog. Maximum for general skills is 10; maximum for magic skills is 255.
- Update the help.

#### Version 2.00

- Bug fixes:

- The pure magic classes now starts with the right number of development points in the magic skill.
- The warlords save folder is now property detected.
- Fixed some widget performance issues.
- Help did trigger from time to time window error message dialogs.

- Enhancements:

- Add the provinces edition panel: full campaign edition now possible.
- Add the ability icons.
- New editor layout and splash screen.
- Full keyboard navigation and edition possible, in case you don't like the mouse ;)
- Much faster to load.
- Updated the System Requirements and Installation sections.
- Added the Acknowledgement and Links section to this help.
- Refactored the source code for public release.

#### Version 1.20

- Bug fixes:

- Different item corrections.
- Backups are now properly done when requested.

- Enhancements:

- Add Warlord & Unit creation wizard.
- Add alignment of each race.
- Add item's level information: [Minor, Major, Artifact].
- Add warlord unit skill for information.
- Add the retinue's arrival turn section in this help.
- Complete the classes table with skills and abilities.

#### Version 1.10

- Bug fixes:

- Items lists are now complet and properly sorted.
- Retinue level cannot be set below 1.
- The items list now selects the correct item in the pop-ups.
- Don't save a new warlord on the most recent slot, properly prompt for a new filename.
- Request the warlord to be saved if we quit and the warlod has changed.

- Enhancements:

- Warlords favorit race has now corresponding icons.
- Retinues now have icons for the race, type, abilities and items.
- Abilities list now has tool tip with ability explanation.
- Menus and tabs comes with icons.

#### Version 1.00

- All is new.

# 14 Contact

If you want to contact me to have more information or indicate problems with the application you can do it. I would be very grateful to receive feedback of any kind - both good and bad. I also welcome any comments or suggestion for future enhancement of the editor.

The author can be contacted at:

warlords@portailsmm.com

PS: Make the title of the mail explicit enough. If you want the source code please specify it as well.

# 15 Acknowledgment

I want to thanks all the fans that are playing this game and using this editor. As I look to the download hits of this editor, it seems that the game has still some popularity. Use it with care and don't go blasting on-line with all the cheatz on!

I also want to thanks all of you guys that send me bug reports and especially Vixay for his help in developing the Provinces edition panel. Without his help I could never have realized the full version of this editor. I also need to thanks KGB for creating the patches as well as Steve Fawkner for providing him the source code of the game.

You can always report a problem or ask for more in the editor by contacting me.

# 16 Links

Some links if you want to have more information about the game.

- http://www.infinite-interactive.com/W4index.shtml
  The official Warlords IV home page.
- http://warlordsiv.nivisec.com
  All information you can dream about this game.
- http://ubbxforums.ubi.com/6/ubb.x?a=frm&s=400102&f=416100442
  The official forum of Ubisoft. You can find my on this board with the nickname [WizIce].
- http://www.warlorders.com
  Have some stuff related to the game and forums. You can find my on these boards with the nickname [Ice3].
- http://www.the-battlefield.com
  Ranking web site with forums. Not only dedicated to this game. You can find my on this board with the nickname [WizIce].