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: No skill report. 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 10 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. A unit with this skill may BUILD an Alchemist Lab from 10 admantium [ADMT]. 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 10 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 10 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 10 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. A unit with this skill may BUILD a Trapping Hut from 10 wood [WOOD] or stone [STON]. hunting [HUNT] 4: No skill report. hunting [HUNT] 5: A unit with this skill may BUILD a Trapping Lodge from 10 ironwood [IRWD]. 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: A unit with this skill may PRODUCE giant turtles [TURT] at a rate of 1 per man-month. A unit with this skill is able to determine if a region contains giant turtles. 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. A unit with this skill may BUILD a Faerie Ring from 10 mushroom [MUSH]. 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 and camels [CAME] 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] or an Oasis 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 pikes [PIKE] from wood [WOOD] at a rate of 1 per man-month. weaponsmith [WEAP] 3: A unit with this skill may PRODUCE mithril swords [MSWO] from mithril [MITH] at a rate of 1 per man-month and battle axes [BAXE] from ironwood [IRWD] 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 and admantium swords [ASWR] from admantium [ADMT] 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, 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: A unit with this skill may PRODUCE catapults [CATP] from 250 wood [WOOD], 30 ironwood [IRWD], 80 furs [FUR] and 3000 silver [SILV] at a rate of 1 per 4 man-months and steel defenders [STED] from 30 rootstone [ROOT], 250 iron [IRON], 50 furs [FUR] and 3000 silver [SILV] at a rate of 1 per 4 man-months. carpenter [CARP] 5: A unit with this skill may PRODUCE gliders [GLID] from 2 floater hides [FLOA] at a rate of 1 per man-month. 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] or a Stockade from 60 wood [WOOD]. This skill costs 10 silver per month of study. building [BUIL] 2: A unit with this skill may BUILD a Castle from 300 stone [STON], 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], a Road S from 30 stone [STON] or a Caravanserai from 20 wood [WOOD] or stone [STON]. building [BUIL] 3: A unit with this skill may BUILD a Citadel from 800 stone [STON], a Magical Tower from 10 rootstone [ROOT], a Magical Fortress from 40 rootstone [ROOT], an Inn from 10 wood [WOOD] or stone [STON], a Temple from 10 stone [STON] or a Hermits hut from 5 ironwood [IRWD]. building [BUIL] 4: A unit with this skill may BUILD a Magical Castle from 300 rootstone [ROOT]. building [BUIL] 5: A unit with this skill may BUILD a Magical Citadel from 800 rootstone [ROOT] or a Black Keep from 1000 rootstone [ROOT]. 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 20 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 30 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 bonus to their attack and defense during first battle round. Bonus equals to the difference in skills but can be +3 at most. The army with the highest level tactician in a battle will receive this bonus round; if the highest levels are equal, no bonus is awarded. 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 use herbs [HERB] to heal units hurt in battle. A unit at this level of skill can bring soldiers back from near death, healing up to 5 casualties, with a 40 percent success rate. This skill costs 10 silver per month of study. healing [HEAL] 2: A unit with this skill is able to use herbs [HERB] to heal units hurt in battle. A unit at this level of skill can bring soldiers back from near death, healing up to 5 casualties, with a 45 percent success rate. healing [HEAL] 3: A unit with this skill is able to use herbs [HERB] to heal units hurt in battle. A unit at this level of skill can bring soldiers back from near death, healing up to 5 casualties, with a 50 percent success rate. 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: A unit with this skill is able to use herbs [HERB] to heal units hurt in battle. A unit at this level of skill can bring soldiers back from near death, healing up to 5 casualties, with a 55 percent success rate. healing [HEAL] 5: A unit with this skill is able to use herbs [HERB] to heal units hurt in battle. A unit at this level of skill can bring soldiers back from near death, healing up to 5 casualties, with a 60 percent success rate. 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 and livestock [LIVE] 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] or a Ranch from 10 wood [WOOD] or stone [STON]. farming [FARM] 4: No skill report. farming [FARM] 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 and each attack deals 1 damage. 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 60 times the skill level of the mage weather attacks and each attack deals 1 damage. 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 5 casualties, with a 70 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 20 casualties, with a 75 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 40 casualties, with a 80 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 80 casualties, with a 85 percent success rate. magical healing [MHEA] 5: A mage at this level of skill can bring soldiers back from near death, healing up to 160 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; when calculating weight for multi level jump, skill level is reduced by 1. The mage may also now carry 500 weight units through a Gate when doing a random jump. A mage with Gate Lore skill 2 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 2, the mage may carry 15 weight units through the specific Gate (including the mage). gate lore [GATE] 3: A mage with Gate Lore skill 3 may carry 500 weight units through a Gate. Also, a level 3 mage doing a random gate jump may carry 1500 weight units through the Gate. gate lore [GATE] 4: A mage with Gate Lore skill 4 may carry 1500 weight units through a Gate. Also, a level 4 mage doing a random gate jump may carry 3000 weight units through the Gate. gate lore [GATE] 5: A mage with Gate Lore skill 5 may carry 3000 weight units through a Gate. Also, a level 5 mage doing a random gate jump may carry 6000 weight units through the 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. The <z> coordinate for the surface is '1' and the <z>-coordinate for the underworld is '2'. 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 50 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. The <z> coordinate for the surface is '1' and the <z>-coordinate for the underworld is '2'. Note that Teleportation cannot be used either into or out of the Nexus. This skill requires gate lore [GATE] 1 and farsight [FARS] 2 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 or apprentice, 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 800 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] 2 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: A mage with Mind Reading skill 2 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] 3: A mage with Mind Reading skill 3 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. mind reading [MIND] 4: No skill report. mind reading [MIND] 5: No skill report. 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. The <z> coordinate for the surface is '1' and the <z>-coordinate for the underworld is '2'. 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: 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 wind [SWIN] 4: No skill report. summon wind [SWIN] 5: No skill report. 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 100 times the skill level of the mage weather attacks and each attack deals no damage. 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 and each attack deals 1 damage. 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 50 times the skill level of the mage weather attacks and each attack deals 1 damage. This ability does between 2 and 50 times the skill level of the mage energy attacks and each attack deals 1 damage. 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 and force [FORC] 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. 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 100 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 and wolf lore [WOLF] 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 8 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 8 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 8 percent chance of decaying each turn. A mage has a 30 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 30 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 50 times the skill level of the mage spirit attacks and each attack deals no damage. Each attack causes the target to be effected by fear (-2 to attack, -2 versus melee attacks, -2 versus riding attacks, -2 versus ranged 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], balrogs [BALR], or devils [DEVL]. This ability does between 2 and 130 times the skill level of the mage spirit attacks and each attack deals 1 damage. 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 and each attack deals 1 damage. 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 30 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 30 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], balrogs [BALR], or devils [DEVL]. This ability does between 2 and 50 times the skill level of the mage non-resistable attacks and each attack deals 1 damage. 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 600 silver times his Phantasmal Entertainment level. To use this skill, the mage should CAST Phantasmal_Entertainment. 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: Create Phantasmal Beasts at level 2 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 mage's skill squared. create phantasmal beasts [PHBE] 3: Create Phantasmal Beasts at level 3 allows the mage to summon illusionary dragons into his inventory. To summon illusionary dragons, the mage should CAST Create_Phantasmal_Beasts DRAGON <number>. The number of dragons that a mage may have in his inventory is equal to mage's skill level. create phantasmal beasts [PHBE] 4: No skill report. create phantasmal beasts [PHBE] 5: No skill report. 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: Create Phantasmal Demons at level 2 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 mage's skill squared. create phantasmal demons [PHDE] 3: Create Phantasmal Demons at level 3 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. create phantasmal demons [PHDE] 4: No skill report. create phantasmal demons [PHDE] 5: No skill report. 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. A mage automatically gets his Invisibility skill added to his stealth. 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. 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 and each attack deals 1 damage. 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 600 silver [SILV]. To use this spell, the mage should CAST Create_Ring_Of_Invisibility. This skill requires artifact lore [ARTI] 2 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 4000 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] 4 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 40 percent times their level chance to create a staff of fire [STAF] via magic at a cost of 600 silver [SILV]. To use this spell, the mage should CAST Create_Staff_Of_Fire. This skill requires artifact lore [ARTI] 2 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 600 silver [SILV]. To use this spell, the mage should CAST Create_Amulet_Of_True_Seeing. This skill requires artifact lore [ARTI] 2 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 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 90 percent times their level chance to create a runesword [RUNE] via magic at a cost of 600 silver [SILV]. To use this spell, the mage should CAST Create_Runesword. This skill requires artifact lore [ARTI] 2 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 200 silver [SILV]. To use this spell, the mage should CAST Create_Shieldstone. This skill requires artifact lore [ARTI] 1 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 400 silver [SILV]. To use this spell, the mage should CAST Create_Magic_Carpet. This skill requires artifact lore [ARTI] 1 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] 2, 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] 2 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] 2 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] 2 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 600 silver [SILV]. To use this spell, the mage should CAST Construct_Portal. This skill requires artifact lore [ARTI] 1 and portal lore [PORT] 2 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. create flaming sword [CFSW] 1: A mage with this skill has a 60 percent times their level chance to create a flaming sword [FSWO] via magic at a cost of 600 silver [SILV]. To use this spell, the mage should CAST Create_Flaming_Sword. This skill requires artifact lore [ARTI] 2 and fire [FIRE] 3 to begin to study. This skill costs 100 silver per month of study. create flaming sword [CFSW] 2: No skill report. create flaming sword [CFSW] 3: No skill report. create flaming sword [CFSW] 4: No skill report. create flaming sword [CFSW] 5: No skill report. cooking [COOK] 1: This skill deals with creating provisions from basic foodstuffs. A skilled cook can feed many more people than a farmer alone. A unit with this skill may PRODUCE a number of meals [MEAL] equal to skill level divided by 2, rounded up from any of grain [GRAI], livestock [LIVE] and fish [FISH] at a rate of 1 per man-month. This skill costs 10 silver per month of study. cooking [COOK] 2: No skill report. cooking [COOK] 3: No skill report. cooking [COOK] 4: No skill report. cooking [COOK] 5: No skill report. quartermaster [QUAM] 1: This skill deals with transporting and distributing goods between non-local units and transport structures. The cost of shipping one weight unit from one transport structure to another transport structure is 4-((level+1)/2) * 5 silver. Items may be shipped between two transport structures which are up to 3 plus (level+1)/3 hexes distant from each other. Items may be distributed from a transport structure to any unit or transported to a transport structure by any unit located within 2 hexes of the transport structure. This skill costs 100 silver per month of study. quartermaster [QUAM] 2: No skill report. quartermaster [QUAM] 3: No skill report. quartermaster [QUAM] 4: No skill report. quartermaster [QUAM] 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 5000 silver [SILV]. To use this spell, the mage should CAST Create_Aegis. This skill requires artifact lore [ARTI] 2 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 40 percent times their level chance to create a windchime [WCHM] via magic at a cost of 500 silver [SILV]. To use this spell, the mage should CAST Create_Windchime. This skill requires artifact lore [ARTI] 1 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 40 percent times their level chance to create a gate crystal [GTCR] via magic at a cost of 500 silver [SILV]. To use this spell, the mage should CAST Create_Gate_Crystal. This skill requires artifact lore [ARTI] 2 and gate lore [GATE] 2 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 40 percent times their level chance to create a staff of healing [STAH] via magic at a cost of 500 silver [SILV]. To use this spell, the mage should CAST Create_Staff_Of_Healing. This skill requires artifact lore [ARTI] 2 and magical healing [MHEA] 2 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 40 percent times their level chance to create a scrying orb [SORB] via magic at a cost of 500 silver [SILV]. To use this spell, the mage should CAST Create_Scrying_Orb. This skill requires artifact lore [ARTI] 2 and farsight [FARS] 2 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 40 percent times their level chance to create a cornucopia [CORN] via magic at a cost of 500 silver [SILV]. To use this spell, the mage should CAST Create_Cornucopia. This skill requires artifact lore [ARTI] 1 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 40 percent times their level chance to create a book of exorcism [BKEX] via magic at a cost of 500 silver [SILV]. To use this spell, the mage should CAST Create_Book_Of_Exorcism. This skill requires artifact lore [ARTI] 2 and banish demons [BDEM] 2 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 40 percent times their level chance to create a holy symbol [HLYS] via magic at a cost of 500 silver [SILV]. To use this spell, the mage should CAST Create_Holy_Symbol. This skill requires artifact lore [ARTI] 2 and banish undead [BUND] 2 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 40 percent times their level chance to create a censer of protection [CNSR] via magic at a cost of 500 silver [SILV]. To use this spell, the mage should CAST Create_Censer_Of_Protection. This skill requires artifact lore [ARTI] 2 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]. annihilation [ANNI] 1: A unit with access to the Annihilation skill may destroy a region and all surrounding regions. Regions destroyed in this way will become barren. All units and structures except for shafts and anomalies in the region and the surrounding regions will be destroyed as will production and cities. This skill is only available to the unit which controls the World-breaker Monolith. To use this skill, the owner of the World-breaker Monolith must issue the order ANNIHILATE REGION <x> <y> <z>. If the z coordinate is not specified, it will default to the same z coordinate as the region containing the World-breaker Monolith. This skill cannot be studied via normal means. This skill cannot be taught to other units. annihilation [ANNI] 2: This skill cannot be studied via normal means. This skill cannot be taught to other units. annihilation [ANNI] 3: This skill cannot be studied via normal means. This skill cannot be taught to other units. annihilation [ANNI] 4: This skill cannot be studied via normal means. This skill cannot be taught to other units. annihilation [ANNI] 5: This skill cannot be studied via normal means. This skill cannot be taught to other units. 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], entertainment [ENTE], carpenter [CARP], fishing [FISH] and cooking [COOK] 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], fishing [FISH], 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], fishing [FISH] and armorer [ARMO] 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 weaponsmith [WEAP], armorer [ARMO], quarrying [QUAR], mining [MINI] and building [BUIL] 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 shipbuilding [SHIP] to level 5 and all other skills to level 2. gnome [GNOM], weight 5, walking capacity 2, moves 2 hexes per month. This race may study herb lore [HERB], quarrying [QUAR], entertainment [ENTE], crossbow [XBOW] and healing [HEAL] 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], healing [HEAL] and farming [FARM] 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 +2 when ridden into combat. This bonus is calculated as a RIDING skill divided by 2 (rounded up). 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 75 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 +2 when ridden into combat. This bonus is calculated as a RIDING skill divided by 2 (rounded up). Longship [LONG]. This is a ship with a capacity of 150 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 450 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 750 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 2700 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 one mage to study above level 2. Galley [GLLY]. This is a ship with a capacity of 1200 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 120 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 up to 2 mages to study above level 2. Corsair [CORS]. This is a ship with a capacity of 1500 and a speed of 5 hexes per month. This ship requires a total of 15 levels of sailing skill to sail. 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. This ship will allow one mage to study above level 2. Airship [AIRS]. This is a flying 'ship' with a capacity of 800 and a speed of 4 hexes per month. This ship requires a total of 10 levels of sailing skill to sail. This ship will allow up to 2 mages to study above level 2. Cloudship [CLOU]. This is a flying 'ship' with a capacity of 1500 and a speed of 4 hexes per month. This ship requires a total of 15 levels of sailing skill to sail. This ship provides defense to the first 140 men inside it, giving a defensive bonus of 3 against melee attacks, 3 against energy attacks, 3 against spirit attacks, 3 against weather attacks, 3 against riding attacks and 3 against ranged attacks. This ship will allow up to 5 mages to study above level 2. sword [SWOR], weight 1, costs 150 silver to withdraw. This is a slashing weapon and each attack deals 1 damage. 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 a number of attacks equal to half the skill level (rounded up) of the attacker per round. crossbow [XBOW], weight 1, costs 150 silver to withdraw. This is a ranged armor-piercing weapon and each attack deals 1 damage. 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 3 rounds. longbow [LBOW], weight 1, costs 150 silver to withdraw. This is a ranged piercing weapon and each attack deals 1 damage. Knowledge of longbow [LBOW] is needed to wield this weapon. This weapon grants a penalty of 1 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, 16% of the time versus armor-piercing attacks, 16% of the time versus energy attacks, 16% of the time versus spirit attacks, and 16% 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, 33% of the time versus armor-piercing attacks, 33% of the time versus energy attacks, 33% of the time versus spirit attacks, and 33% 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 4 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 +2 when ridden into combat. This mount gives a maximum bonus of +3 when ridden into combat. This bonus is calculated as a RIDING skill divided by 2 (rounded up). This mount gives a maximum bonus of +2 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 and each attack deals 1 damage. 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. mithril armor [MARM], weight 1. This is a type of armor. This armor will protect its wearer 85% of the time versus slashing attacks, 85% of the time versus piercing attacks, 85% of the time versus crushing attacks, 85% 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 and each attack deals 1 damage. Knowledge of longbow [LBOW] 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 100 and 190 silver. This item can be sold for between 250 and 350 silver. jewelry [JEWE], weight 1. This is a trade good. This item can be bought for between 160 and 304 silver. This item can be sold for between 400 and 560 silver. figurines [FIGU], 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. tarot cards [TARO], 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. caviar [CAVI], 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 1. This is a trade good. This item can be bought for between 80 and 152 silver. This item can be sold for between 200 and 280 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. chocolate [CHOC], weight 1. This is a trade good. This item can be bought for between 80 and 152 silver. This item can be sold for between 200 and 280 silver. truffles [TRUF], weight 1. This is a trade good. This item can be bought for between 70 and 133 silver. This item can be sold for between 175 and 245 silver. vodka [VODK], 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. perfume [PERF], weight 1. This is a trade good. This item can be bought for between 90 and 171 silver. This item can be sold for between 225 and 315 silver. silk [SILK], 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. cotton [COTT], 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. 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. The monster can spawn in the wilderness of plains. Monster prefers to roam the plain terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 4 hits to kill and each attack deals 1 damage. 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. The monster can spawn in the wilderness of forests. Monster prefers to roam the forest terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 2 hits to kill and each attack deals 1 damage. 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. The monster can spawn in the wilderness of mountains. Monster prefers to roam the mountain terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 10 melee attacks per round and takes 10 hits to kill and each attack deals 1 damage. 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. The monster can spawn in the wilderness of swamps. Monster prefers to roam the swamp terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 2 hits to kill and each attack deals 1 damage. 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. The monster can spawn in the wilderness of jungles. Monster prefers to roam the jungle terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 2 hits to kill and each attack deals 1 damage. 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. The monster can spawn in the wilderness of desert. Monster prefers to roam the desert terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 3 melee attacks per round and takes 3 hits to kill and each attack deals 1 damage. 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. Monster prefers to roam the tundra terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 10 melee attacks per round and takes 10 hits to kill and each attack deals 1 damage. 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. Monster prefers to roam the cavern terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 1 melee attack per round and takes 1 hit to kill and each attack deals 1 damage. 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. Monster prefers to roam the underforest terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 4 melee attacks per round and takes 4 hits to kill and each attack deals 1 damage. 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. Monster prefers to roam the tunnels terrain. Monster is aggressive but, in most cases, will leave player units alone. This monster has 8 melee attacks per round and takes 8 hits to kill and each attack deals 1 damage. 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 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 1 to ranged attacks. The monster can spawn in the wilderness of forests. This monster can lair in the Lair. Monster prefers to roam the forest terrain. Monster is aggressive but, in most cases, will leave player units alone. This monster has 15 melee attacks per round and takes 15 hits to kill and each attack deals 1 damage. This monsters regenerates 4 hits per round of battle. 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 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 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 2 to ranged attacks. The monster can spawn in the wilderness of mountains. Monster prefers to roam the mountain terrain. Monster is aggressive but, in most cases, will leave player units alone. This monster has 25 melee attacks per round and takes 25 hits to kill and each attack deals 1 damage. This monster has a tactics score of 2, 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 1 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 1 to ranged attacks. The monster can spawn in the wilderness of swamps. Monster prefers to roam the swamp terrain. Monster is aggressive but, in most cases, will leave player units alone. This monster has 30 melee attacks per round and takes 30 hits to kill and each attack deals 1 damage. This monster has a tactics score of 3, 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. kong [KONG], weight 250, walking capacity 50, 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 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 1 to ranged attacks. The monster can spawn in the wilderness of jungles. Monster prefers to roam the jungle terrain. Monster is very aggressive, but he will not harm player units with good luck. This monster has 40 melee attacks per round and takes 40 hits to kill and each attack deals 1 damage. This monster has a tactics score of 3, 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 5 This monster has a resistance of 5 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 2 to ranged attacks. The monster can spawn in the wilderness of desert. Monster prefers to roam the desert terrain. Monster is aggressive but, in most cases, will leave player units alone. This monster has 80 melee attacks per round and takes 80 hits to kill and each attack deals 1 damage. This monster has a tactics score of 4, 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 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 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 1 to ranged attacks. The monster can spawn in the wilderness of tundra. Monster prefers to roam the tundra terrain. Monster is aggressive but, in most cases, will leave player units alone. This monster has 10 melee attacks per round and takes 10 hits to kill and each attack deals 1 damage. 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 4 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 and each attack deals 1 damage. This monster can lair in the Cave. The monster has no terrain preferences, and it can travel through any terrain. Monster is very aggressive, but he will not harm player units with good luck. This monster has 50 melee attacks per round and takes 60 hits to kill and each attack deals 1 damage. This monster has a tactics score of 4, a stealth score of 1, 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. The monster can spawn in the wilderness of plains. This monster can lair in the Ruin. Monster prefers to roam the plain terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 4 melee attacks per round and takes 4 hits to kill and each attack deals 1 damage. 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. The monster can spawn in the wilderness of forests. Monster prefers to roam the forest terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 2 hits to kill and each attack deals 1 damage. 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. The monster can spawn in the wilderness of mountains. Monster prefers to roam the mountain terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 15 melee attacks per round and takes 15 hits to kill and each attack deals 1 damage. 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. The monster can spawn in the wilderness of swamps. Monster prefers to roam the swamp terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 2 hits to kill and each attack deals 1 damage. 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. The monster can spawn in the wilderness of jungles. Monster prefers to roam the jungle terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 2 hits to kill and each attack deals 1 damage. 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. The monster can spawn in the wilderness of desert. Monster prefers to roam the desert terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 2 hits to kill and each attack deals 1 damage. 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. The monster can spawn in the wilderness of tundra. Monster prefers to roam the tundra terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 4 hits to kill and each attack deals 1 damage. 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. Monster prefers to roam the cavern terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 1 hit to kill and each attack deals 1 damage. 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. Monster prefers to roam the underforest, grotto terrains. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 4 melee attacks per round and takes 8 hits to kill and each attack deals 1 damage. This monsters regenerates 4 hits per round of battle. This monster has a tactics score of 1, a stealth score of 0, and an observation score of 2. This monster might have advanced 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 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. Monster prefers to roam the tunnels, grotto, chasm terrains. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 32 melee attacks per round and takes 50 hits to kill and each attack deals 1 damage. This monster has a tactics score of 2, a stealth score of 0, and an observation score of 0. This monster might have advanced 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 0 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 4 to ranged attacks. This monster can lair in the Crypt. The monster has no terrain preferences, and it can travel through any terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 2 hits to kill and each attack deals 1 damage. 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 1 to energy attacks. This monster has a resistance of 1 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 4 to ranged attacks. The monster has no terrain preferences, and it can travel through any terrain. Monster is unbelievably aggressive and will attack player units on sight. This monster has 12 melee attacks per round and takes 12 hits to kill and each attack deals 1 damage. 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 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 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 4 to ranged attacks. Monster can cast icy breath in battle at a skill level of 4. This ability does between 2 and 40 spirit attacks and each attack deals 1 damage. The monster has no terrain preferences, and it can travel through any terrain. Monster is very aggressive, but he will not harm player units with good luck. This monster has 50 melee attacks per round and takes 50 hits to kill and each attack deals 1 damage. 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 can lair in the Demon Pit. The monster has no terrain preferences, and it can travel through any terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 2 hits to kill and each attack deals 1 damage. 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. The monster can spawn in the wilderness of volcanoes. The monster has no terrain preferences, and it can travel through any terrain. Monster is very aggressive, but he will not harm player units with good luck. This monster has 12 melee attacks per round and takes 12 hits to kill and each attack deals 1 damage. 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 4 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 and each attack deals 1 damage. The monster has no terrain preferences, and it can travel through any terrain. Monster is unbelievably aggressive and will attack player units on sight. This monster has 200 melee attacks per round and takes 280 hits to kill and each attack deals 1 damage. 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 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 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. The monster has no terrain preferences, and it can travel through any terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 3 melee attacks per round and takes 12 hits to kill and each attack deals 1 damage. 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 98% of the time versus slashing attacks, 98% of the time versus piercing attacks, 98% of the time versus crushing attacks, 98% of the time versus cleaving attacks, 98% of the time versus armor-piercing attacks, 98% of the time versus energy attacks, 98% of the time versus spirit attacks, and 98% 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 and each attack deals 1 damage. 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 armor-piercing weapon and each attack deals 1 damage. No skill is needed to wield this weapon. This weapon grants a bonus of 5 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 the skill level 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 2. 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 and each attack deals no damage. Each attack causes the target to be effected by fear (-2 to attack, -2 versus melee attacks, -2 versus riding attacks, -2 versus ranged 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, swimming capacity 15, flying capacity 15, moves 4 hexes per month. illusory wolf [IWOLF], weight 1, can walk, can ride, can fly, moves 4 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. The monster has no terrain preferences, and it can travel through any terrain. Monster is totally peaceful and will never attack player units. This monster has 1 melee attack per round and takes 1 hit to kill and each attack deals 1 damage. 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 4 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. The monster has no terrain preferences, and it can travel through any terrain. Monster is totally peaceful and will never attack player units. This monster has 1 melee attack per round and takes 8 hits to kill and each attack deals 1 damage. 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 4 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. The monster has no terrain preferences, and it can travel through any terrain. Monster is totally peaceful and will never attack player units. This monster has 1 melee attack per round and takes 50 hits to kill and each attack deals 1 damage. 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 4 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. The monster has no terrain preferences, and it can travel through any terrain. Monster is totally peaceful and will never attack player units. This monster has 1 melee attack per round and takes 2 hits to kill and each attack deals 1 damage. 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 4 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. The monster has no terrain preferences, and it can travel through any terrain. Monster is totally peaceful and will never attack player units. This monster has 1 melee attack per round and takes 10 hits to kill and each attack deals 1 damage. 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 4 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. The monster has no terrain preferences, and it can travel through any terrain. Monster is totally peaceful and will never attack player units. This monster has 1 melee attack per round and takes 40 hits to kill and each attack deals 1 damage. 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 4 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. The monster has no terrain preferences, and it can travel through any terrain. Monster is totally peaceful and will never attack player units. This monster has 1 melee attack per round and takes 1 hit to kill and each attack deals 1 damage. 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 4 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. The monster has no terrain preferences, and it can travel through any terrain. Monster is totally peaceful and will never attack player units. This monster has 1 melee attack per round and takes 8 hits to kill and each attack deals 1 damage. 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 4 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. The monster has no terrain preferences, and it can travel through any terrain. Monster is totally peaceful and will never attack player units. This monster has 1 melee attack per round and takes 250 hits to kill and each attack deals 1 damage. 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 and each attack deals 1 damage. 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 and each attack deals 1 damage. 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 and each attack deals 1 damage. 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, javelin [JAVE] by 1, pike [PIKE] by 1, and wooden shield [WSHD] by 1. hammer [HAMM], weight 1, costs 150 silver to withdraw. This is a crushing weapon and each attack deals 1 damage. 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 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 and each attack deals 1 damage. 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 4 hexes per month. net [NET], weight 1, costs 200 silver to withdraw. This is a tool. This item increases the production of fish [FISH] by 2 and giant turtle [TURT] by 1. 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, and leather armor [LARM] by 2. leather armor [LARM], weight 1, costs 112 silver to withdraw. This is a type of armor. This armor will protect its wearer 30% of the time versus slashing attacks, 30% of the time versus piercing attacks, 30% of the time versus crushing attacks, 30% of the time versus cleaving attacks, 13% of the time versus armor-piercing attacks, 13% of the time versus energy attacks, 13% of the time versus spirit attacks, and 13% of the time versus weather attacks. This armor may be worn during assassination attempts. 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. The monster can spawn in the wilderness of ocean. This monster can lair in the Island. The monster has no terrain preferences, and it can travel through any terrain. Monster is very aggressive, but he will not harm player units with good luck. This monster has 5 melee attacks per round and takes 5 hits to kill and each attack deals 1 damage. 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 6 This monster has a resistance of 6 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 3 to ranged attacks. Monster can cast summon tornado in battle at a skill level of 3. This ability does between 2 and 150 weather attacks and each attack deals 1 damage. The monster can spawn in the wilderness of ocean. This monster can lair in the Derelict Ship. The monster has no terrain preferences, and it can travel through any terrain. Monster is very aggressive, but he will not harm player units with good luck. This monster has 200 melee attacks per round and takes 200 hits to kill and each attack deals 1 damage. This monster has a tactics score of 5, a stealth score of 1, and an observation score of 3. 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. The monster can spawn in the wilderness of ocean. This monster can lair in the Cavern. The monster has no terrain preferences, and it can travel through any terrain. Monster is unfriendly, and the player must be pretty unlucky to be attacked by this monster. This monster has 2 melee attacks per round and takes 2 hits to kill and each attack deals 1 damage. This monster has a tactics score of 1, 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 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 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 6 to ranged attacks. This monster can lair in the Whirlpool. The monster has no terrain preferences, and it can travel through any terrain. Monster is aggressive but, in most cases, will leave player units alone. This monster has 20 melee attacks per round and takes 20 hits to kill and each attack deals 1 damage. This monsters regenerates 5 hits per round of battle. This monster has a tactics score of 2, a stealth score of 3, and an observation score of 2. This monster might have advanced items and silver as treasure. This item cannot be given to other units. human [HUMN], weight 10, walking capacity 5, moves 2 hexes per month. This race may study building [BUIL], riding [RIDI], combat [COMB], mining [MINI], farming [FARM] and cooking [COOK] 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], carpenter [CARP], sailing [SAIL] and healing [HEAL] to level 5 and all other skills to level 2. goblin [GBLN], weight 5, walking capacity 2, 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 horse training [HORS], hunting [HUNT], combat [COMB], armorer [ARMO], carpenter [CARP] and cooking [COOK] 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 combat [COMB], hunting [HUNT], longbow [LBOW], lumberjack [LUMB] and cooking [COOK] 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. This is a armor-piercing weapon and each attack deals 1 damage. No skill is needed to wield this weapon. This weapon grants a bonus of 4 on attack and a bonus of 3 on 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 [ADMT], weight 10. This item is a trade resource. admantium sword [ASWR], weight 1. This is a slashing weapon and each attack deals 1 damage. No skill is needed to wield this weapon. This weapon grants a bonus of 5 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. admantium ring mail [ARNG], weight 2. 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 3. 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. 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 +1 when ridden into combat. This bonus is calculated as a RIDING skill divided by 2 (rounded up). 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 spook, or spook. This ability does between 1 and 0 riding attacks and each attack deals no damage. Each attack causes the target to be effected by spook (-1 to attack, -1 versus melee attacks, -1 versus riding attacks, -1 versus ranged attacks) for the rest of the battle. drow warrior [DROW], 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. The monster has no terrain preferences, and it can travel through any terrain. Monster is unbelievably aggressive and will attack player units on sight. This monster has 2 melee attacks per round and takes 2 hits to kill and each attack deals 1 damage. This monster has a tactics score of 1, a stealth score of 3, 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. hydra [HYDR], weight 250, walking capacity 50, moves 2 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 1 to energy attacks. This monster has a resistance of 1 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 3 to ranged attacks. Monster can cast fiery breath in battle at a skill level of 4. This ability does between 2 and 40 energy attacks and each attack deals 1 damage. This monster can lair in the Bog. Monster prefers to roam the swamp terrain. Monster is very aggressive, but he will not harm player units with good luck. This monster has 70 melee attacks per round and takes 70 hits to kill and each attack deals 1 damage. This monsters regenerates 30 hits per round of battle. This monster has a tactics score of 4, a stealth score of 0, and an observation score of 2. This monster might have magic items and silver as treasure. This item cannot be given to other units. storm giant [STGI], weight 200, walking capacity 50, moves 2 hexes per month. This is a monster. This monster attacks with a combat skill of 10 This monster has a resistance of 10 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 8 to weather attacks. This monster has a resistance of 0 to riding attacks. This monster has a resistance of 8 to ranged attacks. Monster can cast summon storm in battle at a skill level of 5. This ability will not target creatures which are currently affected by storm. This ability does between 2 and 500 weather attacks and each attack deals no damage. Each attack causes the target to be effected by storm (-2 to attack, -2 versus melee attacks) for the rest of the battle. This monster can lair in the Giant's Castle. The monster has no terrain preferences, and it can travel through any terrain. Monster is very aggressive, but he will not harm player units with good luck. This monster has 80 melee attacks per round and takes 80 hits to kill and each attack deals 1 damage. This monster has a tactics score of 5, a stealth score of 0, and an observation score of 4. This monster might have magic items and silver as treasure. This item cannot be given to other units. cloud giant [CLGI], weight 200, walking capacity 50, moves 2 hexes per month. This is a monster. This monster attacks with a combat skill of 7 This monster has a resistance of 7 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 8 to weather attacks. This monster has a resistance of 3 to riding attacks. This monster has a resistance of 4 to ranged attacks. Monster can cast a lightning strike in battle at a skill level of 2. This ability does between 2 and 100 weather attacks and each attack deals 1 damage. This ability does between 2 and 100 energy attacks and each attack deals 1 damage. The monster has no terrain preferences, and it can travel through any terrain. Monster is very aggressive, but he will not harm player units with good luck. This monster has 100 melee attacks per round and takes 100 hits to kill and each attack deals 1 damage. This monster has a tactics score of 5, a stealth score of 1, and an observation score of 5. This monster might have magic items and silver as treasure. This item cannot be given to other units. illyrthid [ILLY], weight 50, walking capacity 25, moves 2 hexes per month. This is a monster. This monster attacks with a combat skill of 0 This monster has a resistance of 0 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 2 to riding attacks. This monster has a resistance of 2 to ranged attacks. Monster can cast a mindblast in battle at a skill level of 4. This ability does between 2 and 250 spirit attacks and each attack deals 1 damage. This monster can lair in the Lair. The monster has no terrain preferences, and it can travel through any terrain. Monster is very aggressive, but he will not harm player units with good luck. This monster has 1 melee attack per round and takes 30 hits to kill and each attack deals 1 damage. This monster has a tactics score of 5, a stealth score of 0, and an observation score of 5. This monster might have magic items and silver as treasure. This item cannot be given to other units. evil sorcerer [SORC], 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 1 to ranged attacks. Monster 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 150 spirit attacks and each attack deals no damage. Each attack causes the target to be effected by fear (-2 to attack, -2 versus melee attacks, -2 versus riding attacks, -2 versus ranged attacks) for the rest of the battle. The monster has no terrain preferences, and it can travel through any terrain. Monster is unbelievably aggressive and will attack player units on sight. This monster has 1 melee attack per round and takes 1 hit to kill and each attack deals 1 damage. This monster has a tactics score of 2, a stealth score of 0, and an observation score of 2. This monster might have advanced items and silver as treasure. This item cannot be given to other units. evil magician [MAGI], 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 2 to ranged attacks. Monster can cast a lightning strike in battle at a skill level of 2. This ability does between 2 and 100 weather attacks and each attack deals 1 damage. This ability does between 2 and 100 energy attacks and each attack deals 1 damage. This monster can lair in the Magician's Tower. The monster has no terrain preferences, and it can travel through any terrain. Monster is unbelievably aggressive and will attack player units on sight. This monster has 1 melee attack per round and takes 1 hit to kill and each attack deals 1 damage. This monster has a tactics score of 3, 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. dark mage [DMAG], 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 3 to riding attacks. This monster has a resistance of 3 to ranged attacks. Monster can cast a black wind in battle at a skill level of 1. This ability will not target skeletons [SKEL], undead [UNDE], liches [LICH], imps [IMP], demons [DEMO], balrogs [BALR], or devils [DEVL]. This ability does between 2 and 130 spirit attacks and each attack deals 1 damage. This monster can lair in the Dark Mage Tower. The monster has no terrain preferences, and it can travel through any terrain. Monster is unbelievably aggressive and will attack player units on sight. This monster has 1 melee attack per round and takes 1 hit to kill and each attack deals 1 damage. This monster has a tactics score of 3, 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. evil warrior [WARR], weight 10, walking capacity 30, moves 2 hexes per month. This is a monster. This monster attacks with a combat skill of 4 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 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 2 to ranged attacks. The monster has no terrain preferences, and it can travel through any terrain. Monster is unbelievably aggressive and will attack player units on sight. This monster has 3 melee attacks per round and takes 3 hits to kill and each attack deals 1 damage. 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. ice dragon [IDRA], 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 6 This monster has a resistance of 6 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 4 to riding attacks. This monster has a resistance of 3 to ranged attacks. Monster can cast icy breath in battle at a skill level of 6. This ability does between 2 and 60 spirit attacks and each attack deals 1 damage. The monster can spawn in the wilderness of tundra. This monster can lair in the Ice Cave. Monster prefers to roam the tundra terrain. Monster is very aggressive, but he will not harm player units with good luck. This monster has 120 melee attacks per round and takes 120 hits to kill and each attack deals 1 damage. 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. This item cannot be given to other units. 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 1 casualties, with a 70 percent success rate. Healing consumes an item. 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 and each attack deals 1 damage. 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. pike [PIKE], weight 1, costs 250 silver to withdraw. This is a long piercing weapon and each attack deals 1 damage. 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. flaming sword [FSWO], weight 1. This is a armor-piercing weapon and each attack deals 1 damage. No skill is needed to wield this weapon. This weapon grants a bonus of 5 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 the skill level of the attacker per round. This item is a miscellaneous combat item. This item can cast a fireball in battle at a skill level of 1. This ability does between 2 and 10 energy attacks and each attack deals 1 damage. meal [MEAL], weight 1, costs 20 silver to withdraw. This item can be eaten to provide 30 silver towards a unit's maintenance cost. 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 2. 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 2. 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 2. 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 2. This ability will only target imps [IMP], demons [DEMO], balrogs [BALR], or devils [DEVL]. This ability does between 2 and 100 non-resistable attacks and each attack deals 1 damage. 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 2. This ability will only target skeletons [SKEL], undead [UNDE], or liches [LICH]. This ability does between 2 and 100 non-resistable attacks and each attack deals 1 damage. 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. giant turtle [TURT], weight 50, walking capacity 20, riding capacity 20, swimming capacity 20, moves 4 hexes per month. 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 +1 when ridden into combat. This bonus is calculated as a RIDING skill divided by 2 (rounded up). catapult [CATP], weight 800, can walk, moves 2 hexes per month. This is a free-moving-item (FMI). This FMI attacks with a combat skill of 0. This FMI has a resistance of 3 to melee attacks. This FMI has a resistance of 0 to energy attacks. This FMI has a resistance of 0 to spirit attacks. This FMI has a resistance of 0 to weather attacks. This FMI has a resistance of 3 to riding attacks. This FMI has a resistance of 3 to ranged attacks. FMI can cast a catapult strike in battle at a skill level of 6. This ability does between 1 and 48 ranged attacks and each attack deals 1 damage. This FMI has 1 melee attack per round and takes 30 hits to kill and each attack deals no damage. This FMI has a tactics score of 0, a stealth score of 0, and an observation score of 0. steel defender [STED], weight 1000, can walk, moves 2 hexes per month. This is a free-moving-item (FMI). This FMI attacks with a combat skill of 0. This FMI has a resistance of 4 to melee attacks. This FMI has a resistance of 1 to energy attacks. This FMI has a resistance of 1 to spirit attacks. This FMI has a resistance of 1 to weather attacks. This FMI has a resistance of 0 to riding attacks. This FMI has a resistance of 4 to ranged attacks. This FMI has 1 melee attack per round and takes 100 hits to kill and each attack deals no damage. This FMI has a tactics score of 0, a stealth score of 0, and an observation score of 0. devil [DEVL], weight 250, walking capacity 50, riding capacity 50, flying capacity 50, moves 4 hexes per month. This is a monster. This monster attacks with a combat skill of 8 This monster has a resistance of 8 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 6 to riding attacks. This monster has a resistance of 6 to ranged attacks. Monster can cast hellfire in battle at a skill level of 5. This ability does between 2 and 250 energy attacks and each attack deals 1 damage. The monster can spawn in the wilderness of volcanoes. The monster has no terrain preferences, and it can travel through any terrain. Monster is unbelievably aggressive and will attack player units on sight. This monster has 250 melee attacks per round and takes 250 hits to kill and each attack deals 1 damage. This monster has a tactics score of 5, a stealth score of 1, and an observation score of 5. This monster might have magic items and silver as treasure. A unit may have at most 1 devil [DEVL]. imprisoned entity [IENT], weight 6000, can walk, can ride, moves 2 hexes per month. This item prevents the unit it is with from being stealthy. This item prevents the unit it is with from entering a shaft. This item desires to move toward the nearest Ritual Altar. This item requires maintenance each turn of 1000 silver. Moving toward the altar will reduce the maintenance cost in half. Moving away from the altar will multiply the maintenance cost 5 time. This item cannot be given to other units. 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. This structure also protects in all adjacent regions. 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 also protects in all adjacent regions. 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 300 men inside it. This structure gives a defensive bonus of 3 against melee attacks, 2 against energy attacks, 2 against spirit attacks, 2 against weather attacks, 3 against riding attacks and 3 against ranged attacks. This structure also protects in all adjacent regions. 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 1000 men inside it. This structure gives a defensive bonus of 3 against melee attacks, 2 against energy attacks, 2 against spirit attacks, 2 against weather attacks, 3 against riding attacks and 3 against ranged attacks. This structure also protects in all adjacent regions. This structure will allow up to 3 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. Trents can potentially lair in this structure. This structure cannot be built by players. Ruin: This is a building. Centaurs can potentially lair in this structure. This structure cannot be built by players. Cave: This is a building. Dragons can potentially lair in this structure. This structure cannot be built by players. Demon Pit: This is a building. Imps can potentially lair in this structure. This structure cannot be built by players. Crypt: This is a building. Skeletons 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 3 against melee attacks, 3 against energy attacks, 3 against spirit attacks, 3 against weather attacks, 3 against riding attacks and 3 against ranged attacks. This structure also protects in all adjacent regions. Units in this structure are not affected by an earthquake. This structure will allow up to 3 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 3 against melee attacks, 3 against energy attacks, 3 against spirit attacks, 3 against weather attacks, 3 against riding attacks and 3 against ranged attacks. This structure also protects in all adjacent regions. Units in this structure are not affected by an earthquake. This structure will allow up to 10 mages to study above level 2. Magical Castle: This is a building. Units may enter this structure. This structure provides defense to the first 300 men inside it. This structure gives a defensive bonus of 4 against melee attacks, 4 against energy attacks, 4 against spirit attacks, 4 against weather attacks, 4 against riding attacks and 4 against ranged attacks. This structure also protects in all adjacent regions. Units in this structure are not affected by an earthquake. This structure will allow up to 30 mages to study above level 2. Magical Citadel: This is a building. Units may enter this structure. This structure provides defense to the first 1000 men inside it. This structure gives a defensive bonus of 4 against melee attacks, 4 against energy attacks, 4 against spirit attacks, 4 against weather attacks, 4 against riding attacks and 4 against ranged attacks. This structure also protects in all adjacent regions. Units in this structure are not affected by an earthquake. This structure will allow up to 50 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. Pirates can potentially lair in this structure. This structure cannot be built by players. Derelict Ship: This is a building. Kraken can potentially lair in this structure. This structure cannot be built by players. Cavern: This is a building. Merfolk can potentially lair in this structure. This structure cannot be built by players. Whirlpool: This is a building. Elementals 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. Black Keep: This is a building. Units may enter this structure. Hermits hut: This is a building. Units may enter this structure. This structure provides defense to the first 1 men inside it. This structure gives a defensive bonus of This structure also protects in all adjacent regions. This structure will allow one mage to study above level 2. Stockade: 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 1 against melee attacks, 1 against energy attacks, 1 against spirit attacks, 1 against weather attacks, 1 against riding attacks and 1 against ranged attacks. This structure also protects in all adjacent regions. This structure will allow one mage to study above level 2. Magician's Tower: This is a building. Evil magicians can potentially lair in this structure. This structure cannot be built by players. Dark Mage Tower: This is a building. Dark mages can potentially lair in this structure. This structure cannot be built by players. Giant's Castle: This is a building. Storm giants can potentially lair in this structure. This structure cannot be built by players. Lair: This is a building. Illyrthil can potentially lair in this structure. This structure cannot be built by players. Ice Cave: This is a building. Ice dragons can potentially lair in this structure. This structure cannot be built by players. Bog: This is a building. Hydrae can potentially lair in this structure. This structure cannot be built by players. Trapping Hut: This is a building. Units may enter this structure. This trade structure increases the amount of furs 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. Trapping Lodge: This is a building. Units may enter this structure. This trade structure increases the amount of floater hides available in the region. Faerie Ring: This is a building. Units may enter this structure. This trade structure increases the amount of mushrooms available in the region. Alchemist Lab: This is a building. Units may enter this structure. This trade structure increases the amount of admantium available in the region. Oasis: This is a building. Units may enter this structure. This trade structure increases the amount of camels available in the region. Caravanserai: This is a building. Units may enter this structure. Gateway: This is a building. Units may enter this structure. This structure cannot be built by players. Ritual Altar: This is a building. This structure requires a sacrifice of 1 imprisoned entity [IENT]. This structure cannot be built by players. Empowered Altar: This is a building. This structure cannot be built by players. Mystical Anomaly: This is a building. This structure requires a sacrifice of 10 leaders [LEAD]. This structure cannot be built by players. Dormant Monolith: This is a building. This structure requires a sacrifice of 50 leaders [LEAD]. This structure cannot be built by players. World-breaker Monolith: This is a building. This structure grants the owner the skill annihilation [ANNI] at a skill level of 1. Units may enter this structure. This structure cannot be built by players.