Skill reports:

mining [MINI] 1: This skill deals with all aspects of extracting raw
  metals and gems from the earth. They tend to be found more often in
  mountainous regions, but may be found elsewhere as well. A unit with
  this skill may PRODUCE iron [IRON] at a rate of 1 per man-month.
  This skill costs 10 silver per month of study.

mining [MINI] 2: A unit with this skill may PRODUCE rough gems [RGEM]
  at a rate of 1 per man-month.

mining [MINI] 3: A unit with this skill may PRODUCE mithril [MITH] at
  a rate of 1 per man-month. A unit with this skill is able to
  determine if a region contains mithril. A unit with this skill may
  BUILD a Mine from 10 wood [WOOD] or stone [STON] or an Arcane Mine
  from 20 mithril [MITH].

mining [MINI] 4: No skill report.

mining [MINI] 5: A unit with this skill may PRODUCE admantium [ADMT]
  at a rate of 1 per man-month. A unit with this skill is able to
  determine if a region contains admantium.

lumberjack [LUMB] 1: This skill deals with all aspects of various wood
  production. Wood is most often found in forests, but may also be
  found elsewhere. A unit with this skill may PRODUCE wood [WOOD] at a
  rate of 1 per man-month. This skill costs 10 silver per month of
  study.

lumberjack [LUMB] 2: No skill report.

lumberjack [LUMB] 3: A unit with this skill may PRODUCE ironwood
  [IRWD] at a rate of 1 per man-month. A unit with this skill is able
  to determine if a region contains ironwood. A unit with this skill
  may BUILD a Timber Yard from 10 wood [WOOD] or stone [STON] or a
  Forest Preserve from 20 ironwood [IRWD].

lumberjack [LUMB] 4: No skill report.

lumberjack [LUMB] 5: A unit with this skill may PRODUCE yew [YEW] at a
  rate of 1 per man-month. A unit with this skill is able to determine
  if a region contains yew. A unit with this skill may BUILD a Sacred
  Grove from 30 yew [YEW].

quarrying [QUAR] 1: This skill deals with all aspects of various stone
  production. Mountains are the main producers of stone, but it may be
  found in other regions as well. A unit with this skill may PRODUCE
  stone [STON] at a rate of 1 per man-month. This skill costs 10
  silver per month of study.

quarrying [QUAR] 2: No skill report.

quarrying [QUAR] 3: A unit with this skill may PRODUCE rootstone
  [ROOT] at a rate of 1 per man-month. A unit with this skill is able
  to determine if a region contains rootstone. A unit with this skill
  may BUILD a Quarry from 10 wood [WOOD] or stone [STON] or a Mystic
  Quarry from 20 rootstone [ROOT].

quarrying [QUAR] 4: No skill report.

quarrying [QUAR] 5: No skill report.

hunting [HUNT] 1: This skill deals with all aspects of animal hide
  production. A unit with this skill may PRODUCE furs [FUR] at a rate
  of 1 per man-month. This skill costs 10 silver per month of study.

hunting [HUNT] 2: No skill report.

hunting [HUNT] 3: A unit with this skill may PRODUCE floater hides
  [FLOA] at a rate of 1 per man-month. A unit with this skill is able
  to determine if a region contains floater hides.

hunting [HUNT] 4: No skill report.

hunting [HUNT] 5: No skill report.

fishing [FISH] 1: This skill deals with all aspects of fish
  production. A unit with this skill may PRODUCE fish [FISH] at a rate
  of 1 per man-month and nets [NET] from herb [HERB] at a rate of 1
  per man-month. This skill costs 10 silver per month of study.

fishing [FISH] 2: No skill report.

fishing [FISH] 3: No skill report.

fishing [FISH] 4: No skill report.

fishing [FISH] 5: No skill report.

herb lore [HERB] 1: This skill deals with all aspects of herb
  production. A unit with this skill may PRODUCE herbs [HERB] at a
  rate of 1 per man-month, lassoes [LASS] from herb [HERB] at a rate
  of 1 per man-month, and bags [BAG] from herb [HERB] at a rate of 1
  per man-month. This skill costs 10 silver per month of study.

herb lore [HERB] 2: No skill report.

herb lore [HERB] 3: A unit with this skill may PRODUCE mushrooms
  [MUSH] at a rate of 1 per man-month. A unit with this skill is able
  to determine if a region contains mushrooms.

herb lore [HERB] 4: No skill report.

herb lore [HERB] 5: No skill report.

horse training [HORS] 1: This skill deals with all aspects of horse
  production. A unit with this skill may PRODUCE horses [HORS] at a
  rate of 1 per man-month. This skill costs 10 silver per month of
  study.

horse training [HORS] 2: No skill report.

horse training [HORS] 3: A unit with this skill may BUILD a Stables
  from 10 wood [WOOD] or stone [STON].

horse training [HORS] 4: No skill report.

horse training [HORS] 5: A unit with this skill may PRODUCE winged
  horses [WING] at a rate of 1 per man-month. A unit with this skill
  is able to determine if a region contains winged horses. A unit with
  this skill may BUILD a Mythic Stables from 10 ironwood [IRWD].

weaponsmith [WEAP] 1: This skill deals with all aspects of weapon
  construction and production. A unit with this skill may PRODUCE
  swords [SWOR] from iron [IRON] at a rate of 1 per man-month,
  crossbows [XBOW] from wood [WOOD] at a rate of 1 per man-month,
  longbows [LBOW] from wood [WOOD] at a rate of 1 per man-month, picks
  [PICK] from iron [IRON] at a rate of 1 per man-month, spears [SPEA]
  from wood [WOOD] at a rate of 1 per man-month, axes [AXE] from wood
  [WOOD] at a rate of 1 per man-month, hammers [HAMM] from iron [IRON]
  at a rate of 1 per man-month, and javelins [JAVE] from wood [WOOD]
  at a rate of 1 per man-month. This skill costs 10 silver per month
  of study.

weaponsmith [WEAP] 2: A unit with this skill may PRODUCE battle axes
  [BAXE] from iron [IRON] and wood [WOOD] at a rate of 1 per 2
  man-months.

weaponsmith [WEAP] 3: A unit with this skill may PRODUCE mithril
  swords [MSWO] from mithril [MITH] at a rate of 1 per man-month.

weaponsmith [WEAP] 4: A unit with this skill may PRODUCE magic
  crossbows [MXBO] from ironwood [IRWD] at a rate of 1 per man-month.

weaponsmith [WEAP] 5: A unit with this skill may PRODUCE double bows
  [DBOW] from yew [YEW] at a rate of 1 per man-month, admantium swords
  [ASWR] from admantium [ADMT] at a rate of 1 per 2 man-months, and
  admantium battle axes [ABAX] from admantium [ADMT] and yew [YEW] at
  a rate of 1 per 2 man-months.

armorer [ARMO] 1: This skill deals with all aspects of armor
  construction and production. A unit with this skill may PRODUCE
  chain armor [CARM] from iron [IRON] at a rate of 1 per man-month,
  leather armor [LARM] from fur [FUR] at a rate of 1 per man-month,
  cloth armor [CLAR] from herb [HERB] at a rate of 1 per man-month,
  and wooden shields [WSHD] from wood [WOOD] at a rate of 1 per
  man-month. This skill costs 10 silver per month of study.

armorer [ARMO] 2: No skill report.

armorer [ARMO] 3: A unit with this skill may PRODUCE plate armor
  [PARM] from 3 iron [IRON] at a rate of 1 per 3 man-months and iron
  shields [ISHD] from iron [IRON] at a rate of 1 per man-month.

armorer [ARMO] 4: No skill report.

armorer [ARMO] 5: A unit with this skill may PRODUCE mithril armor
  [MARM] from mithril [MITH] at a rate of 1 per man-month, admantium
  ring mails [ARNG] from admantium [ADMT] at a rate of 1 per 2
  man-months, admantium plate mails [AARM] from 3 admantium [ADMT] at
  a rate of 1 per 4 man-months, and mithril shields [MSHD] from
  mithril [MITH] at a rate of 1 per man-month.

carpenter [CARP] 1: This skill deals with all aspects of wood based
  item production other than for use as weapons. A unit with this
  skill may PRODUCE wagons [WAGO] from wood [WOOD] at a rate of 1 per
  man-month and spinning wheels [SPIN] from wood [WOOD] at a rate of 1
  per man-month. This skill costs 10 silver per month of study.

carpenter [CARP] 2: No skill report.

carpenter [CARP] 3: A unit with this skill may PRODUCE magic wagons
  [MWAG] from ironwood [IRWD] at a rate of 1 per man-month.

carpenter [CARP] 4: No skill report.

carpenter [CARP] 5: A unit with this skill may PRODUCE gliders [GLID]
  from 2 floater hides [FLOA] at a rate of 1 per 2 man-months.

building [BUIL] 1: This skill deals with the construction of
  fortifications, roads and other buildings, except for most trade
  structures. A unit with this skill may BUILD a Tower from 10 stone
  [STON], a Fort from 40 stone [STON], a Castle from 160 stone [STON]
  or a Citadel from 640 stone [STON]. This skill costs 10 silver per
  month of study.

building [BUIL] 2: A unit with this skill may BUILD a Road N from 30
  stone [STON], a Road NW from 30 stone [STON], a Road NE from 30
  stone [STON], a Road SW from 30 stone [STON], a Road SE from 30
  stone [STON] or a Road S from 30 stone [STON].

building [BUIL] 3: A unit with this skill may BUILD a Magical Tower
  from 10 rootstone [ROOT], a Magical Fortress from 40 rootstone
  [ROOT], a Magical Castle from 160 rootstone [ROOT], a Magical
  Citadel from 640 rootstone [ROOT], an Inn from 10 wood [WOOD] or
  stone [STON] or a Temple from 10 stone [STON].

building [BUIL] 4: No skill report.

building [BUIL] 5: No skill report.

shipbuilding [SHIP] 1: This skill deals with the constructions of all
  types of ships. A unit with this skill may BUILD Longships [LONG]
  from 10 wood [WOOD] and Rafts [RAFT] from 10 wood [WOOD]. This skill
  costs 10 silver per month of study.

shipbuilding [SHIP] 2: A unit with this skill may BUILD Cogs [COG]
  from 25 wood [WOOD].

shipbuilding [SHIP] 3: A unit with this skill may BUILD Galleons
  [GALL] from 75 wood [WOOD] and Galleys [GLLY] from 50 ironwood
  [IRWD].

shipbuilding [SHIP] 4: A unit with this skill may BUILD Corsairs
  [CORS] from 50 wood [WOOD] and Balloons [BALL] from 10 floater hides
  [FLOA].

shipbuilding [SHIP] 5: A unit with this skill may BUILD Airships
  [AIRS] from 60 floater hides [FLOA] and 60 wood [WOOD].

entertainment [ENTE] 1: A unit with this skill may use the ENTERTAIN
  order to generate funds. The amount of silver gained will be 20 per
  man, times the level of the entertainers. This amount is limited by
  the region that the unit is in. This skill costs 10 silver per month
  of study.

entertainment [ENTE] 2: No skill report.

entertainment [ENTE] 3: No skill report.

entertainment [ENTE] 4: No skill report.

entertainment [ENTE] 5: No skill report.

tactics [TACT] 1: Tactics allows the unit, and all allies, to gain a
  free round of attacks during battle. The army with the highest level
  tactician in a battle will receive this free round; if the highest
  levels are equal, no free round is awarded. Only one free round
  total will be awarded for any reason. This skill costs 200 silver
  per month of study.

tactics [TACT] 2: No skill report.

tactics [TACT] 3: No skill report.

tactics [TACT] 4: No skill report.

tactics [TACT] 5: No skill report.

combat [COMB] 1: This skill gives the unit a bonus in hand to hand
  combat. Also, a unit with this skill may TAX or PILLAGE. This skill
  costs 10 silver per month of study.

combat [COMB] 2: No skill report.

combat [COMB] 3: No skill report.

combat [COMB] 4: No skill report.

combat [COMB] 5: No skill report.

riding [RIDI] 1: A unit with this skill, if possessing a mount, may
  gain a bonus in combat, if the battle is in a location where that
  mount may be utilized and if the skill of the rider is sufficient to
  control that mount. The bonus gained can vary with the mount, the
  riders skill, and the terrain. This skill costs 10 silver per month
  of study.

riding [RIDI] 2: No skill report.

riding [RIDI] 3: No skill report.

riding [RIDI] 4: No skill report.

riding [RIDI] 5: No skill report.

crossbow [XBOW] 1: A unit with this skill may use a crossbow or other
  bow derived from one, either in battle, or to TAX or PILLAGE a
  region. This skill costs 10 silver per month of study.

crossbow [XBOW] 2: No skill report.

crossbow [XBOW] 3: No skill report.

crossbow [XBOW] 4: No skill report.

crossbow [XBOW] 5: No skill report.

longbow [LBOW] 1: A unit with this skill may use a longbow or other
  bow derived from one, either in battle, or to TAX or PILLAGE a
  region. This skill costs 10 silver per month of study.

longbow [LBOW] 2: No skill report.

longbow [LBOW] 3: No skill report.

longbow [LBOW] 4: No skill report.

longbow [LBOW] 5: No skill report.

stealth [STEA] 1: A unit with this skill is concealed from being seen,
  except by units with an Observation skill greater than or equal to
  the stealthy unit's Stealth level. This skill costs 50 silver per
  month of study.

stealth [STEA] 2: No skill report.

stealth [STEA] 3: No skill report.

stealth [STEA] 4: No skill report.

stealth [STEA] 5: No skill report.

observation [OBSE] 1: A unit with this skill can see stealthy units or
  monsters whose stealth rating is less than or equal to the observing
  unit's Observation level. The unit can also determine the faction
  owning a unit, provided its Observation level is higher than the
  other unit's Stealth level. This skill costs 50 silver per month of
  study.

observation [OBSE] 2: No skill report.

observation [OBSE] 3: No skill report.

observation [OBSE] 4: No skill report.

observation [OBSE] 5: No skill report.

healing [HEAL] 1: A unit with this skill is able to heal units hurt in
  battle. This skill costs 10 silver per month of study.

healing [HEAL] 2: No skill report.

healing [HEAL] 3: A unit with this skill may PRODUCE healing potions
  [HPOT] from herb [HERB] and mushroom [MUSH] at a rate of 1 per
  man-month.

healing [HEAL] 4: No skill report.

healing [HEAL] 5: No skill report.

sailing [SAIL] 1: A unit with this skill may use the SAIL order to
  sail ships. This skill costs 10 silver per month of study.

sailing [SAIL] 2: No skill report.

sailing [SAIL] 3: No skill report.

sailing [SAIL] 4: No skill report.

sailing [SAIL] 5: No skill report.

farming [FARM] 1: This skill deals with all aspects of grain
  production. A unit with this skill may PRODUCE grain [GRAI] at a
  rate of 1 per man-month. This skill costs 10 silver per month of
  study.

farming [FARM] 2: No skill report.

farming [FARM] 3: A unit with this skill may BUILD a Farm from 10 wood
  [WOOD] or stone [STON].

farming [FARM] 4: No skill report.

farming [FARM] 5: No skill report.

ranching [RANC] 1: This skill deals with all aspects of livestock
  production. A unit with this skill may PRODUCE livestock [LIVE] at a
  rate of 1 per man-month. This skill costs 10 silver per month of
  study.

ranching [RANC] 2: No skill report.

ranching [RANC] 3: A unit with this skill may BUILD a Ranch from 10
  wood [WOOD] or stone [STON].

ranching [RANC] 4: No skill report.

ranching [RANC] 5: No skill report.

force [FORC] 1: The Force skill is not directly useful to a mage, but
  is rather one of the Foundation skills on which other magical skills
  are based. The Force skill determines the power of the magical
  energy that a mage is able to use. Note that a Force skill level of
  0 does not indicate that a mage cannot use magical energy, but
  rather can only perform magical acts that do not require great
  amounts of power. This skill costs 100 silver per month of study.

force [FORC] 2: No skill report.

force [FORC] 3: No skill report.

force [FORC] 4: No skill report.

force [FORC] 5: No skill report.

pattern [PATT] 1: The Pattern skill is not directly useful to a mage,
  but is rather one of the Foundation skills on which other magical
  skills are based. A mage's Pattern skill indicates the ability to
  handle complex magical patterns, and is important for complicated
  tasks such as healing and controlling nature. This skill costs 100
  silver per month of study.

pattern [PATT] 2: No skill report.

pattern [PATT] 3: No skill report.

pattern [PATT] 4: No skill report.

pattern [PATT] 5: No skill report.

spirit [SPIR] 1: The Spirit skill is not directly useful to a mage,
  but is rather one of the Foundation skills on which other magical
  skills are based. Spirit skill indicates the mage's ability to
  control and affect magic and other powers beyond the material world.
  This skill costs 100 silver per month of study.

spirit [SPIR] 2: No skill report.

spirit [SPIR] 3: No skill report.

spirit [SPIR] 4: No skill report.

spirit [SPIR] 5: No skill report.

fire [FIRE] 1:  A mage with this skill can cast a fireball in battle.
  This ability does between 2 and 10 times the skill level of the mage
  energy attacks. In order to use this spell in combat, the mage
  should use the COMBAT order to set it as his combat spell. This
  skill requires force [FORC] 1 to begin to study. This skill costs
  100 silver per month of study.

fire [FIRE] 2: No skill report.

fire [FIRE] 3: No skill report.

fire [FIRE] 4: No skill report.

fire [FIRE] 5: No skill report.

earthquake [EQUA] 1:  A mage with this skill can cast an earthquake in
  battle. This ability will only target units inside structures, with
  the exception of the following structures: Magical Tower, Magical
  Fortress, Magical Castle, or Magical Citadel. The bonus given to
  units inside buildings is not effective against this ability. This
  ability does between 2 and 100 times the skill level of the mage
  melee attacks. In order to use this spell in combat, the mage should
  use the COMBAT order to set it as his combat spell. This skill
  requires force [FORC] 1 and pattern [PATT] 1 to begin to study. This
  skill costs 100 silver per month of study.

earthquake [EQUA] 2: No skill report.

earthquake [EQUA] 3: No skill report.

earthquake [EQUA] 4: No skill report.

earthquake [EQUA] 5: No skill report.

force shield [FSHI] 1:  A mage with this skill can cast a force shield
  in battle. This spell provides a shield against all ranged attacks
  against the entire army at a level equal to the skill level of the
  ability. This spell provides a defensive bonus of 1 per skill level
  versus melee attacks to the user. In order to use this spell in
  combat, the mage should use the COMBAT order to set it as his combat
  spell. This skill requires force [FORC] 1 to begin to study. This
  skill costs 100 silver per month of study.

force shield [FSHI] 2: No skill report.

force shield [FSHI] 3: No skill report.

force shield [FSHI] 4: No skill report.

force shield [FSHI] 5: No skill report.

energy shield [ESHI] 1:  A mage with this skill can cast an energy
  shield in battle. This spell provides a shield against all energy
  attacks against the entire army at a level equal to the skill level
  of the ability. In order to use this spell in combat, the mage
  should use the COMBAT order to set it as his combat spell. This
  skill requires force [FORC] 1 to begin to study. This skill costs
  100 silver per month of study.

energy shield [ESHI] 2: No skill report.

energy shield [ESHI] 3: No skill report.

energy shield [ESHI] 4: No skill report.

energy shield [ESHI] 5: No skill report.

spirit shield [SSHI] 1:  A mage with this skill can cast a spirit
  shield in battle. This spell provides a shield against all spirit
  attacks against the entire army at a level equal to the skill level
  of the ability. In order to use this spell in combat, the mage
  should use the COMBAT order to set it as his combat spell. This
  skill requires spirit [SPIR] 1 and force [FORC] 1 to begin to study.
  This skill costs 100 silver per month of study.

spirit shield [SSHI] 2: No skill report.

spirit shield [SSHI] 3: No skill report.

spirit shield [SSHI] 4: No skill report.

spirit shield [SSHI] 5: No skill report.

magical healing [MHEA] 1: This skill enables the mage to magically
  heal units after battle. No order is necessary to use this spell; it
  will be used automatically when the mage is involved in a battle. A
  mage at this level of skill can heal up to 10 casualties, with a 50
  percent success rate. This skill requires pattern [PATT] 1 to begin
  to study. This skill costs 100 silver per month of study.

magical healing [MHEA] 2: A mage at this level of skill can heal up to
  15 casualties, with a 60 percent success rate.

magical healing [MHEA] 3: A mage at this level of skill can work
  wonders of healing with his new-found powers; he may heal up to 25
  casualties, with a 75 percent success rate.

magical healing [MHEA] 4: A mage at this level of skill can work
  wonders of healing with his new-found powers; he may heal up to 50
  casualties, with a 80 percent success rate.

magical healing [MHEA] 5: A mage at this level of skill can bring
  soldiers back from near death, healing up to 100 casualties, with a
  90 percent success rate.

gate lore [GATE] 1: Gate Lore is the art of detecting and using
  magical Gates, which are spread through the world. The Gates are
  spread out randomly, so there is no correlation between the Gate
  number and the Gate's location. A mage with skill 1 in Gate Lore can
  see a Gate if one exists in the same region as the mage. This
  detection is automatic; the Gate will appear in the region report. A
  mage with skill 1 in Gate Lore may also jump through a Gate into
  another region on the same level containing a gate, selected at
  random. To use Gate Lore in this manner, use the syntax CAST
  Gate_Lore RANDOM UNITS <unit> ... UNITS is followed by a list of
  units to follow the mage through the Gate (the mage always jumps
  through the Gate). At level 1, the mage may carry 15 weight units
  through the Gate (including the weight of the mage). This skill
  requires pattern [PATT] 1 and spirit [SPIR] 1 to begin to study.
  This skill costs 100 silver per month of study.

gate lore [GATE] 2: A mage with Gate Lore skill 2 can detect Gates in
  adjacent regions. The mage should use the syntax CAST Gate_Lore
  DETECT in order to detect these nearby Gates. Also at level 2 Gate
  Lore, the mage may perform a random gate jump without being
  restricted to the same level; use CAST Gate_Lore RANDOM LEVEL UNITS
  <unit> ... to use this option.  The mage may also now carry 100
  weight units through a Gate when doing a random jump.

gate lore [GATE] 3: A mage with Gate Lore skill 3 and higher can step
  through a Gate into another region containing a specific Gate. To
  use this spell, use the syntax CAST Gate_Lore GATE <number> UNITS
  <unit> ... <number> specifies the Gate that the mage will jump to.
  UNITS is followed by a list of units to follow the mage through the
  gate (the mage always jumps through the gate). At level 3, the mage
  may carry 15 weight units through the Gate (including the mage).
  Also, a level 3 or higher mage doing a random gate jump may carry
  1000 weight units through the Gate.

gate lore [GATE] 4: A mage with Gate Lore skill 4 may carry 100 weight
  units through a Gate.

gate lore [GATE] 5: A mage with Gate Lore skill 5 may carry 1000
  weight units through a Gate.

farsight [FARS] 1: A mage with this skill may obtain region reports on
  distant regions. The report will be as if the mage was in the
  distant region himself. The target region must be within 4 times the
  caster's skill level squared regions of the caster. Coordinates of
  locations not on the surface are scaled to the surface coordinates
  for this calculation. Attempting to view across different levels
  increases the distance by 4 per level difference. To use this skill,
  CAST Farsight REGION <x> <y> <z> where <x>, <y>, and <z> are the
  coordinates of the region that you wish to view. If you omit the <z>
  coordinate, the <z> coordinate of the caster's current region will
  be used. Note that Farsight cannot be used either into or out of the
  Nexus. Any other skills which the mage has which give region
  information will be used when farsight is used. This skill requires
  pattern [PATT] 1 and spirit [SPIR] 1 to begin to study. This skill
  costs 100 silver per month of study.

farsight [FARS] 2: No skill report.

farsight [FARS] 3: No skill report.

farsight [FARS] 4: No skill report.

farsight [FARS] 5: No skill report.

teleportation [TELE] 1: A mage with this skill may teleport himself
  across great distances, even without the use of a gate. The mage may
  teleport up to 15 weight units per skill level. The target region
  must be within 2 times the caster's skill level squared regions of
  the caster. Coordinates of locations not on the surface are scaled
  to the surface coordinates for this calculation. Attempting to view
  across different levels increases the distance by 4 per level
  difference. To use this skill, CAST Teleportation REGION <x> <y> <z>
  where <x>, <y>, and <z> are the coordinates of the region that you
  wish to teleport to. If you omit the <z> coordinate, the <z>
  coordinate of the caster's current region will be used. Note that
  Teleportation cannot be used either into or out of the Nexus. This
  skill requires gate lore [GATE] 1 and farsight [FARS] 3 to begin to
  study. This skill costs 100 silver per month of study.

teleportation [TELE] 2: No skill report.

teleportation [TELE] 3: No skill report.

teleportation [TELE] 4: No skill report.

teleportation [TELE] 5: No skill report.

portal lore [PORT] 1: A mage with the Portal Lore skill may, with the
  aid of another mage, make a temporary Gate between two regions, and
  send units from one region to another. In order to do this, both
  mages (the caster, and the target mage) must have Portals, and the
  caster must be trained in Portal Lore. The caster may teleport units
  weighing up to 50 weight units times his skill level, to the target
  mage's region.  The target region must be within 2 times the
  caster's skill level squared regions of the caster. To use this
  skill, CAST Portal_Lore <target> UNITS <unit> ..., where <target> is
  the unit number of the target mage, and <unit> is a list of units to
  be teleported (the casting mage may teleport himself, if he so
  desires). This skill requires gate lore [GATE] 3 and farsight [FARS]
  1 to begin to study. This skill costs 100 silver per month of study.

portal lore [PORT] 2: No skill report.

portal lore [PORT] 3: No skill report.

portal lore [PORT] 4: No skill report.

portal lore [PORT] 5: No skill report.

mind reading [MIND] 1: A mage with Mind Reading skill 1 may cast the
  spell and determine the faction affiliation of any unit he can see.
  To use the spell in this manner, CAST Mind_Reading <unit>, where
  <unit> is the target unit. This skill requires pattern [PATT] 1 to
  begin to study. This skill costs 100 silver per month of study.

mind reading [MIND] 2: No skill report.

mind reading [MIND] 3: A mage with Mind Reading skill 3 will
  automatically determine the faction affiliation of any unit he can
  see. Usage of this skill is automatic, and no order is needed to use
  it.

mind reading [MIND] 4: No skill report.

mind reading [MIND] 5: A mage with Mind Reading skill 5 can get a full
  unit report on any unit he can see. To use this skill, CAST
  Mind_Reading <unit> where <unit> is the target unit.

weather lore [WEAT] 1: Weather Lore is the magic of the weather; a
  mage with this skill can predict the weather in nearby regions.
  Weather Lore also allows further study into more powerful areas of
  magic. The weather may be predicted for 3 months at level 1, 6
  months at level 3 and a full year at level 5. The target region must
  be within 4 times the caster's skill level squared regions of the
  caster. Coordinates of locations not on the surface are scaled to
  the surface coordinates for this calculation. Attempting to view
  across different levels increases the distance by 4 per level
  difference. To use this skill, CAST Weather_Lore REGION <x> <y> <z>
  where <x>, <y>, and <z> are the coordinates of the region where you
  wish to predict the weather. If you omit the <z> coordinate, the <z>
  coordinate of the caster's current region will be used. Note that
  Weather Lore cannot be used either into or out of the Nexus. A mage
  with Weather Lore skill will perceive the use of Weather Lore by any
  other mage in the same region. This skill requires force [FORC] 1
  and pattern [PATT] 1 to begin to study. This skill costs 100 silver
  per month of study.

weather lore [WEAT] 2: No skill report.

weather lore [WEAT] 3: No skill report.

weather lore [WEAT] 4: No skill report.

weather lore [WEAT] 5: No skill report.

summon wind [SWIN] 1: A mage with knowledge of Summon Wind can summon
  up the powers of the wind to aid him in sea or air travel. Usage of
  this spell is automatic. A mage with this skill will add 2 movement
  points to ships requiring up to 12 sailing skill points per skill
  level of Summon Wind. The effects of all such mages in a fleet are
  cumulative.  This skill requires weather lore [WEAT] 1 to begin to
  study. This skill costs 100 silver per month of study.

summon wind [SWIN] 2: No skill report.

summon wind [SWIN] 3: No skill report.

summon wind [SWIN] 4: No skill report.

summon wind [SWIN] 5: A mage with this skill has a 20 percent times
  their level chance to create a Cloudship [CLOU] via magic at a cost
  of 75 floater hides [FLOA] and 75 ironwood [IRWD]. To use this
  spell, the mage should CAST Summon_Wind.

summon storm [SSTO] 1:  A mage with this skill can cast summon storm
  in battle. This ability will not target creatures which are
  currently affected by storm. This ability does between 2 and 50
  times the skill level of the mage weather attacks. Each attack
  causes the target to be effected by storm (-2 to attack, -2 versus
  melee attacks) for the rest of the battle. In order to use this
  spell in combat, the mage should use the COMBAT order to set it as
  his combat spell. This skill requires weather lore [WEAT] 1 to begin
  to study. This skill costs 100 silver per month of study.

summon storm [SSTO] 2: No skill report.

summon storm [SSTO] 3: No skill report.

summon storm [SSTO] 4: No skill report.

summon storm [SSTO] 5: No skill report.

summon tornado [STOR] 1:  A mage with this skill can cast summon
  tornado in battle. This ability does between 2 and 50 times the
  skill level of the mage weather attacks. In order to use this spell
  in combat, the mage should use the COMBAT order to set it as his
  combat spell. This skill requires weather lore [WEAT] 3 to begin to
  study. This skill costs 100 silver per month of study.

summon tornado [STOR] 2: No skill report.

summon tornado [STOR] 3: No skill report.

summon tornado [STOR] 4: No skill report.

summon tornado [STOR] 5: No skill report.

call lightning [CALL] 1:  A mage with this skill can cast a lightning
  strike in battle. This ability does between 2 and 60 times the skill
  level of the mage weather attacks. This ability does between 2 and
  60 times the skill level of the mage energy attacks. In order to use
  this spell in combat, the mage should use the COMBAT order to set it
  as his combat spell. This skill requires weather lore [WEAT] 5 to
  begin to study. This skill costs 100 silver per month of study.

call lightning [CALL] 2: No skill report.

call lightning [CALL] 3: No skill report.

call lightning [CALL] 4: No skill report.

call lightning [CALL] 5: No skill report.

clear skies [CLEA] 1: When cast using the CAST order, it causes the
  region to have good weather for the entire month; movement is at the
  normal rate (even if it is winter) and the economic production of
  the region is improved for a month (this improvement of the economy
  will actually take effect during the turn after the spell is cast).
  To use the spell in this fashion, CAST Clear_Skies; no arguments are
  necessary. A mage with this skill can cast clear skies in battle.
  This spell provides a shield against all weather attacks against the
  entire army at a level equal to the skill level of the ability. In
  order to use this spell in combat, the mage should use the COMBAT
  order to set it as his combat spell. This skill requires weather
  lore [WEAT] 1 to begin to study. This skill costs 100 silver per
  month of study.

clear skies [CLEA] 2: No skill report.

clear skies [CLEA] 3: No skill report.

clear skies [CLEA] 4: No skill report.

clear skies [CLEA] 5: No skill report.

earth lore [EART] 1: Earth Lore is the study of nature, plants, and
  animals. A mage with knowledge of Earth Lore can use his knowledge
  of nature to aid local farmers, raising money for himself, and
  aiding the production of grain or livestock in the region. To use
  the spell, CAST Earth_Lore; the mage will receive an amount of money
  based on his level, and the economy of the region. Also, a mage with
  knowledge of Earth Lore will detect the use of Earth Lore by any
  other mage in the same region. This skill requires pattern [PATT] 1
  to begin to study. This skill costs 100 silver per month of study.

earth lore [EART] 2: No skill report.

earth lore [EART] 3: No skill report.

earth lore [EART] 4: No skill report.

earth lore [EART] 5: No skill report.

wolf lore [WOLF] 1: A mage with Wolf Lore skill may summon wolves, who
  will fight for him in combat. A mage may summon a number of wolves
  averaging 200 percent times his skill level, and control a total
  number of his skill level squared times 4 wolves; the wolves will be
  placed in the mages inventory. Note, however, that wolves may only
  be summoned in mountain and forest regions. To summon wolves, the
  mage should issue the order CAST Wolf_Lore. A mage with this skill
  may create 2 times their level in wolves [WOLF] via magic. To use
  this spell, the mage should CAST Wolf_Lore. This skill requires
  earth lore [EART] 1 to begin to study. This skill costs 100 silver
  per month of study.

wolf lore [WOLF] 2: No skill report.

wolf lore [WOLF] 3: No skill report.

wolf lore [WOLF] 4: No skill report.

wolf lore [WOLF] 5: No skill report.

bird lore [BIRD] 1: A mage with Bird Lore may control the birds of the
  sky. At skill level 1, the mage can control small birds, sending
  them to an adjacent region to obtain a report on that region. (This
  skill only works on the surface of the world, as there are no birds
  elsewhere). To use this skill, CAST Bird_Lore DIRECTION <dir>, where
  <dir> is the direction the mage wishes the birds to report on. This
  skill requires earth lore [EART] 1 to begin to study. This skill
  costs 100 silver per month of study.

bird lore [BIRD] 2: No skill report.

bird lore [BIRD] 3: A mage with Bird Lore 3 can summon eagles to join
  him, who will aid him in combat, and provide for flying
  transportation. A mage may summon an average of 200 percent times
  his skill level minus 2 eagles per month, and may control a number
  equal to his skill level minus 2, squared, times two. To summon an
  eagle, issue the order CAST Bird_Lore EAGLE; the eagles will appear
  in his inventory. A mage with this skill may create their level in
  eagles [EAGL] via magic. To use this spell, the mage should CAST
  Bird_Lore.

bird lore [BIRD] 4: No skill report.

bird lore [BIRD] 5: No skill report.

dragon lore [DRAG] 1: A mage with Dragon Lore skill can summon dragons
  to join him, to aid in battle, and provide flying transportation. A
  mage has a 20% times his skill level chance to summon a dragon; the
  total number of dragons that a mage may control at one time is equal
  to his skill level. To attempt to summon a dragon, CAST Dragon_Lore.
  A mage with this skill has a 20 percent times their level chance to
  create a dragon [DRAG] via magic. To use this spell, the mage should
  CAST Dragon_Lore. This skill requires bird lore [BIRD] 3 to begin to
  study. This skill costs 100 silver per month of study.

dragon lore [DRAG] 2: No skill report.

dragon lore [DRAG] 3: No skill report.

dragon lore [DRAG] 4: No skill report.

dragon lore [DRAG] 5: No skill report.

necromancy [NECR] 1: Necromancy is the magic of death; a mage versed
  in Necromancy may raise and control the dead, and turn the powers of
  death to his own nefarious purposes. The Necromancy skill does not
  have any direct application, but is required to study the more
  powerful Necromantic skills. A mage with knowledge of Necromancy
  will detect the use of Necromancy by any other mage in the same
  region. This skill requires force [FORC] 1 and spirit [SPIR] 1 to
  begin to study. This skill costs 100 silver per month of study.

necromancy [NECR] 2: No skill report.

necromancy [NECR] 3: No skill report.

necromancy [NECR] 4: No skill report.

necromancy [NECR] 5: No skill report.

summon skeletons [SUSK] 1: A mage with the Summon Skeletons skill may
  summon skeletons into his inventory, to aid him in battle. Skeletons
  may be given to other units, as they follow instructions mindlessly;
  however, they have a 10 percent chance of decaying each turn. A mage
  can summon skeletons at an average rate of 200 percent times his
  skill level. To use the spell, use the order CAST Summon_Skeletons,
  and the mage will summon as many skeletons as he is able. A mage
  with this skill may create 2 times their level in skeletons [SKEL]
  via magic. To use this spell, the mage should CAST Summon_Skeletons.
  This skill requires necromancy [NECR] 1 to begin to study. This
  skill costs 100 silver per month of study.

summon skeletons [SUSK] 2: No skill report.

summon skeletons [SUSK] 3: No skill report.

summon skeletons [SUSK] 4: No skill report.

summon skeletons [SUSK] 5: No skill report.

raise undead [RAIS] 1: A mage with the Raise Undead skill may summon
  undead into his inventory, to aid him in battle. Undead may be given
  to other units, as they follow instructions mindlessly; however,
  they have a 10 percent chance of decaying each turn. A mage can
  summon undead at an average rate of 100 percent times his skill
  level. To use the spell, use the order CAST Raise_Undead and the
  mage will summon as many undead as he is able. A mage with this
  skill may create their level in undead [UNDE] via magic. To use this
  spell, the mage should CAST Raise_Undead. This skill requires summon
  skeletons [SUSK] 3 to begin to study. This skill costs 100 silver
  per month of study.

raise undead [RAIS] 2: No skill report.

raise undead [RAIS] 3: No skill report.

raise undead [RAIS] 4: No skill report.

raise undead [RAIS] 5: No skill report.

summon lich [SULI] 1: A mage with the Summon Lich skill may summon a
  lich into his inventory, to aid him in battle. Liches may be given
  to other units, as they follow instructions mindlessly; however,
  they have a 10 percent chance of decaying each turn. A mage has a 20
  percent times his skill level chance of summoning a lich; to summon
  a lich, use the order CAST Summon_Lich. A mage with this skill has a
  20 percent times their level chance to create a lich [LICH] via
  magic. To use this spell, the mage should CAST Summon_Lich. This
  skill requires raise undead [RAIS] 3 to begin to study. This skill
  costs 100 silver per month of study.

summon lich [SULI] 2: No skill report.

summon lich [SULI] 3: No skill report.

summon lich [SULI] 4: No skill report.

summon lich [SULI] 5: No skill report.

create aura of fear [FEAR] 1:  A mage with this skill can cast cause
  fear in battle. This ability will not target creatures which are
  currently affected by fear. This ability cannot target monsters.
  This ability does between 2 and 20 times the skill level of the mage
  spirit attacks. Each attack causes the target to be effected by fear
  (-2 to attack, -2 versus melee attacks, -2 versus riding attacks)
  for the rest of the battle. In order to use this spell in combat,
  the mage should use the COMBAT order to set it as his combat spell.
  This skill requires necromancy [NECR] 1 to begin to study. This
  skill costs 100 silver per month of study.

create aura of fear [FEAR] 2: No skill report.

create aura of fear [FEAR] 3: No skill report.

create aura of fear [FEAR] 4: No skill report.

create aura of fear [FEAR] 5: No skill report.

summon black wind [SBLA] 1:  A mage with this skill can cast a black
  wind in battle. This ability will not target skeletons [SKEL],
  undead [UNDE], liches [LICH], imps [IMP], demons [DEMO], or balrogs
  [BALR]. This ability does between 2 and 200 times the skill level of
  the mage spirit attacks. In order to use this spell in combat, the
  mage should use the COMBAT order to set it as his combat spell. This
  skill requires necromancy [NECR] 5 to begin to study. This skill
  costs 100 silver per month of study.

summon black wind [SBLA] 2: No skill report.

summon black wind [SBLA] 3: No skill report.

summon black wind [SBLA] 4: No skill report.

summon black wind [SBLA] 5: No skill report.

banish undead [BUND] 1:  A mage with this skill can cast banish undead
  in battle. This ability will only target skeletons [SKEL], undead
  [UNDE], or liches [LICH]. This ability does between 2 and 50 times
  the skill level of the mage non-resistable attacks. In order to use
  this spell in combat, the mage should use the COMBAT order to set it
  as his combat spell. This skill requires necromancy [NECR] 1 to
  begin to study. This skill costs 100 silver per month of study.

banish undead [BUND] 2: No skill report.

banish undead [BUND] 3: No skill report.

banish undead [BUND] 4: No skill report.

banish undead [BUND] 5: No skill report.

demon lore [DEMO] 1: Demon Lore is the art of summoning and
  controlling demons. The Demon Lore skill does not give the mage any
  direct skills, but is required to study further into the Demonic
  arts. A mage with knowledge of Demon Lore will detect the use of
  Demon Lore by any other mage in the same region. This skill requires
  force [FORC] 1 and spirit [SPIR] 1 to begin to study. This skill
  costs 100 silver per month of study.

demon lore [DEMO] 2: No skill report.

demon lore [DEMO] 3: No skill report.

demon lore [DEMO] 4: No skill report.

demon lore [DEMO] 5: No skill report.

summon imps [SUIM] 1: A mage with the Summon Imps skill may summon
  imps into his inventory, to aid him in combat. A mage may summon 200
  percent times his skill level imps; however, the imps have a chance
  of breaking free of the mage's control at the end of each turn. Each
  imp has a chance to escape equal to 1 in 20 times the mage's skill
  level. If any one does escape, its first action will be to release
  its companions. To use this spell, the mage should issue the order
  CAST Summon_Imps, and the mage will summon as many imps as he is
  able. A mage with this skill may create 2 times their level in imps
  [IMP] via magic. To use this spell, the mage should CAST
  Summon_Imps. This skill requires demon lore [DEMO] 1 to begin to
  study. This skill costs 100 silver per month of study.

summon imps [SUIM] 2: No skill report.

summon imps [SUIM] 3: No skill report.

summon imps [SUIM] 4: No skill report.

summon imps [SUIM] 5: No skill report.

summon demon [SUDE] 1: A mage with the Summon Demon skill may summon
  demons into his inventory, to aid him in combat. A mage may summon
  100 percent times his skill level demons each turn; however, the
  demons have a chance of breaking free of the mage's control at the
  end of each turn. Each demon has a chance to escape equal to 1 in 20
  times the mage's skill level. If any one does escape, its first
  action will be to release its companions. To use this spell, the
  mage should issue the order CAST Summon_Demon. A mage with this
  skill may create their level in demons [DEMO] via magic. To use this
  spell, the mage should CAST Summon_Demon. This skill requires summon
  imps [SUIM] 3 to begin to study. This skill costs 100 silver per
  month of study.

summon demon [SUDE] 2: No skill report.

summon demon [SUDE] 3: No skill report.

summon demon [SUDE] 4: No skill report.

summon demon [SUDE] 5: No skill report.

summon balrog [SUBA] 1: A mage with the Summon Balrog skill may summon
  a balrog into his inventory, to aid him in combat. A mage has a 20
  percent times his skill level chance of summoning a balrog, but may
  only summon a balrog if one is not already under his control. As
  with other demons, the balrog has a chance of breaking free of the
  mage's control at the end of each turn. Each balrog has a chance to
  escape equal to 1 in 20 times the mage's skill level. If any one
  does escape, its first action will be to release its companions. To
  use this spell, the mage should issue the order CAST Summon_Balrog.
  A mage with this skill has a 20 percent times their level chance to
  create a balrog [BALR] via magic. To use this spell, the mage should
  CAST Summon_Balrog. This skill requires summon demon [SUDE] 3 to
  begin to study. This skill costs 100 silver per month of study.

summon balrog [SUBA] 2: No skill report.

summon balrog [SUBA] 3: No skill report.

summon balrog [SUBA] 4: No skill report.

summon balrog [SUBA] 5: No skill report.

banish demons [BDEM] 1:  A mage with this skill can cast banish demons
  in battle. This ability will only target imps [IMP], demons [DEMO],
  or balrogs [BALR]. This ability does between 2 and 50 times the
  skill level of the mage non-resistable attacks. In order to use this
  spell in combat, the mage should use the COMBAT order to set it as
  his combat spell. This skill requires demon lore [DEMO] 1 to begin
  to study. This skill costs 100 silver per month of study.

banish demons [BDEM] 2: No skill report.

banish demons [BDEM] 3: No skill report.

banish demons [BDEM] 4: No skill report.

banish demons [BDEM] 5: No skill report.

illusion [ILLU] 1: Illusion is the magic of creating images of things
  that do not actually exist. The Illusion skill does not have any
  direct applications, but is required for further study of
  Illusionary magic. A mage with knowledge of the Illusion skill will
  detect the use of Illusion by any other mage in the same region.
  This skill requires force [FORC] 1 and pattern [PATT] 1 to begin to
  study. This skill costs 100 silver per month of study.

illusion [ILLU] 2: No skill report.

illusion [ILLU] 3: No skill report.

illusion [ILLU] 4: No skill report.

illusion [ILLU] 5: No skill report.

phantasmal entertainment [PHEN] 1: A mage with the Phantasmal
  Entertainment skill may use his powers of Illusion to earn money by
  creating illusionary fireworks, puppet shows, etc. In effect,
  Phantasmal Entertainment grants the mage Entertainment skill equal
  to five times his Phantasmal Entertainment level. To use this skill,
  use the ENTERTAIN order. This skill requires illusion [ILLU] 1 to
  begin to study. This skill costs 100 silver per month of study.

phantasmal entertainment [PHEN] 2: No skill report.

phantasmal entertainment [PHEN] 3: No skill report.

phantasmal entertainment [PHEN] 4: No skill report.

phantasmal entertainment [PHEN] 5: No skill report.

create phantasmal beasts [PHBE] 1: A mage with Create Phantasmal
  Beasts may summon illusionary beasts that appear in the mage's
  inventory. These beasts will fight in combat, but do not attack, and
  are killed whenever they are attacked. Create Phantasmal Beasts at
  level 1 allows the mage to summon illusionary wolves; the number the
  mage can summon, or have in his inventory at one time is equal to
  the mage's skill squared times 4. To use this spell, the mage should
  CAST Create_Phantasmal_Beasts WOLF <number>, where <number> is the
  number of wolves that the mage wishes to have appear in his
  inventory. Note: illusionary beasts will appear on reports as if
  they were normal items, except on the owner's report, where they are
  marked as illusionary. To reference these items in orders, you must
  prepend an 'i' to the normal string. (For example: to reference an
  illusionary wolf, you would use 'iwolf'). This skill requires
  illusion [ILLU] 1 to begin to study. This skill costs 100 silver per
  month of study.

create phantasmal beasts [PHBE] 2: No skill report.

create phantasmal beasts [PHBE] 3: Create Phantasmal Beasts at level 3
  allows the mage to summon illusionary eagles into his inventory. To
  summon illusionary eagles, the mage should CAST
  Create_Phantasmal_Beasts EAGLE <number>, where <number> is the
  number of eagles that the mage wishes to have appear in his
  inventory. The number of eagles that a mage may have in his
  inventory is equal to his skill level, minus 2, squared.

create phantasmal beasts [PHBE] 4: No skill report.

create phantasmal beasts [PHBE] 5: Create Phantasmal Beasts at level 5
  allows the mage to summon an illusionary dragon into his inventory.
  To summon an illusionary dragon, the mage should CAST
  Create_Phantasmal_Beasts DRAGON; the mage can only have one
  illusionary dragon in his inventory at one time.

create phantasmal undead [PHUN] 1: A mage with Create Phantasmal
  Undead may summon illusionary undead that appear in the mage's
  inventory. These undead will fight in combat, but do not attack, and
  are killed whenever they are attacked. Create Phantasmal Undead at
  level 1 allows the mage to summon illusionary skeletons; the number
  the mage can summon, or have in his inventory at one time is equal
  to the mage's skill squared times 4. To use this spell, the mage
  should CAST Create_Phantasmal_Undead SKELETON <number>, where
  <number> is the number of skeletons that the mage wishes to have
  appear in his inventory. Note: illusionary undead will appear on
  reports as if they were normal items, except on the owner's report,
  where they are marked as illusionary. To reference these items in
  orders, you must prepend an 'i' to the normal string. (Example: to
  reference an illusionary skeleton, you would use 'iskeleton'). This
  skill requires illusion [ILLU] 1 to begin to study. This skill costs
  100 silver per month of study.

create phantasmal undead [PHUN] 2: No skill report.

create phantasmal undead [PHUN] 3: Create Phantasmal Undead at level 3
  allows the mage to summon illusionary undead into his inventory. To
  summon illusionary undead, the mage should CAST
  Create_Phantasmal_Undead UNDEAD <number>, where <number> is the
  number of undead that the mage wishes to have appear in his
  inventory. The number of undead that a mage may have in his
  inventory is equal to his skill level, minus 2, squared.

create phantasmal undead [PHUN] 4: No skill report.

create phantasmal undead [PHUN] 5: Create Phantasmal Undead at level 5
  allows the mage to summon an illusionary lich into his inventory. To
  summon an illusionary lich, the mage should CAST
  Create_Phantasmal_Undead LICH; the mage can only have one
  illusionary lich in his inventory at one time.

create phantasmal demons [PHDE] 1: A mage with Create Phantasmal
  Demons may summon illusionary demons that appear in the mage's
  inventory. These demons will fight in combat, but do not attack, and
  are killed whenever they are attacked. Create Phantasmal Demons at
  level 1 allows the mage to summon illusionary imps; the number the
  mage can summon, or have in his inventory at one time is equal to
  the mage's skill squared times 4. To use this spell, the mage should
  CAST Create_Phantasmal_Demons IMP <number>, where <number> is the
  number of imps that the mage wishes to have appear in his inventory.
  Note: illusionary demons will appear on reports as if they were
  normal items, except on the owner's report, where they are marked as
  illusionary. To reference these items in orders, you must prepend an
  'i' to the normal string. (Example: to reference an illusionary imp,
  you would use 'iimp'). This skill requires illusion [ILLU] 1 to
  begin to study. This skill costs 100 silver per month of study.

create phantasmal demons [PHDE] 2: No skill report.

create phantasmal demons [PHDE] 3: Create Phantasmal Demons at level 3
  allows the mage to summon illusionary demons into his inventory. To
  summon illusionary demons, the mage should CAST
  Create_Phantasmal_Demons DEMON <number>, where <number> is the
  number of demons that the mage wishes to have appear in his
  inventory. The number of demons that a mage may have in his
  inventory is equal to his skill level, minus 2, squared.

create phantasmal demons [PHDE] 4: No skill report.

create phantasmal demons [PHDE] 5: Create Phantasmal Demons at level 5
  allows the mage to summon an illusionary balrog into his inventory.
  To summon an illusionary balrog, the mage should CAST
  Create_Phantasmal_Demons BALROG; the mage can only have one
  illusionary balrog in his inventory at one time.

invisibility [INVI] 1: The Invisibility skill allows a mage to render
  other units nearly invisible to other factions, giving them a +3
  bonus to Stealth. This invisibility will last until the next Magic
  round. To cast this spell, use the order CAST Invisibility UNITS
  <unit> ..., where <unit> is a list of the units that the mage wishes
  to render invisible. A mage may render invisible a number of men or
  creatures equal to his skill level squared. This skill requires
  illusion [ILLU] 3 to begin to study. This skill costs 100 silver per
  month of study.

invisibility [INVI] 2: No skill report.

invisibility [INVI] 3: No skill report.

invisibility [INVI] 4: No skill report.

invisibility [INVI] 5: No skill report.

true seeing [TRUE] 1: A mage with the True Seeing spell can see
  illusions for what they really are. Whether or not the mage can see
  through the illusion depends on his True Seeing skill being higher
  that the Illusion skill of the mage casting the illusion. This spell
  does not require any order to use; it is used automatically. In
  addition, a mage with the True Seeing skill receives a bonus to his
  Observation skill equal to his True Seeing skill divided by 2,
  rounded up. This skill requires illusion [ILLU] 3 to begin to study.
  This skill costs 100 silver per month of study.

true seeing [TRUE] 2: No skill report.

true seeing [TRUE] 3: No skill report.

true seeing [TRUE] 4: No skill report.

true seeing [TRUE] 5: No skill report.

dispel illusions [DISP] 1:  A mage with this skill can cast dispel
  illusion in battle. This ability will only target illusions. This
  ability does between 2 and 100 times the skill level of the mage
  non-resistable attacks. In order to use this spell in combat, the
  mage should use the COMBAT order to set it as his combat spell. This
  skill requires illusion [ILLU] 1 to begin to study. This skill costs
  100 silver per month of study.

dispel illusions [DISP] 2: No skill report.

dispel illusions [DISP] 3: No skill report.

dispel illusions [DISP] 4: No skill report.

dispel illusions [DISP] 5: No skill report.

artifact lore [ARTI] 1: Artifact Lore is one of the most advanced
  forms of magic; in general, creation of an artifact requires both
  Artifact Lore, and the appropriate skill for the item being created.
  A mage with knowledge of the Artifact Lore skill will detect the use
  of Artifact Lore by any other mage in the region. This skill
  requires force [FORC] 1, pattern [PATT] 1 and spirit [SPIR] 1 to
  begin to study. This skill costs 100 silver per month of study.

artifact lore [ARTI] 2: No skill report.

artifact lore [ARTI] 3: No skill report.

artifact lore [ARTI] 4: No skill report.

artifact lore [ARTI] 5: No skill report.

create ring of invisibility [CRRI] 1: A mage with this skill has a 20
  percent times their level chance to create a ring of invisibility
  [RING] via magic at a cost of mithril [MITH] and 600 silver [SILV].
  To use this spell, the mage should CAST Create_Ring_Of_Invisibility.
  This skill requires artifact lore [ARTI] 3 and invisibility [INVI] 3
  to begin to study. This skill costs 100 silver per month of study.

create ring of invisibility [CRRI] 2: No skill report.

create ring of invisibility [CRRI] 3: No skill report.

create ring of invisibility [CRRI] 4: No skill report.

create ring of invisibility [CRRI] 5: No skill report.

create cloak of invulnerability [CRCL] 1: A mage with this skill has a
  20 percent times their level chance to create a cloak of
  invulnerability [CLOA] via magic at a cost of fur [FUR] and 800
  silver [SILV]. To use this spell, the mage should CAST
  Create_Cloak_Of_Invulnerability. This skill requires artifact lore
  [ARTI] 4 and force shield [FSHI] 3 to begin to study. This skill
  costs 100 silver per month of study.

create cloak of invulnerability [CRCL] 2: No skill report.

create cloak of invulnerability [CRCL] 3: No skill report.

create cloak of invulnerability [CRCL] 4: No skill report.

create cloak of invulnerability [CRCL] 5: No skill report.

create staff of fire [CRSF] 1: A mage with this skill has a 20 percent
  times their level chance to create a staff of fire [STAF] via magic
  at a cost of ironwood [IRWD] and 500 silver [SILV]. To use this
  spell, the mage should CAST Create_Staff_Of_Fire. This skill
  requires artifact lore [ARTI] 3 and fire [FIRE] 3 to begin to study.
  This skill costs 100 silver per month of study.

create staff of fire [CRSF] 2: No skill report.

create staff of fire [CRSF] 3: No skill report.

create staff of fire [CRSF] 4: No skill report.

create staff of fire [CRSF] 5: No skill report.

create amulet of true seeing [CRTA] 1: A mage with this skill has a 20
  percent times their level chance to create an amulet of true seeing
  [AMTS] via magic at a cost of rootstone [ROOT] and 500 silver
  [SILV]. To use this spell, the mage should CAST
  Create_Amulet_Of_True_Seeing. This skill requires artifact lore
  [ARTI] 3 and true seeing [TRUE] 3 to begin to study. This skill
  costs 100 silver per month of study.

create amulet of true seeing [CRTA] 2: No skill report.

create amulet of true seeing [CRTA] 3: No skill report.

create amulet of true seeing [CRTA] 4: No skill report.

create amulet of true seeing [CRTA] 5: No skill report.

create amulet of protection [CRPA] 1: A mage with this skill may
  create their level in amulets of protection [AMPR] via magic at a
  cost of stone [STON] and 200 silver [SILV]. To use this spell, the
  mage should CAST Create_Amulet_Of_Protection. This skill requires
  artifact lore [ARTI] 1 and spirit shield [SSHI] 3 to begin to study.
  This skill costs 100 silver per month of study.

create amulet of protection [CRPA] 2: No skill report.

create amulet of protection [CRPA] 3: No skill report.

create amulet of protection [CRPA] 4: No skill report.

create amulet of protection [CRPA] 5: No skill report.

create runesword [CRRU] 1: A mage with this skill has a 20 percent
  times their level chance to create a runesword [RUNE] via magic at a
  cost of mithril sword [MSWO] and 600 silver [SILV]. To use this
  spell, the mage should CAST Create_Runesword. This skill requires
  artifact lore [ARTI] 4 and create aura of fear [FEAR] 3 to begin to
  study. This skill costs 100 silver per month of study.

create runesword [CRRU] 2: No skill report.

create runesword [CRRU] 3: No skill report.

create runesword [CRRU] 4: No skill report.

create runesword [CRRU] 5: No skill report.

create shieldstone [CRSS] 1: A mage with this skill may create their
  level in shieldstones [SHST] via magic at a cost of stone [STON] and
  200 silver [SILV]. To use this spell, the mage should CAST
  Create_Shieldstone. This skill requires artifact lore [ARTI] 3 and
  energy shield [ESHI] 3 to begin to study. This skill costs 100
  silver per month of study.

create shieldstone [CRSS] 2: No skill report.

create shieldstone [CRSS] 3: No skill report.

create shieldstone [CRSS] 4: No skill report.

create shieldstone [CRSS] 5: No skill report.

create magic carpet [CRMA] 1: A mage with this skill may create their
  level in magic carpets [CARP] via magic at a cost of fur [FUR] and
  400 silver [SILV]. To use this spell, the mage should CAST
  Create_Magic_Carpet. This skill requires artifact lore [ARTI] 2 and
  weather lore [WEAT] 3 to begin to study. This skill costs 100 silver
  per month of study.

create magic carpet [CRMA] 2: No skill report.

create magic carpet [CRMA] 3: No skill report.

create magic carpet [CRMA] 4: No skill report.

create magic carpet [CRMA] 5: No skill report.

engrave runes of warding [ENGR] 1: A mage with the Engrave Runes of
  Warding may engrave runes of warding on a building; these runes will
  give any occupants of the building a personal Energy Shield and
  Spirit Shield, both at level 3. A mage has a 20 percent chance per
  level of succeeding with each attempt to cast this spell. To use
  this spell, the mage should CAST Engrave_Runes_of_Warding, and be
  within the building he wishes to engrave runes upon. This spell
  costs 600 silver to cast. At level 1, the mage may engrave runes of
  warding upon a Tower. This skill requires artifact lore [ARTI] 3,
  energy shield [ESHI] 3 and spirit shield [SSHI] 3 to begin to study.
  This skill costs 100 silver per month of study.

engrave runes of warding [ENGR] 2: At this level, the mage may engrave
  runes of warding upon a Fort.

engrave runes of warding [ENGR] 3: At this level, the mage improves
  the level of the Shields granted by these runes to level 5 for
  buildings that are made from rootstone. The mage may now engrave
  runes of warding upon a Castle or a Magical Tower.

engrave runes of warding [ENGR] 4: At this level, the mage may engrave
  runes of warding upon a Citadel or a Magical Fortress.

engrave runes of warding [ENGR] 5: At this level, the mage may engrave
  runes of warding upon a Magical Castle or a Magical Citadel.

construct gate [CGAT] 1: A mage with the Construct Gate skill may
  construct a Gate in a region. The mage has a 20 percent times his
  skill level chance of success, and the attempt costs 1000 silver. To
  use this spell, the mage should issue the order CAST Construct_Gate.
  This skill requires artifact lore [ARTI] 3 and gate lore [GATE] 3 to
  begin to study. This skill costs 100 silver per month of study.

construct gate [CGAT] 2: No skill report.

construct gate [CGAT] 3: No skill report.

construct gate [CGAT] 4: No skill report.

construct gate [CGAT] 5: No skill report.

enchant swords [ESWO] 1: A mage with this skill may create 5 times
  their level in mithril swords [MSWO] via magic at a cost of sword
  [SWOR]. To use this spell, the mage should CAST Enchant_Swords. This
  skill requires artifact lore [ARTI] 1 to begin to study. This skill
  costs 100 silver per month of study.

enchant swords [ESWO] 2: No skill report.

enchant swords [ESWO] 3: No skill report.

enchant swords [ESWO] 4: No skill report.

enchant swords [ESWO] 5: No skill report.

enchant armor [EARM] 1: A mage with this skill may create 5 times
  their level in mithril armor [MARM] via magic at a cost of plate
  armor [PARM]. To use this spell, the mage should CAST Enchant_Armor.
  This skill requires artifact lore [ARTI] 1 to begin to study. This
  skill costs 100 silver per month of study.

enchant armor [EARM] 2: No skill report.

enchant armor [EARM] 3: No skill report.

enchant armor [EARM] 4: No skill report.

enchant armor [EARM] 5: No skill report.

enchant shields [ESHD] 1: A mage with this skill may create 5 times
  their level in mithril shields [MSHD] via magic at a cost of iron
  shield [ISHD]. To use this spell, the mage should CAST
  Enchant_Shields. This skill requires artifact lore [ARTI] 1 to begin
  to study. This skill costs 100 silver per month of study.

enchant shields [ESHD] 2: No skill report.

enchant shields [ESHD] 3: No skill report.

enchant shields [ESHD] 4: No skill report.

enchant shields [ESHD] 5: No skill report.

construct portal [CPOR] 1: A mage with the Construct Portal skill may
  construct a Portal for use with the Portal Lore skill. A mage with
  this skill has a 20 percent times their level chance to create a
  portal [PORT] via magic at a cost of rootstone [ROOT] and 500 silver
  [SILV]. To use this spell, the mage should CAST Construct_Portal.
  This skill requires artifact lore [ARTI] 3 and portal lore [PORT] 3
  to begin to study. This skill costs 100 silver per month of study.

construct portal [CPOR] 2: No skill report.

construct portal [CPOR] 3: No skill report.

construct portal [CPOR] 4: No skill report.

construct portal [CPOR] 5: No skill report.

manipulation [MANI] 1: A unit with this skill becomes an apprentice.
  While apprentices cannot cast spells directly, they can use magic
  items normally only usable by mages. This skill costs 100 silver per
  month of study.

manipulation [MANI] 2: No skill report.

manipulation [MANI] 3: Continued study of this skill gives no further
  advantages.

manipulation [MANI] 4: No skill report.

manipulation [MANI] 5: No skill report.

camel training [CAME] 1: This skill deals with all aspects of camel
  production. A unit with this skill may PRODUCE camels [CAME] at a
  rate of 1 per man-month. This skill costs 10 silver per month of
  study.

camel training [CAME] 2: No skill report.

camel training [CAME] 3: No skill report.

camel training [CAME] 4: No skill report.

camel training [CAME] 5: No skill report.

gemcutting [GCUT] 1: This skill enables a unit to fashion higher
  quality gems from lower quality ones. A unit with this skill may
  PRODUCE gems [GEM] from rough gem [RGEM] at a rate of 1 per
  man-month. This skill costs 50 silver per month of study.

gemcutting [GCUT] 2: No skill report.

gemcutting [GCUT] 3: No skill report.

gemcutting [GCUT] 4: No skill report.

gemcutting [GCUT] 5: No skill report.

create aegis [CRAG] 1: A mage with this skill has a 20 percent times
  their level chance to create an aegis [AEGS] via magic at a cost of
  mithril [MITH] and 600 silver [SILV]. To use this spell, the mage
  should CAST Create_Aegis. This skill requires artifact lore [ARTI] 3
  and true seeing [TRUE] 5 to begin to study. This skill costs 100
  silver per month of study.

create aegis [CRAG] 2: No skill report.

create aegis [CRAG] 3: No skill report.

create aegis [CRAG] 4: No skill report.

create aegis [CRAG] 5: No skill report.

create windchime [CRWC] 1: A mage with this skill has a 20 percent
  times their level chance to create a windchime [WCHM] via magic at a
  cost of iron [IRON] and 500 silver [SILV]. To use this spell, the
  mage should CAST Create_Windchime. This skill requires artifact lore
  [ARTI] 2 and summon wind [SWIN] 2 to begin to study. This skill
  costs 100 silver per month of study.

create windchime [CRWC] 2: No skill report.

create windchime [CRWC] 3: No skill report.

create windchime [CRWC] 4: No skill report.

create windchime [CRWC] 5: No skill report.

create gate crystal [CRGC] 1: A mage with this skill has a 20 percent
  times their level chance to create a gate crystal [GTCR] via magic
  at a cost of rootstone [ROOT] and 500 silver [SILV]. To use this
  spell, the mage should CAST Create_Gate_Crystal. This skill requires
  artifact lore [ARTI] 3 and gate lore [GATE] 3 to begin to study.
  This skill costs 100 silver per month of study.

create gate crystal [CRGC] 2: No skill report.

create gate crystal [CRGC] 3: No skill report.

create gate crystal [CRGC] 4: No skill report.

create gate crystal [CRGC] 5: No skill report.

create staff of healing [CRSH] 1: A mage with this skill has a 20
  percent times their level chance to create a staff of healing [STAH]
  via magic at a cost of yew [YEW] and 500 silver [SILV]. To use this
  spell, the mage should CAST Create_Staff_Of_Healing. This skill
  requires artifact lore [ARTI] 3 and magical healing [MHEA] 3 to
  begin to study. This skill costs 100 silver per month of study.

create staff of healing [CRSH] 2: No skill report.

create staff of healing [CRSH] 3: No skill report.

create staff of healing [CRSH] 4: No skill report.

create staff of healing [CRSH] 5: No skill report.

create scrying orb [CRSO] 1: A mage with this skill has a 20 percent
  times their level chance to create a scrying orb [SORB] via magic at
  a cost of rootstone [ROOT] and 500 silver [SILV]. To use this spell,
  the mage should CAST Create_Scrying_Orb. This skill requires
  artifact lore [ARTI] 3 and farsight [FARS] 3 to begin to study. This
  skill costs 100 silver per month of study.

create scrying orb [CRSO] 2: No skill report.

create scrying orb [CRSO] 3: No skill report.

create scrying orb [CRSO] 4: No skill report.

create scrying orb [CRSO] 5: No skill report.

create cornucopia [CRCO] 1: A mage with this skill has a 20 percent
  times their level chance to create a cornucopia [CORN] via magic at
  a cost of wood [WOOD] and 500 silver [SILV]. To use this spell, the
  mage should CAST Create_Cornucopia. This skill requires artifact
  lore [ARTI] 2 and earth lore [EART] 2 to begin to study. This skill
  costs 100 silver per month of study.

create cornucopia [CRCO] 2: No skill report.

create cornucopia [CRCO] 3: No skill report.

create cornucopia [CRCO] 4: No skill report.

create cornucopia [CRCO] 5: No skill report.

create book of exorcism [CRBX] 1: A mage with this skill has a 20
  percent times their level chance to create a book of exorcism [BKEX]
  via magic at a cost of wood [WOOD] and 500 silver [SILV]. To use
  this spell, the mage should CAST Create_Book_Of_Exorcism. This skill
  requires artifact lore [ARTI] 3 and banish demons [BDEM] 3 to begin
  to study. This skill costs 100 silver per month of study.

create book of exorcism [CRBX] 2: No skill report.

create book of exorcism [CRBX] 3: No skill report.

create book of exorcism [CRBX] 4: No skill report.

create book of exorcism [CRBX] 5: No skill report.

create holy symbol [CRHS] 1: A mage with this skill has a 20 percent
  times their level chance to create a holy symbol [HLYS] via magic at
  a cost of iron [IRON] and 500 silver [SILV]. To use this spell, the
  mage should CAST Create_Holy_Symbol. This skill requires artifact
  lore [ARTI] 3 and banish undead [BUND] 3 to begin to study. This
  skill costs 100 silver per month of study.

create holy symbol [CRHS] 2: No skill report.

create holy symbol [CRHS] 3: No skill report.

create holy symbol [CRHS] 4: No skill report.

create holy symbol [CRHS] 5: No skill report.

create censer of protection [CRCN] 1: A mage with this skill has a 20
  percent times their level chance to create a censer of protection
  [CNSR] via magic at a cost of iron [IRON] and 500 silver [SILV]. To
  use this spell, the mage should CAST Create_Censer_Of_Protection.
  This skill requires artifact lore [ARTI] 3 and force shield [FSHI] 3
  to begin to study. This skill costs 100 silver per month of study.

create censer of protection [CRCN] 2: No skill report.

create censer of protection [CRCN] 3: No skill report.

create censer of protection [CRCN] 4: No skill report.

create censer of protection [CRCN] 5: No skill report.

transmutation [TRNS] 1: A mage with Transmutation may transform basic
  resources into more esoteric ones. At level 1 the mage may transmute
  2 stone [STON] times the skill level into rootstone [ROOT] or 2 iron
  [IRON] times the skill level into mithril [MITH]. To use this spell,
  the mage should issue the order CAST Transmutation <material>, where
  <material> is the resource you wish to create. Should you wish to
  create fewer than maximum, you may CAST Transmutation [number]
  <material> instead. This skill requires artifact lore [ARTI] 1 to
  begin to study. This skill costs 100 silver per month of study.

transmutation [TRNS] 2: At this level the mage may transmute 2 wood
  [WOOD] times the skill level into ironwood [IRWD].

transmutation [TRNS] 3: At this level the mage may transmute 2 furs
  [FUR] times the skill level into floater hide [FLOA].

transmutation [TRNS] 4: At this level the mage may transmute 2 wood
  [WOOD] times the skill level into yew [YEW].

transmutation [TRNS] 5: At this level the mage may transmute 2 horses
  [HORS] times the skill level into winged horses [WING]. At this
  level the mage may transmute 2 iron [IRON] times the skill level
  into admantium [ADMT].

blasphemous ritual [BRTL] 1: This skill requires demon lore [DEMO] 4
  and necromancy [NECR] 4 to begin to study. This skill costs 100
  silver per month of study.

blasphemous ritual [BRTL] 2: No skill report.

blasphemous ritual [BRTL] 3: No skill report.

blasphemous ritual [BRTL] 4: No skill report.

blasphemous ritual [BRTL] 5: No skill report.

endurance [ENDU] 1: A unit with this skill has begun the process of
  building on their combat experience to learn how to survive wounds
  that would lay low a less grizzled warrior.  This is an arduous
  process, and doesn't yet provide any advantage at this skill level.
  This skill requires combat [COMB] 3 to begin to study. This skill
  costs 50 silver per month of study.

endurance [ENDU] 2: No skill report.

endurance [ENDU] 3: The process of building up combat endurance is
  starting to yield results.  At this level the men in the unit can
  survive one extra hit in combat before being overcome.

endurance [ENDU] 4: No skill report.

endurance [ENDU] 5: The men of this unit are now hardened veterans,
  and can survive three hits in combat before falling.

gate lore [GATE] 1: Gate Lore is the art of detecting and using
  magical Gates, which are spread through the world. The Gates are
  spread out randomly, so there is no correlation between the Gate
  number and the Gate's location. A mage with skill 1 in Gate Lore can
  see a Gate if one exists in the same region as the mage. This
  detection is automatic; the Gate will appear in the region report. A
  mage with skill 1 in Gate Lore may also jump through a Gate into
  another region on the same level containing a gate, selected at
  random. To use Gate Lore in this manner, use the syntax CAST
  Gate_Lore RANDOM UNITS <unit> ... UNITS is followed by a list of
  units to follow the mage through the Gate (the mage always jumps
  through the Gate). At level 1, the mage may carry 15 weight units
  through the Gate (including the weight of the mage). This skill
  requires pattern [PATT] 1 and spirit [SPIR] 1 to begin to study.
  This skill costs 100 silver per month of study.

gate lore [GATE] 2: A mage with Gate Lore skill 2 can detect Gates in
  adjacent regions. The mage should use the syntax CAST Gate_Lore
  DETECT in order to detect these nearby Gates. Also at level 2 Gate
  Lore, the mage may perform a random gate jump without being
  restricted to the same level; use CAST Gate_Lore RANDOM LEVEL UNITS
  <unit> ... to use this option.  The mage may also now carry 100
  weight units through a Gate when doing a random jump.

gate lore [GATE] 3: A mage with Gate Lore skill 3 and higher can step
  through a Gate into another region containing a specific Gate. To
  use this spell, use the syntax CAST Gate_Lore GATE <number> UNITS
  <unit> ... <number> specifies the Gate that the mage will jump to.
  UNITS is followed by a list of units to follow the mage through the
  gate (the mage always jumps through the gate). At level 3, the mage
  may carry 15 weight units through the Gate (including the mage).
  Also, a level 3 or higher mage doing a random gate jump may carry
  1000 weight units through the Gate.

magical healing [MHEA] 1: This skill enables the mage to magically
  heal units after battle. No order is necessary to use this spell; it
  will be used automatically when the mage is involved in a battle. A
  mage at this level of skill can heal up to 10 casualties, with a 50
  percent success rate. This skill requires pattern [PATT] 1 to begin
  to study. This skill costs 100 silver per month of study.

magical healing [MHEA] 2: A mage at this level of skill can heal up to
  15 casualties, with a 60 percent success rate.

magical healing [MHEA] 3: A mage at this level of skill can work
  wonders of healing with his new-found powers; he may heal up to 25
  casualties, with a 75 percent success rate.

farsight [FARS] 1: A mage with this skill may obtain region reports on
  distant regions. The report will be as if the mage was in the
  distant region himself. The target region must be within 4 times the
  caster's skill level squared regions of the caster. Coordinates of
  locations not on the surface are scaled to the surface coordinates
  for this calculation. Attempting to view across different levels
  increases the distance by 4 per level difference. To use this skill,
  CAST Farsight REGION <x> <y> <z> where <x>, <y>, and <z> are the
  coordinates of the region that you wish to view. If you omit the <z>
  coordinate, the <z> coordinate of the caster's current region will
  be used. Note that Farsight cannot be used either into or out of the
  Nexus. Any other skills which the mage has which give region
  information will be used when farsight is used. This skill requires
  pattern [PATT] 1 and spirit [SPIR] 1 to begin to study. This skill
  costs 100 silver per month of study.

farsight [FARS] 2: No skill report.

farsight [FARS] 3: No skill report.

earth lore [EART] 1: Earth Lore is the study of nature, plants, and
  animals. A mage with knowledge of Earth Lore can use his knowledge
  of nature to aid local farmers, raising money for himself, and
  aiding the production of grain or livestock in the region. To use
  the spell, CAST Earth_Lore; the mage will receive an amount of money
  based on his level, and the economy of the region. Also, a mage with
  knowledge of Earth Lore will detect the use of Earth Lore by any
  other mage in the same region. This skill requires pattern [PATT] 1
  to begin to study. This skill costs 100 silver per month of study.

earth lore [EART] 2: No skill report.

Item reports:

leader [LEAD], weight 10, walking capacity 5, moves 2 hexes per month.
  This race may study all skills to level 5

wood elf [WELF], weight 10, walking capacity 5, moves 2 hexes per
  month. This race may study lumberjack [LUMB], longbow [LBOW], herb
  lore [HERB], weaponsmith [WEAP], entertainment [ENTE] and carpenter
  [CARP] to level 5 and all other skills to level 2

high elf [HELF], weight 10, walking capacity 5, moves 2 hexes per
  month. This race may study horse training [HORS], combat [COMB],
  longbow [LBOW], shipbuilding [SHIP] and sailing [SAIL] to level 5
  and all other skills to level 2

ice dwarf [IDWA], weight 10, walking capacity 5, moves 2 hexes per
  month. This race may study combat [COMB], weaponsmith [WEAP], mining
  [MINI], ranching [RANC], armorer [ARMO] and building [BUIL] to level
  5 and all other skills to level 2

hill dwarf [HDWA], weight 10, walking capacity 5, moves 2 hexes per
  month. This race may study armorer [ARMO], weaponsmith [WEAP],
  quarrying [QUAR], mining [MINI] and building [BUIL] to level 5 and
  all other skills to level 2

under dwarf [UDWA], weight 10, walking capacity 5, moves 2 hexes per
  month. This race may study armorer [ARMO], weaponsmith [WEAP],
  quarrying [QUAR], mining [MINI] and gemcutting [GCUT] to level 5 and
  all other skills to level 2

orc [ORC], weight 10, walking capacity 5, moves 2 hexes per month.
  This race may study mining [MINI], lumberjack [LUMB], combat [COMB],
  building [BUIL] and ranching [RANC] to level 5 and all other skills
  to level 2

gnome [GNOM], weight 5, walking capacity 4, moves 2 hexes per month.
  This race may study herb lore [HERB], quarrying [QUAR], building
  [BUIL], crossbow [XBOW], farming [FARM] and entertainment [ENTE] to
  level 5 and all other skills to level 2

centaur [CTAU], weight 50, walking capacity 20, riding capacity 20,
  moves 4 hexes per month. This race may study lumberjack [LUMB],
  horse training [HORS], riding [RIDI], longbow [LBOW], ranching
  [RANC] and healing [HEAL] to level 5 and all other skills to level 2
  This is a mount. This mount requires riding [RIDI] of at least level
  1 to ride in combat. This mount gives a minimum bonus of +1 when
  ridden into combat. This mount gives a maximum bonus of +3 when
  ridden into combat.

silver [SILV], weight 0. This is the currency of Atlantis.

grain [GRAI], weight 5, costs 37 silver to withdraw. This item is a
  trade resource. This item can be eaten to provide 30 silver towards
  a unit's maintenance cost.

livestock [LIVE], weight 50, can walk, moves 2 hexes per month, costs
  37 silver to withdraw. This item is a trade resource. This item can
  be eaten to provide 30 silver towards a unit's maintenance cost.

iron [IRON], weight 5, costs 75 silver to withdraw. This item is a
  trade resource.

wood [WOOD], weight 5, costs 75 silver to withdraw. This item is a
  trade resource.

stone [STON], weight 50, costs 75 silver to withdraw. This item is a
  trade resource.

fur [FUR], weight 1, costs 75 silver to withdraw. This item is a trade
  resource.

fish [FISH], weight 1, costs 37 silver to withdraw. This item is a
  trade resource. This item can be eaten to provide 30 silver towards
  a unit's maintenance cost.

herb [HERB], weight 0, costs 75 silver to withdraw. This item is a
  trade resource.

horse [HORS], weight 50, walking capacity 20, riding capacity 20,
  moves 4 hexes per month, costs 75 silver to withdraw. This is a
  mount. This mount requires riding [RIDI] of at least level 1 to ride
  in combat. This mount gives a minimum bonus of +1 when ridden into
  combat. This mount gives a maximum bonus of +3 when ridden into
  combat.

Longship [LONG]. This is a ship with a capacity of 100 and a speed of
  4 hexes per month. This ship requires a total of 4 levels of sailing
  skill to sail.

Raft [RAFT]. This is a ship with a capacity of 300 and a speed of 2
  hexes per month. This ship requires a total of 2 levels of sailing
  skill to sail.

Cog [COG]. This is a ship with a capacity of 500 and a speed of 4
  hexes per month. This ship requires a total of 6 levels of sailing
  skill to sail.

Galleon [GALL]. This is a ship with a capacity of 1800 and a speed of
  4 hexes per month. This ship requires a total of 15 levels of
  sailing skill to sail. This ship will allow up to 2 mages to study
  above level 2.

Galley [GLLY]. This is a ship with a capacity of 800 and a speed of 4
  hexes per month. This ship requires a total of 12 levels of sailing
  skill to sail. This ship provides defense to the first 75 men inside
  it, giving a defensive bonus of 2 against melee attacks, 2 against
  energy attacks, 2 against spirit attacks, 2 against weather attacks,
  2 against riding attacks and 2 against ranged attacks. This ship
  will allow one mage to study above level 2.

Corsair [CORS]. This is a ship with a capacity of 1000 and a speed of
  5 hexes per month. This ship requires a total of 15 levels of
  sailing skill to sail. This ship will allow one mage to study above
  level 2.

Balloon [BALL]. This is a flying 'ship' with a capacity of 100 and a
  speed of 4 hexes per month. This ship requires a total of 3 levels
  of sailing skill to sail.

Airship [AIRS]. This is a flying 'ship' with a capacity of 800 and a
  speed of 6 hexes per month. This ship requires a total of 10 levels
  of sailing skill to sail. This ship will allow one mage to study
  above level 2.

Cloudship [CLOU]. This is a flying 'ship' with a capacity of 1200 and
  a speed of 6 hexes per month. This ship requires a total of 15
  levels of sailing skill to sail. This ship provides defense to the
  first 100 men inside it, giving a defensive bonus of 2 against melee
  attacks, 2 against energy attacks, 2 against spirit attacks, 2
  against weather attacks, 2 against riding attacks and 2 against
  ranged attacks. This ship will allow one mage to study above level
  2.

sword [SWOR], weight 1, costs 150 silver to withdraw. This is a
  slashing weapon. No skill is needed to wield this weapon. This
  weapon grants a bonus of 2 on attack and defense. Wielders of this
  weapon, if mounted, get their riding skill bonus on combat attack
  and defense. There is a 50% chance that the wielder of this weapon
  gets a chance to attack in any given round. This weapon attacks
  versus the target's defense against melee attacks. This weapon
  allows 1 attack per round.

crossbow [XBOW], weight 1, costs 150 silver to withdraw. This is a
  ranged armor-piercing weapon. Knowledge of crossbow [XBOW] is needed
  to wield this weapon. Attackers do not get skill bonus on defense.
  There is a 50% chance that the wielder of this weapon gets a chance
  to attack in any given round. This weapon attacks versus the
  target's defense against ranged attacks. This weapon allows 1 attack
  every 2 rounds.

longbow [LBOW], weight 1, costs 150 silver to withdraw. This is a
  ranged piercing weapon. Knowledge of longbow [LBOW] is needed to
  wield this weapon. This weapon grants a penalty of 2 on attack.
  Attackers do not get skill bonus on defense. There is a 50% chance
  that the wielder of this weapon gets a chance to attack in any given
  round. This weapon attacks versus the target's defense against
  ranged attacks. This weapon allows 1 attack per round.

chain armor [CARM], weight 1, costs 150 silver to withdraw. This is a
  type of armor. This armor will protect its wearer 33% of the time
  versus slashing attacks, 33% of the time versus piercing attacks,
  33% of the time versus crushing attacks, 33% of the time versus
  cleaving attacks, 0% of the time versus armor-piercing attacks, 0%
  of the time versus energy attacks, 0% of the time versus spirit
  attacks, and 0% of the time versus weather attacks.

plate armor [PARM], weight 3, costs 625 silver to withdraw. This is a
  type of armor. This armor will protect its wearer 67% of the time
  versus slashing attacks, 67% of the time versus piercing attacks,
  67% of the time versus crushing attacks, 67% of the time versus
  cleaving attacks, 0% of the time versus armor-piercing attacks, 0%
  of the time versus energy attacks, 0% of the time versus spirit
  attacks, and 0% of the time versus weather attacks.

wagon [WAGO], weight 50, walking capacity 200 when hitched to a horse,
  moves 2 hexes per month, costs 250 silver to withdraw.

mithril [MITH], weight 10. This item is a trade resource.

ironwood [IRWD], weight 10. This item is a trade resource.

winged horse [WING], weight 50, walking capacity 20, riding capacity
  20, flying capacity 20, moves 6 hexes per month. This is a mount.
  This mount requires riding [RIDI] of at least level 3 to ride in
  combat. This mount gives a minimum bonus of +3 when ridden into
  combat. This mount gives a maximum bonus of +5 when ridden into
  combat. This mount gives a maximum bonus of +3 when ridden into
  combat in terrain which allows ridden mounts but not flying mounts.

floater hide [FLOA], weight 1. This item is a trade resource.

rootstone [ROOT], weight 50. This item is a trade resource.

yew [YEW], weight 5. This item is a trade resource.

mithril sword [MSWO], weight 1. This is a slashing weapon. No skill is
  needed to wield this weapon. This weapon grants a bonus of 4 on
  attack and defense. Wielders of this weapon, if mounted, get their
  riding skill bonus on combat attack and defense. There is a 50%
  chance that the wielder of this weapon gets a chance to attack in
  any given round. This weapon attacks versus the target's defense
  against melee attacks. This weapon allows 1 attack per round.

mithril armor [MARM], weight 1. This is a type of armor. This armor
  will protect its wearer 90% of the time versus slashing attacks, 90%
  of the time versus piercing attacks, 90% of the time versus crushing
  attacks, 90% of the time versus cleaving attacks, 67% of the time
  versus armor-piercing attacks, 67% of the time versus energy
  attacks, 67% of the time versus spirit attacks, and 67% of the time
  versus weather attacks.

double bow [DBOW], weight 1. This is a ranged armor-piercing weapon.
  Knowledge of longbow [LBOW] or crossbow [XBOW] is needed to wield
  this weapon. Attackers do not get skill bonus on defense. There is a
  50% chance that the wielder of this weapon gets a chance to attack
  in any given round. This weapon attacks versus the target's defense
  against ranged attacks. This weapon allows a number of attacks equal
  to half the skill level (rounded up) of the attacker per round.

ivory [IVOR], weight 1. This is a trade good. This item can be bought
  for between 60 and 114 silver. This item can be sold for between 150
  and 210 silver.

pearls [PEAR], weight 1. This is a trade good. This item can be bought
  for between 60 and 114 silver. This item can be sold for between 150
  and 210 silver.

jewelry [JEWE], weight 1. This is a trade good. This item can be
  bought for between 60 and 114 silver. This item can be sold for
  between 150 and 210 silver.

wine [WINE], weight 5. This is a trade good. This item can be bought
  for between 60 and 114 silver. This item can be sold for between 150
  and 210 silver.

spices [SPIC], weight 1. This is a trade good. This item can be bought
  for between 60 and 114 silver. This item can be sold for between 150
  and 210 silver.

truffles [TRUF], weight 1. This is a trade good. This item can be
  bought for between 60 and 114 silver. This item can be sold for
  between 150 and 210 silver.

vodka [VODK], weight 5. This is a trade good. This item can be bought
  for between 60 and 114 silver. This item can be sold for between 150
  and 210 silver.

perfume [PERF], weight 1. This is a trade good. This item can be
  bought for between 60 and 114 silver. This item can be sold for
  between 150 and 210 silver.

silk [SILK], weight 5. This is a trade good. This item can be bought
  for between 60 and 114 silver. This item can be sold for between 150
  and 210 silver.

mink [MINK], weight 5. This is a trade good. This item can be bought
  for between 60 and 114 silver. This item can be sold for between 150
  and 210 silver.

cotton [COTT], weight 5. This is a trade good. This item can be bought
  for between 60 and 114 silver. This item can be sold for between 150
  and 210 silver.

dye [DYE], weight 5. This is a trade good. This item can be bought for
  between 60 and 114 silver. This item can be sold for between 150 and
  210 silver.

lion [LION], weight 10, walking capacity 5, moves 2 hexes per month.
  This is a monster. This monster attacks with a combat skill of 3.
  This monster has a resistance of 3 to melee attacks. This monster
  has a resistance of 0 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  0 to weather attacks. This monster has a resistance of 2 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 2 melee attacks per round and takes 2 hits to kill. This
  monster has a tactics score of 3, a stealth score of 2, and an
  observation score of 2. This monster might have silver as treasure.
  This item cannot be given to other units.

wolf [WOLF], weight 10, walking capacity 5, riding capacity 5, moves 4
  hexes per month. This is a monster. This monster attacks with a
  combat skill of 2. This monster has a resistance of 2 to melee
  attacks. This monster has a resistance of 2 to energy attacks. This
  monster has a resistance of 0 to spirit attacks. This monster has a
  resistance of 2 to weather attacks. This monster has a resistance of
  3 to riding attacks. This monster has a resistance of 0 to ranged
  attacks. This monster has 1 melee attack per round and takes 1 hit
  to kill. This monster has a tactics score of 1, a stealth score of
  2, and an observation score of 3. This monster might have silver as
  treasure. This item cannot be given to other units.

grizzly bear [GRIZ], weight 50, walking capacity 10, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 2. This monster has a resistance of 2 to melee attacks. This
  monster has a resistance of 0 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  0 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 6 melee attacks per round and takes 6 hits to kill. This
  monster has a tactics score of 0, a stealth score of 0, and an
  observation score of 2. This monster might have silver as treasure.
  This item cannot be given to other units.

crocodile [CROC], weight 10, walking capacity 5, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 3. This monster has a resistance of 3 to melee attacks. This
  monster has a resistance of 3 to energy attacks. This monster has a
  resistance of 3 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 1 melee attack per round and takes 1 hit to kill. This
  monster has a tactics score of 1, a stealth score of 1, and an
  observation score of 1. This monster might have silver as treasure.
  This item cannot be given to other units.

anaconda [ANAC], weight 50, walking capacity 10, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 3. This monster has a resistance of 3 to melee attacks. This
  monster has a resistance of 3 to energy attacks. This monster has a
  resistance of 3 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 2 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 1 melee attack per round and takes 1 hit to kill. This
  monster has a tactics score of 2, a stealth score of 2, and an
  observation score of 0. This monster might have silver as treasure.
  This item cannot be given to other units.

giant scorpion [SCOR], weight 10, walking capacity 5, moves 2 hexes
  per month. This is a monster. This monster attacks with a combat
  skill of 2. This monster has a resistance of 2 to melee attacks.
  This monster has a resistance of 2 to energy attacks. This monster
  has a resistance of 2 to spirit attacks. This monster has a
  resistance of 2 to weather attacks. This monster has a resistance of
  2 to riding attacks. This monster has a resistance of 0 to ranged
  attacks. This monster has 2 melee attacks per round and takes 2 hits
  to kill. This monster has a tactics score of 2, a stealth score of
  3, and an observation score of 0. This monster might have silver as
  treasure. This item cannot be given to other units.

polar bear [POLA], weight 50, walking capacity 10, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 2. This monster has a resistance of 2 to melee attacks. This
  monster has a resistance of 2 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  2 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 6 melee attacks per round and takes 6 hits to kill. This
  monster has a tactics score of 0, a stealth score of 0, and an
  observation score of 2. This monster might have silver as treasure.
  This item cannot be given to other units.

giant rat [GRAT], weight 10, walking capacity 5, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 1. This monster has a resistance of 1 to melee attacks. This
  monster has a resistance of 1 to energy attacks. This monster has a
  resistance of 1 to spirit attacks. This monster has a resistance of
  1 to weather attacks. This monster has a resistance of 1 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 1 melee attack per round and takes 1 hit to kill. This
  monster has a tactics score of 0, a stealth score of 2, and an
  observation score of 0. This monster might have silver as treasure.
  This item cannot be given to other units.

giant spider [GSPI], weight 50, walking capacity 10, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 4. This monster has a resistance of 4 to melee attacks. This
  monster has a resistance of 2 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  2 to weather attacks. This monster has a resistance of 2 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 2 melee attacks per round and takes 2 hits to kill. This
  monster has a tactics score of 0, a stealth score of 2, and an
  observation score of 2. This monster might have silver as treasure.
  This item cannot be given to other units.

giant lizard [GLIZ], weight 50, walking capacity 10, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 3. This monster has a resistance of 3 to melee attacks. This
  monster has a resistance of 3 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 1 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 5 melee attacks per round and takes 5 hits to kill. This
  monster has a tactics score of 0, a stealth score of 0, and an
  observation score of 0. This monster might have silver as treasure.
  This item cannot be given to other units.

trent [TREN], weight 250, walking capacity 50, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 2. This monster has a resistance of 2 to melee attacks. This
  monster has a resistance of 3 to energy attacks. This monster has a
  resistance of 3 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 10 melee attacks per round and takes 10 hits to kill.
  This monster has a tactics score of 2, a stealth score of 3, and an
  observation score of 1. This monster might have advanced items and
  silver as treasure. This item cannot be given to other units.

roc [ROC], weight 250, walking capacity 50, riding capacity 50, flying
  capacity 50, moves 6 hexes per month. This is a monster. This
  monster attacks with a combat skill of 4. This monster has a
  resistance of 4 to melee attacks. This monster has a resistance of 3
  to energy attacks. This monster has a resistance of 0 to spirit
  attacks. This monster has a resistance of 3 to weather attacks. This
  monster has a resistance of 4 to riding attacks. This monster has a
  resistance of 0 to ranged attacks. This monster has 15 melee attacks
  per round and takes 15 hits to kill. This monster has a tactics
  score of 4, a stealth score of 2, and an observation score of 4.
  This monster might have advanced items and silver as treasure. This
  item cannot be given to other units.

bog thing [BOGT], weight 50, walking capacity 10, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 4. This monster has a resistance of 4 to melee attacks. This
  monster has a resistance of 3 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 20 melee attacks per round and takes 20 hits to kill.
  This monster has a tactics score of 3, a stealth score of 1, and an
  observation score of 3. This monster might have advanced items and
  silver as treasure. This item cannot be given to other units.

kong [KONG], weight 250, walking capacity 50, moves 2 hexes per month.
  This is a monster. This monster attacks with a combat skill of 4.
  This monster has a resistance of 4 to melee attacks. This monster
  has a resistance of 3 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 1 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 25 melee attacks per round and takes 25 hits to kill.
  This monster has a tactics score of 0, a stealth score of 2, and an
  observation score of 2. This monster might have advanced items and
  silver as treasure. This item cannot be given to other units.

sphinx [SPHI], weight 250, walking capacity 50, riding capacity 50,
  moves 4 hexes per month. This is a monster. This monster attacks
  with a combat skill of 4. This monster has a resistance of 4 to
  melee attacks. This monster has a resistance of 4 to energy attacks.
  This monster has a resistance of 4 to spirit attacks. This monster
  has a resistance of 4 to weather attacks. This monster has a
  resistance of 3 to riding attacks. This monster has a resistance of
  0 to ranged attacks. This monster has 50 melee attacks per round and
  takes 50 hits to kill. This monster has a tactics score of 0, a
  stealth score of 0, and an observation score of 4. This monster
  might have advanced items and silver as treasure. This item cannot
  be given to other units.

ice wurm [ICEW], weight 250, walking capacity 50, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 3. This monster has a resistance of 3 to melee attacks. This
  monster has a resistance of 3 to energy attacks. This monster has a
  resistance of 3 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 3 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 6 melee attacks per round and takes 6 hits to kill. This
  monster has a tactics score of 2, a stealth score of 4, and an
  observation score of 1. This monster might have advanced items and
  silver as treasure. This item cannot be given to other units.

dragon [DRAG], weight 250, walking capacity 50, riding capacity 50,
  flying capacity 50, moves 6 hexes per month. This is a monster. This
  monster attacks with a combat skill of 6. This monster has a
  resistance of 6 to melee attacks. This monster has a resistance of 6
  to energy attacks. This monster has a resistance of 6 to spirit
  attacks. This monster has a resistance of 6 to weather attacks. This
  monster has a resistance of 5 to riding attacks. This monster has a
  resistance of 0 to ranged attacks. Monster can cast fiery breath in
  battle at a skill level of 6. This ability does between 2 and 60
  energy attacks. This monster has 50 melee attacks per round and
  takes 50 hits to kill. This monster has a tactics score of 4, a
  stealth score of 0, and an observation score of 3. This monster
  might have magic items and silver as treasure. This item cannot be
  given to other units.

centaur [CENT], weight 50, walking capacity 10, riding capacity 10,
  moves 4 hexes per month. This is a monster. This monster attacks
  with a combat skill of 4. This monster has a resistance of 4 to
  melee attacks. This monster has a resistance of 0 to energy attacks.
  This monster has a resistance of 0 to spirit attacks. This monster
  has a resistance of 0 to weather attacks. This monster has a
  resistance of 3 to riding attacks. This monster has a resistance of
  0 to ranged attacks. This monster has 2 melee attacks per round and
  takes 2 hits to kill. This monster has a tactics score of 0, a
  stealth score of 1, and an observation score of 1. This monster
  might have normal or trade items and silver as treasure. This item
  cannot be given to other units.

kobold [KOBO], weight 10, walking capacity 5, moves 2 hexes per month.
  This is a monster. This monster attacks with a combat skill of 2.
  This monster has a resistance of 2 to melee attacks. This monster
  has a resistance of 0 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  0 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 1 melee attack per round and takes 1 hit to kill. This
  monster has a tactics score of 0, a stealth score of 1, and an
  observation score of 0. This monster might have normal or trade
  items and silver as treasure. This item cannot be given to other
  units.

ogre [OGRE], weight 50, walking capacity 10, moves 2 hexes per month.
  This is a monster. This monster attacks with a combat skill of 3.
  This monster has a resistance of 3 to melee attacks. This monster
  has a resistance of 2 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  2 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 10 melee attacks per round and takes 10 hits to kill.
  This monster has a tactics score of 0, a stealth score of 0, and an
  observation score of 0. This monster might have normal or trade
  items and silver as treasure. This item cannot be given to other
  units.

lizard man [LMAN], weight 10, walking capacity 5, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 3. This monster has a resistance of 3 to melee attacks. This
  monster has a resistance of 3 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 1 melee attack per round and takes 1 hit to kill. This
  monster has a tactics score of 0, a stealth score of 0, and an
  observation score of 1. This monster might have normal or trade
  items and silver as treasure. This item cannot be given to other
  units.

wild man [WMAN], weight 10, walking capacity 5, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 3. This monster has a resistance of 3 to melee attacks. This
  monster has a resistance of 0 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  0 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 1 melee attack per round and takes 1 hit to kill. This
  monster has a tactics score of 0, a stealth score of 2, and an
  observation score of 0. This monster might have normal or trade
  items and silver as treasure. This item cannot be given to other
  units.

sandling [SAND], weight 10, walking capacity 5, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 3. This monster has a resistance of 3 to melee attacks. This
  monster has a resistance of 3 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 2 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 1 melee attack per round and takes 1 hit to kill. This
  monster has a tactics score of 1, a stealth score of 2, and an
  observation score of 1. This monster might have normal or trade
  items and silver as treasure. This item cannot be given to other
  units.

yeti [YETI], weight 50, walking capacity 10, moves 2 hexes per month.
  This is a monster. This monster attacks with a combat skill of 4.
  This monster has a resistance of 4 to melee attacks. This monster
  has a resistance of 3 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 3 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 2 melee attacks per round and takes 2 hits to kill. This
  monster has a tactics score of 0, a stealth score of 3, and an
  observation score of 1. This monster might have normal or trade
  items and silver as treasure. This item cannot be given to other
  units.

goblin [GOBL], weight 10, walking capacity 5, moves 2 hexes per month.
  This is a monster. This monster attacks with a combat skill of 2.
  This monster has a resistance of 2 to melee attacks. This monster
  has a resistance of 0 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  0 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 1 melee attack per round and takes 1 hit to kill. This
  monster has a tactics score of 0, a stealth score of 0, and an
  observation score of 0. This monster might have normal or trade
  items and silver as treasure. This item cannot be given to other
  units.

troll [TROL], weight 50, walking capacity 10, moves 2 hexes per month.
  This is a monster. This monster attacks with a combat skill of 3.
  This monster has a resistance of 3 to melee attacks. This monster
  has a resistance of 3 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 4 melee attacks per round and takes 4 hits to kill. This
  monster has a tactics score of 1, a stealth score of 0, and an
  observation score of 2. This monster might have normal or trade
  items and silver as treasure. This item cannot be given to other
  units.

ettin [ETTI], weight 50, walking capacity 10, moves 2 hexes per month.
  This is a monster. This monster attacks with a combat skill of 2.
  This monster has a resistance of 2 to melee attacks. This monster
  has a resistance of 2 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  2 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 32 melee attacks per round and takes 32 hits to kill.
  This monster has a tactics score of 2, a stealth score of 0, and an
  observation score of 0. This monster might have normal or trade
  items and silver as treasure. This item cannot be given to other
  units.

skeleton [SKEL], weight 10, walking capacity 5, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 2. This monster has a resistance of 2 to melee attacks. This
  monster has a resistance of 5 to energy attacks. This monster has a
  resistance of 5 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 2 melee attacks per round and takes 2 hits to kill. This
  monster has a tactics score of 0, a stealth score of 0, and an
  observation score of 0. This monster might have normal or trade
  items and silver as treasure.

undead [UNDE], weight 10, walking capacity 5, moves 2 hexes per month.
  This is a monster. This monster attacks with a combat skill of 3.
  This monster has a resistance of 3 to melee attacks. This monster
  has a resistance of 2 to energy attacks. This monster has a
  resistance of 3 to spirit attacks. This monster has a resistance of
  2 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 10 melee attacks per round and takes 10 hits to kill.
  This monster has a tactics score of 0, a stealth score of 0, and an
  observation score of 0. This monster might have advanced items and
  silver as treasure.

lich [LICH], weight 10, walking capacity 5, moves 2 hexes per month.
  This is a monster. This monster attacks with a combat skill of 4.
  This monster has a resistance of 4 to melee attacks. This monster
  has a resistance of 4 to energy attacks. This monster has a
  resistance of 4 to spirit attacks. This monster has a resistance of
  4 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks.
  Monster can cast icy breath in battle at a skill level of 4. This
  ability does between 2 and 40 energy attacks. This monster has 40
  melee attacks per round and takes 40 hits to kill. This monster has
  a tactics score of 4, a stealth score of 0, and an observation score
  of 3. This monster might have magic items and silver as treasure.

imp [IMP], weight 10, walking capacity 5, moves 2 hexes per month.
  This is a monster. This monster attacks with a combat skill of 3.
  This monster has a resistance of 3 to melee attacks. This monster
  has a resistance of 3 to energy attacks. This monster has a
  resistance of 3 to spirit attacks. This monster has a resistance of
  3 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 1 melee attack per round and takes 1 hit to kill. This
  monster has a tactics score of 0, a stealth score of 3, and an
  observation score of 0. This monster might have normal or trade
  items and silver as treasure.

demon [DEMO], weight 50, walking capacity 10, riding capacity 10,
  moves 4 hexes per month. This is a monster. This monster attacks
  with a combat skill of 4. This monster has a resistance of 4 to
  melee attacks. This monster has a resistance of 4 to energy attacks.
  This monster has a resistance of 4 to spirit attacks. This monster
  has a resistance of 4 to weather attacks. This monster has a
  resistance of 3 to riding attacks. This monster has a resistance of
  0 to ranged attacks. This monster has 6 melee attacks per round and
  takes 6 hits to kill. This monster has a tactics score of 2, a
  stealth score of 2, and an observation score of 3. This monster
  might have advanced items and silver as treasure.

balrog [BALR], weight 250, walking capacity 50, riding capacity 50,
  flying capacity 50, moves 6 hexes per month. This is a monster. This
  monster attacks with a combat skill of 6. This monster has a
  resistance of 6 to melee attacks. This monster has a resistance of 6
  to energy attacks. This monster has a resistance of 6 to spirit
  attacks. This monster has a resistance of 6 to weather attacks. This
  monster has a resistance of 5 to riding attacks. This monster has a
  resistance of 0 to ranged attacks. Monster can cast hellfire in
  battle at a skill level of 4. This ability does between 2 and 200
  energy attacks. This monster has 200 melee attacks per round and
  takes 200 hits to kill. This monster has a tactics score of 5, a
  stealth score of 1, and an observation score of 2. This monster
  might have magic items and silver as treasure. A unit may have at
  most 1 balrog [BALR].

eagle [EAGL], weight 10, walking capacity 5, riding capacity 5, flying
  capacity 5, moves 6 hexes per month. This is a monster. This monster
  attacks with a combat skill of 4. This monster has a resistance of 4
  to melee attacks. This monster has a resistance of 0 to energy
  attacks. This monster has a resistance of 3 to spirit attacks. This
  monster has a resistance of 4 to weather attacks. This monster has a
  resistance of 5 to riding attacks. This monster has a resistance of
  0 to ranged attacks. This monster has 3 melee attacks per round and
  takes 3 hits to kill. This monster has a tactics score of 2, a
  stealth score of 2, and an observation score of 4. This monster
  might have silver as treasure. This item cannot be given to other
  units.

amulet of invulnerability [XXXX], weight 0. This item is a
  miscellaneous combat item. This item provides invulnerability in
  battle at a skill level of 5. This ability provides the wielder with
  a defence bonus of 5 against all all attacks.

ring of invisibility [RING], weight 0. This item grants a 3 point
  bonus to a unit's stealth skill (note that a unit must possess one
  RING for each man to gain this bonus). A Ring of Invisibility has
  one limitation; a unit possessing a RING cannot assassinate, nor
  steal from, a unit with an Amulet of True Seeing.

cloak of invulnerability [CLOA], weight 0. This is a type of armor.
  This armor will protect its wearer 99% of the time versus slashing
  attacks, 99% of the time versus piercing attacks, 99% of the time
  versus crushing attacks, 99% of the time versus cleaving attacks,
  99% of the time versus armor-piercing attacks, 99% of the time
  versus energy attacks, 99% of the time versus spirit attacks, and
  99% of the time versus weather attacks.

staff of fire [STAF], weight 0. This item is a miscellaneous combat
  item. This item may only be used by a mage or an apprentice. This
  item can cast a fireball in battle at a skill level of 3. This
  ability does between 2 and 30 energy attacks.

amulet of true seeing [AMTS], weight 0. This item grants a 2 point
  bonus to a unit's observation skill. Also, a unit with an Amulet of
  True Seeing cannot be assassinated by, nor have items stolen by, a
  unit with a Ring of Invisibility (note that the unit must have at
  least one Amulet of True Seeing per man in order to repel a unit
  with a Ring of Invisibility).

amulet of protection [AMPR], weight 0. This item is a miscellaneous
  combat item. This item provides a spirit shield in battle at a skill
  level of 3. This ability provides the wielder with a defence bonus
  of 3 against all spirit attacks.

runesword [RUNE], weight 1. This is a slashing weapon. No skill is
  needed to wield this weapon. This weapon grants a bonus of 4 on
  attack and defense. Wielders of this weapon, if mounted, get their
  riding skill bonus on combat attack and defense. There is a 50%
  chance that the wielder of this weapon gets a chance to attack in
  any given round. This weapon attacks versus the target's defense
  against melee attacks. This weapon allows a number of attacks equal
  to half the skill level (rounded up) of the attacker per round. This
  item is a miscellaneous combat item. This item can cast cause fear
  in battle at a skill level of 3. This ability will not target
  creatures which are currently affected by fear. This ability cannot
  target monsters. This ability does between 2 and 60 spirit attacks.
  Each attack causes the target to be effected by fear (-2 to attack,
  -2 versus melee attacks, -2 versus riding attacks) for the rest of
  the battle.

shieldstone [SHST], weight 0. This item is a miscellaneous combat
  item. This item provides an energy shield in battle at a skill level
  of 3. This ability provides the wielder with a defence bonus of 3
  against all energy attacks.

magic carpet [CARP], weight 0, walking capacity 15, riding capacity
  15, flying capacity 15, moves 6 hexes per month.

illusory wolf [IWOLF], weight 1, can walk, can ride, can fly, moves 6
  hexes per month. This is a monster. This monster attacks with a
  combat skill of -5. This monster has a resistance of -5 to melee
  attacks. This monster has a resistance of 0 to energy attacks. This
  monster has a resistance of 0 to spirit attacks. This monster has a
  resistance of 0 to weather attacks. This monster has a resistance of
  -5 to riding attacks. This monster has a resistance of 0 to ranged
  attacks. This monster has 1 melee attack per round and takes 1 hit
  to kill. This monster has a tactics score of 0, a stealth score of
  5, and an observation score of 0. This monster might have silver as
  treasure. This item cannot be given to other units.

illusory eagle [IEAGL], weight 1, can walk, can ride, can fly, moves 6
  hexes per month. This is a monster. This monster attacks with a
  combat skill of -5. This monster has a resistance of -5 to melee
  attacks. This monster has a resistance of 0 to energy attacks. This
  monster has a resistance of 0 to spirit attacks. This monster has a
  resistance of 0 to weather attacks. This monster has a resistance of
  -5 to riding attacks. This monster has a resistance of 0 to ranged
  attacks. This monster has 1 melee attack per round and takes 1 hit
  to kill. This monster has a tactics score of 0, a stealth score of
  5, and an observation score of 0. This monster might have silver as
  treasure. This item cannot be given to other units.

illusory dragon [IDRAG], weight 1, can walk, can ride, can fly, moves
  6 hexes per month. This is a monster. This monster attacks with a
  combat skill of -5. This monster has a resistance of -5 to melee
  attacks. This monster has a resistance of 0 to energy attacks. This
  monster has a resistance of 0 to spirit attacks. This monster has a
  resistance of 0 to weather attacks. This monster has a resistance of
  -5 to riding attacks. This monster has a resistance of 0 to ranged
  attacks. This monster has 1 melee attack per round and takes 1 hit
  to kill. This monster has a tactics score of 0, a stealth score of
  5, and an observation score of 0. This monster might have silver as
  treasure. This item cannot be given to other units.

illusory skeleton [ISKEL], weight 1, can walk, can ride, can fly,
  moves 6 hexes per month. This is a monster. This monster attacks
  with a combat skill of -5. This monster has a resistance of -5 to
  melee attacks. This monster has a resistance of 0 to energy attacks.
  This monster has a resistance of 0 to spirit attacks. This monster
  has a resistance of 0 to weather attacks. This monster has a
  resistance of -5 to riding attacks. This monster has a resistance of
  0 to ranged attacks. This monster has 1 melee attack per round and
  takes 1 hit to kill. This monster has a tactics score of 0, a
  stealth score of 5, and an observation score of 0. This monster
  might have silver as treasure. This item cannot be given to other
  units.

illusory undead [IUNDE], weight 1, can walk, can ride, can fly, moves
  6 hexes per month. This is a monster. This monster attacks with a
  combat skill of -5. This monster has a resistance of -5 to melee
  attacks. This monster has a resistance of 0 to energy attacks. This
  monster has a resistance of 0 to spirit attacks. This monster has a
  resistance of 0 to weather attacks. This monster has a resistance of
  -5 to riding attacks. This monster has a resistance of 0 to ranged
  attacks. This monster has 1 melee attack per round and takes 1 hit
  to kill. This monster has a tactics score of 0, a stealth score of
  5, and an observation score of 0. This monster might have silver as
  treasure. This item cannot be given to other units.

illusory lich [ILICH], weight 1, can walk, can ride, can fly, moves 6
  hexes per month. This is a monster. This monster attacks with a
  combat skill of -5. This monster has a resistance of -5 to melee
  attacks. This monster has a resistance of 0 to energy attacks. This
  monster has a resistance of 0 to spirit attacks. This monster has a
  resistance of 0 to weather attacks. This monster has a resistance of
  -5 to riding attacks. This monster has a resistance of 0 to ranged
  attacks. This monster has 1 melee attack per round and takes 1 hit
  to kill. This monster has a tactics score of 0, a stealth score of
  5, and an observation score of 0. This monster might have silver as
  treasure. This item cannot be given to other units.

illusory imp [IIMP], weight 1, can walk, can ride, can fly, moves 6
  hexes per month. This is a monster. This monster attacks with a
  combat skill of -5. This monster has a resistance of -5 to melee
  attacks. This monster has a resistance of 0 to energy attacks. This
  monster has a resistance of 0 to spirit attacks. This monster has a
  resistance of 0 to weather attacks. This monster has a resistance of
  -5 to riding attacks. This monster has a resistance of 0 to ranged
  attacks. This monster has 1 melee attack per round and takes 1 hit
  to kill. This monster has a tactics score of 0, a stealth score of
  5, and an observation score of 0. This monster might have silver as
  treasure. This item cannot be given to other units.

illusory demon [IDEMO], weight 1, can walk, can ride, can fly, moves 6
  hexes per month. This is a monster. This monster attacks with a
  combat skill of -5. This monster has a resistance of -5 to melee
  attacks. This monster has a resistance of 0 to energy attacks. This
  monster has a resistance of 0 to spirit attacks. This monster has a
  resistance of 0 to weather attacks. This monster has a resistance of
  -5 to riding attacks. This monster has a resistance of 0 to ranged
  attacks. This monster has 1 melee attack per round and takes 1 hit
  to kill. This monster has a tactics score of 0, a stealth score of
  5, and an observation score of 0. This monster might have silver as
  treasure. This item cannot be given to other units.

illusory balrog [IBALR], weight 1, can walk, can ride, can fly, moves
  6 hexes per month. This is a monster. This monster attacks with a
  combat skill of -5. This monster has a resistance of -5 to melee
  attacks. This monster has a resistance of 0 to energy attacks. This
  monster has a resistance of 0 to spirit attacks. This monster has a
  resistance of 0 to weather attacks. This monster has a resistance of
  -5 to riding attacks. This monster has a resistance of 0 to ranged
  attacks. This monster has 1 melee attack per round and takes 1 hit
  to kill. This monster has a tactics score of 0, a stealth score of
  5, and an observation score of 0. This monster might have silver as
  treasure. This item cannot be given to other units.

portal [PORT], weight 1. This item is required for mages to use the
  Portal Lore skill.

pick [PICK], weight 1, costs 150 silver to withdraw. This is a
  piercing weapon. No skill is needed to wield this weapon. This
  weapon grants a bonus of 1 on attack and defense. Wielders of this
  weapon, if mounted, get their riding skill bonus on combat attack
  and defense. There is a 50% chance that the wielder of this weapon
  gets a chance to attack in any given round. This weapon attacks
  versus the target's defense against melee attacks. This weapon
  allows 1 attack per round. This is a tool. This item increases the
  production of iron [IRON] by 1, stone [STON] by 1, mithril [MITH] by
  1, rootstone [ROOT] by 1, and admantium [ADMT] by 1.

spear [SPEA], weight 1, costs 150 silver to withdraw. This is a
  piercing weapon. No skill is needed to wield this weapon. This
  weapon grants a bonus of 1 on attack and defense. Wielders of this
  weapon, if mounted, get their riding skill bonus on combat attack
  and defense. There is a 50% chance that the wielder of this weapon
  gets a chance to attack in any given round. This weapon attacks
  versus the target's defense against melee attacks. This weapon
  allows 1 attack per round. This is a tool. This item increases the
  production of fur [FUR] by 1 and floater hide [FLOA] by 1.

axe [AXE], weight 1, costs 150 silver to withdraw. This is a cleaving
  weapon. No skill is needed to wield this weapon. This weapon grants
  a bonus of 1 on attack and defense. Wielders of this weapon, if
  mounted, get their riding skill bonus on combat attack and defense.
  There is a 50% chance that the wielder of this weapon gets a chance
  to attack in any given round. This weapon attacks versus the
  target's defense against melee attacks. This weapon allows 1 attack
  per round. This is a tool. This item increases the production of
  wood [WOOD] by 1, crossbow [XBOW] by 1, longbow [LBOW] by 1, wagon
  [WAGO] by 1, ironwood [IRWD] by 1, yew [YEW] by 1, double bow [DBOW]
  by 1, spear [SPEA] by 1, axe [AXE] by 1, magic crossbow [MXBO] by 1,
  magic wagon [MWAG] by 1, glider [GLID] by 1, spinning wheel [SPIN]
  by 1, super bow [SBOW] by 1, javelin [JAVE] by 1, and wooden shield
  [WSHD] by 1.

hammer [HAMM], weight 1, costs 150 silver to withdraw. This is a
  crushing weapon. No skill is needed to wield this weapon. This
  weapon grants a bonus of 1 on attack and defense. Wielders of this
  weapon, if mounted, get their riding skill bonus on combat attack
  and defense. There is a 50% chance that the wielder of this weapon
  gets a chance to attack in any given round. This weapon attacks
  versus the target's defense against melee attacks. This weapon
  allows 1 attack per round. This is a tool. This item increases the
  production of sword [SWOR] by 1, chain armor [CARM] by 1, plate
  armor [PARM] by 1, mithril sword [MSWO] by 1, mithril armor [MARM]
  by 1, pick [PICK] by 1, hammer [HAMM] by 1, battle axe [BAXE] by 1,
  admantium sword [ASWR] by 1, admantium battle axe [ABAX] by 1,
  admantium ring mail [ARNG] by 1, admantium plate mail [AARM] by 1,
  mithril shield [MSHD] by 1, and iron shield [ISHD] by 1.

magic crossbow [MXBO], weight 1. This is a ranged armor-piercing
  weapon. Knowledge of crossbow [XBOW] is needed to wield this weapon.
  Attackers do not get skill bonus on defense. There is a 50% chance
  that the wielder of this weapon gets a chance to attack in any given
  round. This weapon attacks versus the target's defense against
  ranged attacks. This weapon allows 1 attack per round.

magic wagon [MWAG], weight 50, walking capacity 200, riding capacity
  200, moves 4 hexes per month.

glider [GLID], weight 5, flying capacity 10, moves 6 hexes per month.

net [NET], weight 1, costs 150 silver to withdraw. This is a tool.
  This item increases the production of fish [FISH] by 2.

lasso [LASS], weight 1, costs 150 silver to withdraw. This is a tool.
  This item increases the production of livestock [LIVE] by 1, horse
  [HORS] by 1, winged horse [WING] by 1, and camel [CAME] by 1.

bag [BAG], weight 1, costs 150 silver to withdraw. This is a tool.
  This item increases the production of grain [GRAI] by 2, herb [HERB]
  by 2, and mushroom [MUSH] by 2.

spinning wheel [SPIN], weight 1, costs 150 silver to withdraw. This is
  a tool. This item increases the production of net [NET] by 2, lasso
  [LASS] by 2, bag [BAG] by 2, leather armor [LARM] by 2, and cloth
  armor [CLAR] by 2.

leather armor [LARM], weight 1, costs 112 silver to withdraw. This is
  a type of armor. This armor will protect its wearer 25% of the time
  versus slashing attacks, 25% of the time versus piercing attacks,
  25% of the time versus crushing attacks, 25% of the time versus
  cleaving attacks, 0% of the time versus armor-piercing attacks, 0%
  of the time versus energy attacks, 0% of the time versus spirit
  attacks, and 0% of the time versus weather attacks. This armor may
  be worn during assassination attempts.

cloth armor [CLAR], weight 1, costs 100 silver to withdraw. This is a
  type of armor. This armor will protect its wearer 17% of the time
  versus slashing attacks, 17% of the time versus piercing attacks,
  17% of the time versus crushing attacks, 17% of the time versus
  cleaving attacks, 0% of the time versus armor-piercing attacks, 0%
  of the time versus energy attacks, 0% of the time versus spirit
  attacks, and 0% of the time versus weather attacks. This armor may
  be worn during assassination attempts.

boots of levitation [BOOT], weight 0, swimming capacity 15, moves 2
  hexes per month.

pirates [PIRA], weight 10, walking capacity 5, swimming capacity 5,
  moves 2 hexes per month. This is a monster. This monster attacks
  with a combat skill of 3. This monster has a resistance of 3 to
  melee attacks. This monster has a resistance of 0 to energy attacks.
  This monster has a resistance of 0 to spirit attacks. This monster
  has a resistance of 0 to weather attacks. This monster has a
  resistance of 0 to riding attacks. This monster has a resistance of
  0 to ranged attacks. This monster has 1 melee attack per round and
  takes 1 hit to kill. This monster has a tactics score of 1, a
  stealth score of 1, and an observation score of 1. This monster
  might have advanced items and silver as treasure. This item cannot
  be given to other units.

kraken [KRAK], weight 10, swimming capacity 290, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 5. This monster has a resistance of 5 to melee attacks. This
  monster has a resistance of 5 to energy attacks. This monster has a
  resistance of 5 to spirit attacks. This monster has a resistance of
  5 to weather attacks. This monster has a resistance of 3 to riding
  attacks. This monster has a resistance of 0 to ranged attacks.
  Monster can cast cause fear in battle at a skill level of 5. This
  ability will not target creatures which are currently affected by
  fear. This ability cannot target monsters. This ability does between
  2 and 100 spirit attacks. Each attack causes the target to be
  effected by fear (-2 to attack, -2 versus melee attacks, -2 versus
  riding attacks) for the rest of the battle. This monster has 50
  melee attacks per round and takes 50 hits to kill. This monster has
  a tactics score of 1, a stealth score of 1, and an observation score
  of 2. This monster might have magic items and silver as treasure.
  This item cannot be given to other units.

merfolk [MERF], weight 10, swimming capacity 5, moves 2 hexes per
  month. This is a monster. This monster attacks with a combat skill
  of 2. This monster has a resistance of 2 to melee attacks. This
  monster has a resistance of 0 to energy attacks. This monster has a
  resistance of 0 to spirit attacks. This monster has a resistance of
  2 to weather attacks. This monster has a resistance of 0 to riding
  attacks. This monster has a resistance of 0 to ranged attacks. This
  monster has 1 melee attack per round and takes 1 hit to kill. This
  monster has a tactics score of 2, a stealth score of 2, and an
  observation score of 3. This monster might have normal or trade
  items and silver as treasure. This item cannot be given to other
  units.

elemental [ELEM], weight 250, walking capacity 50, swimming capacity
  50, moves 2 hexes per month. This is a monster. This monster attacks
  with a combat skill of 2. This monster has a resistance of 2 to
  melee attacks. This monster has a resistance of 3 to energy attacks.
  This monster has a resistance of 3 to spirit attacks. This monster
  has a resistance of 3 to weather attacks. This monster has a
  resistance of 2 to riding attacks. This monster has a resistance of
  0 to ranged attacks. This monster has 10 melee attacks per round and
  takes 10 hits to kill. This monster has a tactics score of 2, a
  stealth score of 3, and an observation score of 1. This monster
  might have advanced items and silver as treasure. This item cannot
  be given to other units.

human [MAN], weight 10, walking capacity 5, moves 2 hexes per month.
  This race may study armorer [ARMO], riding [RIDI], combat [COMB],
  mining [MINI], farming [FARM] and carpenter [CARP] to level 4 and
  all other skills to level 2

lizardman [LIZA], weight 10, walking capacity 5, swimming capacity 5,
  moves 2 hexes per month. This race may study hunting [HUNT], herb
  lore [HERB], longbow [LBOW], sailing [SAIL], healing [HEAL] and
  carpenter [CARP] to level 5 and all other skills to level 2

goblin [GBLN], weight 5, walking capacity 4, moves 2 hexes per month.
  This race may study quarrying [QUAR], crossbow [XBOW], shipbuilding
  [SHIP], weaponsmith [WEAP] and entertainment [ENTE] to level 5 and
  all other skills to level 2

gnoll [GNOL], weight 10, walking capacity 5, moves 2 hexes per month.
  This race may study lumberjack [LUMB], hunting [HUNT], combat
  [COMB], armorer [ARMO] and camel training [CAME] to level 5 and all
  other skills to level 2

drow elf [DRLF], weight 10, walking capacity 5, moves 2 hexes per
  month. This race may study lumberjack [LUMB], longbow [LBOW], combat
  [COMB], weaponsmith [WEAP] and healing [HEAL] to level 5 and all
  other skills to level 2

mushroom [MUSH], weight 0. This item is a trade resource.

battle axe [BAXE], weight 2, costs 225 silver to withdraw. This is a
  cleaving weapon. No skill is needed to wield this weapon. This
  weapon grants a bonus of 4 on attack and defense. Wielders of this
  weapon, if mounted, get their riding skill bonus on combat attack
  and defense. There is a 50% chance that the wielder of this weapon
  gets a chance to attack in any given round. This weapon attacks
  versus the target's defense against melee attacks. This weapon
  allows 1 attack every 2 rounds.

admantium [ADMT], weight 10. This item is a trade resource.

admantium sword [ASWR], weight 1. This is a armor-piercing weapon. No
  skill is needed to wield this weapon. This weapon grants a bonus of
  6 on attack and defense. Wielders of this weapon, if mounted, get
  their riding skill bonus on combat attack and defense. There is a
  50% chance that the wielder of this weapon gets a chance to attack
  in any given round. This weapon attacks versus the target's defense
  against melee attacks. This weapon allows 1 attack per round.

admantium battle axe [ABAX], weight 2. This is a armor-piercing
  weapon. No skill is needed to wield this weapon. This weapon grants
  a bonus of 8 on attack and defense. Wielders of this weapon, if
  mounted, get their riding skill bonus on combat attack and defense.
  There is a 50% chance that the wielder of this weapon gets a chance
  to attack in any given round. This weapon attacks versus the
  target's defense against melee attacks. This weapon allows 1 attack
  every 2 rounds.

admantium ring mail [ARNG], weight 1. This is a type of armor. This
  armor will protect its wearer 90% of the time versus slashing
  attacks, 90% of the time versus piercing attacks, 90% of the time
  versus crushing attacks, 90% of the time versus cleaving attacks,
  80% of the time versus armor-piercing attacks, 80% of the time
  versus energy attacks, 80% of the time versus spirit attacks, and
  80% of the time versus weather attacks.

admantium plate mail [AARM], weight 1. This is a type of armor. This
  armor will protect its wearer 95% of the time versus slashing
  attacks, 95% of the time versus piercing attacks, 95% of the time
  versus crushing attacks, 95% of the time versus cleaving attacks,
  90% of the time versus armor-piercing attacks, 90% of the time
  versus energy attacks, 90% of the time versus spirit attacks, and
  90% of the time versus weather attacks.

super bow [SBOW], weight 1. This is a ranged armor-piercing weapon.
  Knowledge of longbow [LBOW] or crossbow [XBOW] is needed to wield
  this weapon. This weapon grants a bonus of 2 on attack. Attackers do
  not get skill bonus on defense. There is a 50% chance that the
  wielder of this weapon gets a chance to attack in any given round.
  This weapon attacks versus the target's defense against ranged
  attacks. This weapon allows a number of attacks equal to the skill
  level of the attacker per round.

camel [CAME], weight 50, walking capacity 20, riding capacity 20,
  moves 4 hexes per month, costs 75 silver to withdraw. This is a
  mount. This mount requires riding [RIDI] of at least level 1 to ride
  in combat. This mount gives a minimum bonus of +1 when ridden into
  combat. This mount gives a maximum bonus of +2 when ridden into
  combat. When ridden, this mount causes terrify horses in battle at a
  skill level of 3. This ability will only target units mounted on
  horses [HORS]. This ability will not target creatures which are
  currently affected by fear, or fear. This ability does between 1 and
  0 riding attacks. Each attack causes the target to be effected by
  fear (-2 to attack, -2 versus melee attacks, -2 versus riding
  attacks) for the rest of the battle.

healing potion [HPOT], weight 1. This item allows its possessor to
  heal wounded units after battle. No skill is necessary to use this
  item; it will be used automatically when the possessor is involved
  in a battle. It can heal up to 10 casualties, with a 50 percent
  success rate. Healing consumes an item.

rough gem [RGEM], weight 2, costs 150 silver to withdraw. This item is
  a trade resource.

gem [GEM], weight 1. This is a trade good. This item can be bought for
  between 120 and 228 silver. This item can be sold for between 300
  and 420 silver.

javelin [JAVE], weight 1, costs 150 silver to withdraw. This is a
  ranged piercing weapon. No skill is needed to wield this weapon.
  This weapon grants a penalty of 1 on attack. Wielders of this
  weapon, if mounted, get their riding skill bonus on combat defense.
  There is a 50% chance that the wielder of this weapon gets a chance
  to attack in any given round. This weapon attacks versus the
  target's defense against ranged attacks. This weapon allows 1 attack
  every 2 rounds.

mithril shield [MSHD], weight 1. This item is a miscellaneous combat
  item. This item provides a physical shield in battle at a skill
  level of 6. This ability provides the wielder with a defence bonus
  of 6 against all ranged attacks.

iron shield [ISHD], weight 1, costs 200 silver to withdraw. This item
  is a miscellaneous combat item. This item provides a physical shield
  in battle at a skill level of 4. This ability provides the wielder
  with a defence bonus of 4 against all ranged attacks.

wooden shield [WSHD], weight 1, costs 100 silver to withdraw. This
  item is a miscellaneous combat item. This item provides a physical
  shield in battle at a skill level of 2. This ability provides the
  wielder with a defence bonus of 2 against all ranged attacks.

aegis [AEGS], weight 1. This item grants a 3 point bonus to a unit's
  observation skill. This item may only be used by a mage or an
  apprentice.

windchime [WCHM], weight 0. The possessor of this item will add 2
  movement points to ships requiring up to 24 sailing skill points.
  This bonus is not cumulative with a mage's summon wind skill. This
  item may only be used by a mage or an apprentice.

gate crystal [GTCR], weight 0. This item allows its possessor to CAST
  the gate lore spell as if their skill in gate lore was the highest
  of their manipulation, pattern, force and spirit skills, up to a
  maximum of level 3. This item may only be used by a mage or an
  apprentice.

staff of healing [STAH], weight 0. This item allows its possessor to
  magically heal units after battle, as if their skill in Magical
  Healing was the highest of their manipulation, pattern, force and
  spirit skills, up to a maximum of level 3. This item may only be
  used by a mage or an apprentice.

scrying orb [SORB], weight 0. This item allows its possessor to CAST
  the farsight spell as if their skill in farsight was the highest of
  their manipulation, pattern, force and spirit skills, up to a
  maximum of level 3. This item may only be used by a mage or an
  apprentice.

cornucopia [CORN], weight 0. This item allows its possessor to CAST
  the earth lore spell as if their skill in earth lore was the highest
  of their manipulation, pattern, force and spirit skills, up to a
  maximum of level 2. This item may only be used by a mage or an
  apprentice.

book of exorcism [BKEX], weight 0. This item is a miscellaneous combat
  item. This item may only be used by a mage or an apprentice. This
  item can cast banish demons in battle at a skill level of 3. This
  ability will only target imps [IMP], demons [DEMO], or balrogs
  [BALR]. This ability does between 2 and 150 non-resistable attacks.

holy symbol [HLYS], weight 0. This item is a miscellaneous combat
  item. This item may only be used by a mage or an apprentice. This
  item can cast banish undead in battle at a skill level of 3. This
  ability will only target skeletons [SKEL], undead [UNDE], or liches
  [LICH]. This ability does between 2 and 150 non-resistable attacks.

censer of protection [CNSR], weight 0. This item is a miscellaneous
  combat item. This item may only be used by a mage or an apprentice.
  This item can cast a force shield in battle at a skill level of 3.
  This spell provides a shield against all ranged attacks against the
  entire army at a level equal to the skill level of the ability. This
  spell provides a defensive bonus of 3 versus melee attacks to the
  user.

artifact of power [RGRC], weight 0.  This token was given to you by
  the Maker in recognition of you turning away from your rebellion. 
  Complete more quests as they are offered if you wish to continue to
  work toward restoring your relationship.

Object reports:

None: This is a building. This structure cannot be built by players.

Fleet: This is a group of ships. Units may enter this structure.

Tower: This is a building. Units may enter this structure. This
  structure provides defense to the first 10 men inside it. This
  structure gives a defensive bonus of 2 against melee attacks, 2
  against energy attacks, 2 against spirit attacks, 2 against weather
  attacks, 2 against riding attacks and 2 against ranged attacks.

Fort: This is a building. Units may enter this structure. This
  structure provides defense to the first 50 men inside it. This
  structure gives a defensive bonus of 2 against melee attacks, 2
  against energy attacks, 2 against spirit attacks, 2 against weather
  attacks, 2 against riding attacks and 2 against ranged attacks. This
  structure will allow one mage to study above level 2.

Castle: This is a building. Units may enter this structure. This
  structure provides defense to the first 250 men inside it. This
  structure gives a defensive bonus of 2 against melee attacks, 2
  against energy attacks, 2 against spirit attacks, 2 against weather
  attacks, 2 against riding attacks and 2 against ranged attacks. This
  structure will allow up to 2 mages to study above level 2.

Citadel: This is a building. Units may enter this structure. This
  structure provides defense to the first 1250 men inside it. This
  structure gives a defensive bonus of 2 against melee attacks, 2
  against energy attacks, 2 against spirit attacks, 2 against weather
  attacks, 2 against riding attacks and 2 against ranged attacks. This
  structure will allow up to 4 mages to study above level 2.

Shaft: This is a building. Units may enter this structure. This
  structure cannot be built by players.

Lair: This is a building. Monsters can potentially lair in this
  structure. This structure cannot be built by players.

Ruin: This is a building. Monsters can potentially lair in this
  structure. This structure cannot be built by players.

Cave: This is a building. Monsters can potentially lair in this
  structure. This structure cannot be built by players.

Demon Pit: This is a building. Monsters can potentially lair in this
  structure. This structure cannot be built by players.

Crypt: This is a building. Monsters can potentially lair in this
  structure. This structure cannot be built by players.

Magical Tower: This is a building. Units may enter this structure.
  This structure provides defense to the first 10 men inside it. This
  structure gives a defensive bonus of 2 against melee attacks, 2
  against energy attacks, 2 against spirit attacks, 2 against weather
  attacks, 2 against riding attacks and 2 against ranged attacks.
  Units in this structure are not affected by an earthquake. This
  structure will allow up to 10 mages to study above level 2.

Magical Fortress: This is a building. Units may enter this structure.
  This structure provides defense to the first 50 men inside it. This
  structure gives a defensive bonus of 2 against melee attacks, 2
  against energy attacks, 2 against spirit attacks, 2 against weather
  attacks, 2 against riding attacks and 2 against ranged attacks.
  Units in this structure are not affected by an earthquake. This
  structure will allow up to 20 mages to study above level 2.

Magical Castle: This is a building. Units may enter this structure.
  This structure provides defense to the first 250 men inside it. This
  structure gives a defensive bonus of 2 against melee attacks, 2
  against energy attacks, 2 against spirit attacks, 2 against weather
  attacks, 2 against riding attacks and 2 against ranged attacks.
  Units in this structure are not affected by an earthquake. This
  structure will allow up to 60 mages to study above level 2.

Magical Citadel: This is a building. Units may enter this structure.
  This structure provides defense to the first 1250 men inside it.
  This structure gives a defensive bonus of 2 against melee attacks, 2
  against energy attacks, 2 against spirit attacks, 2 against weather
  attacks, 2 against riding attacks and 2 against ranged attacks.
  Units in this structure are not affected by an earthquake. This
  structure will allow up to 100 mages to study above level 2.

Mine: This is a building. Units may enter this structure. This trade
  structure increases the amount of iron available in the region.

Farm: This is a building. Units may enter this structure. This trade
  structure increases the amount of grain available in the region.

Ranch: This is a building. Units may enter this structure. This trade
  structure increases the amount of livestock available in the region.

Timber Yard: This is a building. Units may enter this structure. This
  trade structure increases the amount of wood available in the
  region.

Inn: This is a building. Units may enter this structure. This trade
  structure increases the amount of entertainment available in the
  region.

Quarry: This is a building. Units may enter this structure. This trade
  structure increases the amount of stone available in the region.

Island: This is a building. Monsters can potentially lair in this
  structure. This structure cannot be built by players.

Derelict Ship: This is a building. Monsters can potentially lair in
  this structure. This structure cannot be built by players.

Cavern: This is a building. Monsters can potentially lair in this
  structure. This structure cannot be built by players.

Whirlpool: This is a building. Monsters can potentially lair in this
  structure. This structure cannot be built by players.

Road N: This is a building. Units may enter this structure.

Road NW: This is a building. Units may enter this structure.

Road NE: This is a building. Units may enter this structure.

Road SW: This is a building. Units may enter this structure.

Road SE: This is a building. Units may enter this structure.

Road S: This is a building. Units may enter this structure.

Temple: This is a building. Units may enter this structure. This trade
  structure increases the amount of herbs available in the region.

Mystic Quarry: This is a building. Units may enter this structure.
  This trade structure increases the amount of rootstone available in
  the region.

Arcane Mine: This is a building. Units may enter this structure. This
  trade structure increases the amount of mithril available in the
  region.

Forest Preserve: This is a building. Units may enter this structure.
  This trade structure increases the amount of ironwood available in
  the region.

Sacred Grove: This is a building. Units may enter this structure. This
  trade structure increases the amount of yew available in the region.

Stables: This is a building. Units may enter this structure. This
  trade structure increases the amount of horses available in the
  region.

Mythic Stables: This is a building. Units may enter this structure.
  This trade structure increases the amount of winged horses available
  in the region.

Gateway: This is a building. Units may enter this structure. This
  structure cannot be built by players.