Conquest of Elysium 4 Manual 4.01b

Conquest of Elysium 4 Manual 4.01b
Conquest of Elysium 4
Table of Contents
1 Introduction........................................................1
1-1 Game Conventions....................................1
1-2 Winning and Losing...................................1
1-3 Terminology................................................1
2 Main Menu.........................................................2
2-1 Start New Game........................................2
2-2 Load Game & Save Game.........................5
2-3 Network......................................................5
2-4 Preferences...............................................7
3 Game Interface..................................................8
3-1 Keyboard Shortcuts...................................8
3-2 Overviews & Menus...................................9
4 The World.........................................................12
4-1 The Planes of Existence..........................12
4-2 The Map Screen......................................13
5 Recruitment......................................................16
5-1 Recruitment Locations.............................16
5-2 Basic Recruitment....................................16
5-3 Special Recruitment.................................16
5-4 Recruiting Commanders..........................17
5-5 Dwarf Queen Recruitment.......................17
5-6 Recruitment Rules...................................17
6 Commanders...................................................18
6-1 Commander List......................................18
6-2 Leadership...............................................18
6-3 Action Points............................................18
6-4 Orders......................................................19
6-5 Transfer Units..........................................20
6-6 Use Special Power..................................21
6-7 Movement................................................22
7 Units.................................................................23
7-1 Primary Statistics.....................................23
7-2 Weapons..................................................24
7-3 Spellcasting.............................................25
7-4 Special Abilities........................................26
7-5 Experience...............................................30
7-6 Rank.........................................................30
7-7 Battle Afflictions.......................................30
8 Armies..............................................................31
8-1 Armies on the Map...................................31
8-2 Army Screen............................................31
8-3 Placement Ranks.....................................31
8-4 Stealth and Scouting................................32
9 Combat............................................................32
9-1 Entering Combat......................................32
9-2 Combat Screen........................................33
9-3 Hit Mechanics..........................................33
9-4 Preliminary Combat Actions.....................33
9-5 Combat Sequence...................................34
9-6 On the Battlefield.....................................35
10 Weapons, Damage and Death......................36
10-1 Weapons................................................36
10-2 Death.....................................................37
10-3 Damage Display....................................37
10-4 Damage Mechanics...............................38
10-5 Special Damage....................................39
10-6 Healing...................................................40
10-7 Resistance Mechanics...........................40
11 Magic..............................................................41
11-1 Overview of Magic.................................41
11-2 The Disciplines of Magic........................41
11-3 List of Spells...........................................42
11-4 Magic Items............................................43
12 Classes..........................................................44
12-1 Class Powers & Rituals.........................44
12-2 Resources..............................................45
12-3 Baron.....................................................47
12-4 Necromancer.........................................48
12-5 Demonologist.........................................49
12-6 Witch......................................................50
12-7 High Priestess........................................51
12-8 Bakemono..............................................52
12-9 Barbarian...............................................53
12-10 Senator................................................54
12-11 Pale One..............................................55
12-12 Druid....................................................56
12-13 Burgmeister.........................................57
12-14 Warlock................................................58
12-15 Priest King...........................................59
12-16 Troll King..............................................60
12-17 Enchanter............................................61
12-18 High Cultist..........................................62
12-19 Dwarf Queen........................................63
12-20 Voice of El............................................64
12-21 Illusionist..............................................65
12-22 Markgraf...............................................66
13 Cmd Line Options..........................................67
13-1 Information Options...............................67
13-2 Game Creation Options.........................67
13-3 GUI Options...........................................68
13-4 Server & Network Options.....................68
13-5 Sound Options.......................................69
14 Game FAQ.....................................................70
Content, Organization & Editing
Esko Halttunen
1 Introduction
1 Introduction
Conquest of Elysium 4 (later referred to as CoE4)
is a turn based strategy game where you play the
role of a powerful warlord or wizard of your
choice, controlling large and unique armies in a
quest to conquer the fabled continent of Elysium.
The game is turn-based, and can be played by
up to 16 players. If there are less than 16
players, the computer can control some or all of
the remaining players. The game supports team
play over a network as well as hotseat play.
References to other sections in this manual are
(usually) made in the format of
See section [chapter name] [section number]
See section [section number] [section name].
1-1 Game Conventions
1.1.1 Time
It is a convention of the game that one turn
equals one month. References to months mean
game turns. Months and turns are used
interchangeably in this manual.
The time frame of combat rounds is not defined,
but can be assumed to be one or two minutes. It
takes one full combat round to reload a crossbow
after a shot, which historically took roughly a
minute for a heavy crossbow.
1-2 Winning and Losing
1.2.1 Winning the Game
The player who is last left standing wins the
game. If the game was a team game, the last
team standing wins (even if there is just one
member left).
1.2.2 Losing the Game
A player is eliminated from the game if he loses
either all of his commanders or all of his citadels.
Only one of these conditions is required, so
citadels should be guarded well and commanders
should travel with sufficient protection unless they
are considered expendable.
1-3 Terminology
This section lays out some common terminology
used in the game and in this manual. You will
see these terms and acronyms often and some of
them are often used interchangeably even
though there may be differences depending on
the context of the situation in question.
This list is not exhaustive.
1.3.1 Monsters and Armies
Unit = also called monster
Monster = any unit in the game
Commander = unit that can be moved on the
map on its own. Not necessarily a leader.
Leader = commander who can lead units
Mercenary = unit or commander that can only be
acquired through special recruitment.
Army = collection of non-commander units.
Cannot move without a leader.
Stack = all units under the command of the same
leader. Often used interchangeably with Army.
Snake = 1) Snake; 2) Any wandering
independent monster (or stack of them)
1.3.2 Map
Shroud = Unexplored map area
Fog of War = Explored map area, under shadow
where movement cannot be seen
Map structure = Any terrain on the map (castle,
forest, mine, plain etc)
Resource = 1) special resource; 2) map structure
that can be claimed / flagged
Special resource = Resource required to
perform a magical ritual, e.g. fungi or gems
1.3.3 Magic
Ritual = magic that can be used only outside
combat. Usually to summon monsters, but also
for other things (upgrades, terrain changes etc.).
School = type of magic. Also Path or Discipline
Spell = magic that can only be used in combat
Spellcaster = any monster that can cast spells
1.3.4 Common Acronyms
AP = Action Points
HP = Hit Points
MR = Magic Resistance
Mrl = Morale
Str = Strength
XP (Exp) = Experience Points
AN = Armor Negating (also an)
2 Main Menu
2 Main Menu
When Conquest of Elysium 4 loads, the Main
Menu screen comes up with the following items:
Start New Game (s)
Load Game (l)
Network (n)
Preferences (p)
Credits (c)
Quit (q)
2-1 Start New Game
The Start New Game option begins a new game
of CoE4. First you must choose whether to
create a random map or load a map created with
the CoE4 Map Editor.
Loading a map created with the map editor skips
directly to section 2.1.4 Choose Participants.
Creating a random map begins with choosing the
world size for the game.
2.1.1 Map Size
Choose one of five different map sizes:
Small (40 x 28 squares)
Medium (50 x 36 squares) (default size)
Large (60 x 44 squares)
Huge (70 x 52 squares)
Enormous (78 x 60 squares)
While the world sizes may seem small, do not let
the numbers fool you. The relative size of the
world will become apparent during gameplay
when you move your troops around and the
larger worlds are exactly as large as advertised.
2.1.2 Choose Society
There are six different societies to choose from.
The choice of society affects what kind of world
you are to conquer. The choice can be random.
The first society is the Dark Ages when man first
comes to Elysium. Ruins of long-dead
civilizations lie scattered through the realm and
dragons roam the lands. Fairy courts and
dwarven cities are not yet destroyed. Human
influence is weak and the forces of nature strong.
There are few cities and no libraries in these
early times.
The second society is the Agricultural Period
when man subdues the wild lands of Elysium.
Cities are rare, but hamlets and villages lie in
every corner of the continent. It is a time of
heroes, pioneers and cunning brigands.
The third society is the Empire, forged from the
colonies of the pioneers. A great capital city is
being built, and other cities founded to provide for
the growing population. New military units are
being developed to quell uprisings within the
realm and to hunt down outlaws. The groups of
brigands that were a scourge of the land in earlier
times have been almost completely eliminated.
The villages of the empire are growing into cities
and the forests are being cut down.
Picture 1: Random Map Settings
The fourth society is the Fallen Empire. The
empire has fallen. Battlefields and ruins of the
empire litter the lands. Few cities and villages
remain. Human lands are in chaos, and bandits
roam the countryside. Even worse, great acts of
evil have been performed in the capital, which
has turned into a stronghold of undead creatures
and unspeakable horrors. Only a powerful leader
will be able to rebuild the empire.
2 Main Menu
The fifth society is the Monarchy. Feudal lords
rule their estates from towers of stone, gathering
power and influence in service to the king. The
land is more peaceful than previously and the
taxes of villagers pay for troops to protect them
from brigands. There are many fortresses and
towers, but the cities of the empire have yet to be
2.1.4. Setup Participants
There can be up to a maximum of sixteen players
in a game. All can be set to either human
controlled or computer controlled (AI, Artificial
The sixth society is the Dawn of a New Empire.
Cities are once again growing and the future of
humankind looks bright and promising. The hard
years of the monarchy are not forgotten and a
council of elders has been formed to rule
mankind and prevent anyone from proclaiming
himself king.
For the purposes of setting up a game using
command line switches (e.g. on a server), the
society numbers are
Dark Ages
Fallen Empire
Dawn of a New Empire
2.1.3 Advanced Options
Clustered start for allies
Allied players start very close together on the
same side of the map and as far as possible from
other teams.
Common Cause
A player is only defeated if no one on the team
has a commander or a citadel. In other words, all
members of a team must lose all commanders at
the same time or all players on the team must
lose all citadels.
This setting has no effect if there are no teams.
Enable score graphs
When checked, this option allows viewing score
graphs during game. If not checked, score
graphs can be viewed after the game is over.
Picture 2: Setup Participants
Pressing the n key in the Choose Participants
screen adds a new player. A player can be
deleted by clicking the <del> text on the
corresponding row. Player numbers are 0 – 15.
Players 16 – 20 are computer controlled special
players. Player 16 is Independents and player 17
is Special Monsters. The other special players
are Horrors (18), Hades (19) and Inferno (20).
The color of each player is listed next to the
player slot. The colors are assigned in order
according to player number. If you want to
include a particular color in the game for some
player but that color would require more players
than intended, simply click on the color tab next
to the player and choose a color from the palette.
Player Color
Dark Green
Dark Red
Dark Blue
Dark Yellow
Teal / Cyan
Player Color
Sky Blue
Light Green
Table 1: Player Colors
Players can also be assigned to teams of allied
players by clicking on the Team column. The
default team for each player is none, but team
numbers 1 – 6 can be set for each player. Allied
players have advantages such as being able to
move through allied map structures and armies
and occupying same squares simultaneously.
2 Main Menu
The class of each player can be determined
randomly (default) or selected from a list, which
opens the Choose Class menu. There is a short
introductory text for each class available from the
<info> button of the Choose Class screen. See
Chapter 12: Classes for more detailed
information on the various classes.
If the Unique random players checkbox is
enabled, there will only be one player of any
given class.
There are ten different levels of difficulty that can
be assigned to computer controlled players.
Computer players of a higher difficulty level gain
bonuses to gold, iron and special resource
income, which allows them to recruit more troops,
summon more allies and absorb losses much
more easily and thus making them more difficult
to defeat. The AI difficulty levels and their
bonuses are listed in Table 2. The default AI
difficulty level is Jester.
AI Level Bonus
Piss Boy
Table 2: AI Difficulty Levels
On higher difficulties AI players may also get
better troops.
Picture 3: Choose Class
2 Main Menu
2-2 Load Game & Save Game
2-3 Network
This function loads a previously saved game.
This section deals with instructions on how to set
up a game server for Conquest of Elysium 4 and
how to connect to a game server. The default
port used by the game is 7272 (TCP).
Saving the game is done from the File Menu
(press F10 / F11 / F12 in game to open the menu,
see Chapter 3: Game Interface).
Saved game files are stored with their proper
names, e.g. a saved game named Baron_test
would appear with exactly that name in the save
game directory. CoE4 does not accept spaces in
savegame names. Spaces will be converted to
underscores ( _ ).
2.2.1 Deleting Saves
You can delete old save games by pointing the
mouse at the file in the load screen and pressing
Delete. The game will prompt you to confirm the
file deletion. Saves can also be deleted manually
from the save game directory.
2.2.2 Save Game Directory
The directory for storing saved games is different
depending on the operating system.
2.3.1 Start Game Server
To start the game in server mode, select Start
Game Server. The game will prompt you for the
port to use. The default port is 7272 (TCP).
To set up a new game, select New Game after
the server has been started. When starting a
new game, first select map size. In the next
screen, player options are displayed, but cannot
be altered. Players connecting to the server
must alter the game settings themselves.
The game server can be run in text mode using
command line switches, in which case even the
settings for the games played on the server can
be automated (see Chapter 13: Command Line
Switches for more information).
Mac: ~/.coe4/saves
Once a game has started, the hosting server has
little control over how the game is played and
most of the power is transferred to the players.
See below for more information.
Windows: %APPDATA%\coe4\saves
2.3.2 Connect to a Game Server
Linux: ~/.coe4/saves
The %APPDATA% is an environment variable,
which defines where the user data directories for
any applications a Windows user has installed
are stored. It points to the application data
In Windows XP this directory is C:\Documents
and Settings\[username]\Application Data\
In Windows Vista and Windows 7 the directory is
The directory is normally hidden, so you must
have the viewing of hidden files and folders
enabled to see it. Even if it is not visible, you can
get to the directory. Just type the path
%APPDATA%\CoE4 to Windows Explorer
address bar and press Enter and the directory
will open. You don’t need to use upper case
letters either.
To connect to a game server, select the Connect
to a Game Server option in the Network menu.
The game will prompt you for the IP address of
the game server you wish to connect to. The IP
address must be known beforehand and it must
be an address open to the public internet or an
address in the local network that the computer
can access.
2.3.3 How to Determine Your IP Address
If your internet connection has a static IP
address, the information will be available from the
documents your service provider has given you.
Most IP addresses are dynamic instead of static,
which means that they will change from time to
time, most likely when your internet connection
has been switched off for a while.
The easiest way to determine the public IP
address you have is to go to a website which tells
you the public (i.e. visible to the internet at large)
IP address you are connecting from. The easiest
sites to go to are and
2 Main Menu
The first site will tell you your IP address and
whether you use a proxy and also has some
basic information on many basic structures of the
internet. The second site tells you only your
public IP address and nothing else.
2.3.5 Disconnecting & Reconnecting
If the game is on a local network, the addresses
will have been determined by the administrator of
the network or randomly assigned from a pool on
your network’s internal DHCP server. Most local
area network addresses start with 192, 10 or 172.
In this case you must check the address of each
computer participating in the game.
You should wait for five minutes before
reconnecting. If you reconnect too quickly and
the server has not yet noticed the disconnection,
you will receive an error message. The error
message will tell you that there is already a
connection to the server with your serial key and
to make sure that nobody else is using it or to
wait for a moment before reconnecting if you just
got disconnected. If the server disconnects, the
game will not give you any error messages. It
will simply hang, waiting for server response.
Note that you can also use the name of the
server instead of just the IP address because the
DNS system that matches server names to IP
addresses will find the IP address of the server
for you if you know the server name.
2.3.4 Configuring a Network Game
Once a game has been started by the hosting
server and players have connected to it, they
must select their player slot and class, determine
classes for AI players and set up teams.
This is done exactly like in a regular game,
except the options to set players are
Open positions are human players who
have not been selected yet.
Me sets that position under the command
of the player who selects it.
Another Player is a position already
chosen by another human player.
AI is a position given over to AI control.
Once everyone has selected their position and
set the class and team options, hitting Start
Game will begin the game.
WARNING! Make sure you communicate with all
players and hit Start Game only when everyone
has acknowledged being ready! The game
begins when anyone hits Start Game and it does
not check whether all the players, classes
alliances and other options have been set!
Communication is key here to coordinate the
setup and avoid unnecessary server restarts and
it is best done by a chat room or an IRC channel.
If your internet connection suffers an outage even
for a moment, you will be disconnected from the
game. If this happens, you can reconnect to the
server and resume playing.
When a player reconnects to an ongoing game
on a server, it is possible to reenter the game as
any non-AI player, not just the one you were
playing. There are both advantages and
disadvantages to this.
Being able to connect as anyone makes finding a
substitute player easy, because the substitute
can simply connect to the game and take over
from the previous player.
It also means that a server should not be left
unattended for long periods of time. When long
games are played on large maps, at the end of a
session the game should be saved, the server
shut down and refired up at an agreed upon time
when everyone can connect again.
Theoretically the reconnection mechanics would
allow for someone to enter a game as the other
player to snoop, but this is difficult in practice.
The fast nature of network games also works
against this possibility. For longer games with
many players, the participants are expected to
behave correctly and not snoop on each other.
The coordinator of the game (probably the
person running the server most of the time) has a
large role in this regard.
2.3.6 Going AI
It is possible to set disconnected players to AI
control. This can be done at the end of turn
when the game gives a notification that it is
waiting for a disconnected player. Turning AI
cannot be reversed later. Note that it is not
possible to turn a player to AI control in single
player games or hotseat games. This feature is
only available in network games.
2 Main Menu
2-4 Preferences
Graphics – Text Size
The Preferences menu governs the general
game settings of CoE4. There are three tabs, for
gameplay, graphics and sound options.
Graphics – Opacity for Boxes & Crosses
Gameplay – Next Commander Selection
Manual selection means you must use the n key
to go to the next commander with unused Action
Points or find the commander you want on the
map or select him in the Unit Overview (F1).
Select first commander automatically (default
setting) means that the game automatically
selects your first commander at the beginning of
a turn, but once you’re finished giving him orders,
you must manually select the next commanders.
Always select next commander when out of
AP means that as soon as your currently
selected commander has used up all of his Action
Points for the turn, the next commander with
unused Action Points is automatically selected.
Gameplay – Move System
The move system can be set to immediate move
when a square is clicked, or to show a movement
path first (default).
Gameplay – Delay for AI Moves
This setting is the delay in milliseconds during AI
movement, so that human players can see the AI
players move when visible. The default value is
700 and a value of 0 hides AI movement. The
settings to show the movement of independents
and allied AI is toggled on and off with a check
box. This only applies to single player games.
Games with more than one player never show
any AI moves.
Graphics – Screen Resolution
This setting governs the full screen resolution
and allow the choice of running CoE4 in either full
screen or windowed mode.
Graphics – Graphics Quality
Choose the quality of graphics from low, medium,
high and highest. If the Fade Effect is enabled,
menus fade in when opened.
Graphics – Frame Rate Limit
Frame rate can be limited to 20, 30 or 60 FPS.
Game text can be set to small, medium or large.
The Graphical User Interface (GUI) opacity
settings are controlled by two sliders with a value
range of 0 – 100.
The first slider determines how visible the boxes
around the game menus are. A value of 0 makes
the menu borders invisible and the background
inside the menu box totally transparent. Menu
titles will not be visible, because they are
transparencies in the box. A value of 100 means
the menu boxes are highly visible and completely
opaque. The default setting for GUI opacity is 90.
The second slider sets the level of transparency
for crosses and circles marking which units follow
which commander. The default setting for cross
opacity is 80. For optimal efficiency, values
between 30 and 50 are often better than the
default. The effect only applies in the Transfer
Units screen.
Sound – Volume for Sound FX & Music
These two sliders with a value range of 0 – 100
control the volume of in-game sound effects (first
slider) and music (second slider). The default
settings are 90 for sound and 100 for music.
Sound – Sound Device
All sound device selection changes require CoE4
to be restarted before they take effect.
On Windows the sound options are
 No sound
 Autodetect sound device (default)
 Direct Sound
 Waveout sound device
On Linux the sound options are
 No sound
 Autodetect sound device (default)
 JACK sound server
 PulseAudio sound server
 ARTS sound server
 ALSA sound device
 OSS sound device
On Mac OSX the sound options are
 No sound
 Autodetect sound device (default)
3 Game Interface
3 Game Interface
The game interface chapter gives instructions on
the various components of the main game
interface and how to use it when playing.
3.1.3 Map Screen
The keyboard shortcuts available from the main
interface (Map Screen) are listed in Table 4.
Display keyboard shortcuts
View messages
Recruits units
Transfer units
Select prev. commander with AP
Select next commander with AP
Set commander to sentry mode
Commander is done for the turn
View selected commander’s stats
Use commander’s special power
Use location’s special power
Burn forest
End turn
Trade administration
Hide armies when pressed
Unit Overview
Player Overview
Character class description
Score Graphs (if enabled)
Misc Menu
F10 – 12
Game Options
3-1 Keyboard Shortcuts
The keyboard shortcuts for the various screens
are listed here. They are also listed in their
respective sections. Combat Screen shortcuts
are listed in Chapter 9.
3.1.1 Movement
Table 3 shows how to use the keyboard to
control movement on the map. Pressing shift + a
movement key will give information on the
adjacent square in that direction. The s key is
not used for movement. See section 6-4 Orders.
q w e
z x c
Table 3: Movement keys
If you have Number Pad on your computer, the
NumPad keys can be used for movement instead
of the keys shown here.
Table 4: Map Screen Shortcuts
3.1.4 Transfer Units Screen
3.1.2 Map View & Zoom
Map keys are used to move the player’s view
around the Map Screen. For diagonal scrolling,
hold down the arrow keys for both vertical and
horizontal scrolling at the same time.
Arrow keys
Page Up
Page Down
Scroll map
Zoom in (also mouse wheel)
Zoom out (also mouse wheel)
Center map on home citadel
Map zoom is helpful when trying to locate a
specific area of a map. When the map is zoomed
out to the maximum, the screen will cover the
entire area of a medium map (50 x 36 squares).
Display keyboard shortcuts
Select/deselect all units
Select/deselect all slow units
Select/deselect all fast units
Deselect all non-amphibian units
Select/deselect all units of the type the
mouse is pointed at (same as double-click)
Select/deselect all units w/ battle afflictions
Select/deselect all wounded units
Select/deselect 10 units of the type the
mouse is pointed at
Shift Select a range of units
◄ ► Scroll battlefield left / right
Esc Exit screen
Table 7: Transfer Units Screen Shortcuts
3 Game Interface
3-2 Overviews & Menus
3.2.1 Kingdom Overview
The Kingdom Overview is located on the upper
right section of the world map view and it is
always visible on the main screen.
The Kingdom Overview contains an overview of
the player’s kingdom, with the player’s name on
the topmost row. The kingdom menu lists the
player’s current gold, iron, trade points and
special resources as well as the monthly income
for gold, iron and special resources.
Clicking the symbols on the menu gives more
detailed information on the sources of each type
of income. Some types of income vary by
temperature and season, e.g. gold income from
sources other than mines is reduced by 50% in
snowy terrain. Some special resources may
have production boosts during specific seasons.
In the upper right corner of the menu there is a
symbol that denotes the season (spring, summer,
fall or winter). Mousing over the symbol brings a
popup to the bottom of the main screen that tells
the exact season (Mid Summer, Late Winter etc.).
All games start in the season of midsummer.
At the bottom of the Kingdom Overview there are
commands for selecting
Next Commander (n) Selects the next
commander with unused Action Points
who has not been set in Sentry mode.
Recruit Units (r)
Trade Administration (i)
Messages (m)
Misc Menu (F9) Opens list of menus
End Turn (y) ends the current turn and
moves the game forward one month.
Picture 4: Kingdom Overview
3.2.2 Menu Bar
At the top of the screen is the Menu Bar, which
allows access to the Unit and Player Overviews,
Scoregraphs and the planes of existence.
Picture 5: Menu Bar
3.2.3 Messages (m)
The messages menu is automatically shown at
the beginning of turn if there are any messages.
A message “[Season] is here.” is shown
automatically when the season changes. Other
messages appear as the result of random events
and recruitment offers.
3 Game Interface
3.2.4 Trade Administration (i)
The Trade Administration menu allows trading
gold, iron and special resources in a limited
manner. Trade between players is not possible.
Hands of Glory
Buy / Sell
Table 5: Trade Prices
Picture 6: Trade Administration
The amount of resources the player can trade is
determined by the number of trade points he
controls, indicated by the icon of the cart of
goods. Trade points are acquired from towns,
cities, certain types of citadels and certain other
special structures.
If a type of trade is selected, the player
automatically makes the maximum possible
number of selected trades when the turn ends.
The trade options are
 Don’t trade anything
 Buy / sell iron (1 gold / iron)
 Buy / sell special resource (x gold / rsc)
Trading prices for special resources in gold are
listed in Table 5.
Trading a resource costs trade points equal to the
buying or selling cost of the resource. If there are
insufficient trade points to make a trade, there is
a percentage chance to succeed proportional to
the points required.
This means that it requires 2 trade points to trade
1 gem or sacrifice and 3 trade points to trade 1
hand of glory or relic.
For example: If the player has 2 trade points and
wishes to trade a hand of glory, there is a 66%
chance of a successful trade. If he only had 1
trade point, the chance of a successful trade
would be 33%.
The player can also buy (but not sell) resources
at overprice, controlled by a checkbox toggle.
Buying at overprice means the player buys twice
the normal amount of the resource and at double
the normal price.
3 Game Interface
3.2.5 Unit Overview (F1)
3.2.7 Character Class Description (F3)
The F1 key opens the Unit Overview list. The
overview lists all commanders and the units
under their command by type. The Action Points
that commanders have left are also displayed.
This link opens the description of the character
class of the player. See Chapter 12: Classes for
the actual descriptions.
Commanders appear in the order they were
acquired. Units assigned to a commander are
reported by type.
3.2.8 Score Graphs (F5)
This link opens the score graph screen. On the
top row there are the symbols for the various
resources as well as the player colors.
Click on a player color to select or deselect a
player whose graphs to view. All players are
selected for viewing by default. Deselected
player colors are faded out.
Click on a resource symbol to view the income
for that resource.
Picture 7: Unit Overview
Commanders in sentry mode are grayed out in
the list. Left-clicking on a commander set to
sentry activates him and cancels sentry mode.
Insane commanders are shown in light red.
After the commanders and their armies are listed,
units stationed in various map locations (forests,
farms, cities, villages etc.) are displayed. The
garrison units are listed starting from upper right
corner of the map and moving first horizontally
and then down one line of squares.
Left-clicking on a commander or units centers the
map on the square they are located in and
making a commander active. Right-clicking on a
commander displays commander stats. Rightclicking on a unit type displays the stats of one of
the units in the stack.
For more information on commanders and units,
see Chapter 6 and Chapter 7.
3.2.6 Player Overview (F2)
The F2 key opens the Player Overview screen.
The overview lists all players by color and name.
Computer controlled players are marked with the
notation AI controlled. Eliminated players are
marked as Eliminated.
3.2.9 Miscellaneous Menu (F9)
The Miscellaneous Menu contains links to the
overviews and tooltips available from the main
game interface. The options in the menu are
Unit overview (F1)
Player Overview (F2)
Character Class Description (F4)
List Enabled Mods (F6)
Keyboard shortcuts for map screen (?)
Keyboard shortcuts for battles (?)
Keyboard shortcuts for transfer units (?)
The List Enabled Mods (F6) option does nothing
currently, because modding is not yet supported.
3.2.10 File Menu (F10 / F11 / F12)
The F10 – F12 keys open the File Menu. The
available options are Preferences (see section
2-4 Preferences), Save Game and Quit Game.
Exit the menu by clicking Ok or pressing Esc.
The option to load a saved game does not
appear in the Game Options menu at this time.
The reason for F10 – F12 all opening the menu is
that the keys have differing functions in different
operating systems and not all computers have
function keys F11 and F12.
4 The World
4 The World
This chapter describes the world of Elysium and
the other planes of existence connected to it.
4-1 The Planes of Existence
Elysium is a mystical world of secrets and a
nexus of many channels of power. Beyond the
barriers of the senses there are other worlds,
other planes of existence that interact with
Elysium. This is an overview of those places.
Once another plane has been glimpsed or
visited, its known locations can be viewed by
selecting the plane from menu bar at the top of
the main Map Screen. Before another plane has
been viewed or visited, the selection buttons are
grayed out and inaccesible.
Beyond the Veil of Death lies the dismal land of
Hades, the Underworld, the Realm of the Dead.
It is where the souls of the dead go when they
depart this mortal coil. Hades is a dark reflection
of Elysium, withered where Elysium is vibrant
with life, dreary and dark where Elysium basks in
joy and sunlight.
Hades is ruled by powerful spirits and other
undead creatures and teems with hordes of their
lesser kindred. Necromancers are able to pierce
the Veil to gaze upon Hades and some of their
powerful servants can pass through the barrier
between worlds at will. Hades is not a welcoming
place, though there can be riches there for the
bold to find. All it takes is going to war with the
entire Realm of the Dead...
The Void
Elysium is the principal world where all the player
factions in the game vie for power. The land is
cold and inhospitable tundra in the north (by
default 30 percent of the map). In the south the
temperate regions gradually turn to savanna,
deserts and jungles (by default 35 percent of the
map). Great mountain ranges, deep forests,
treacherous swamps, mighty rivers and wonders
beyond counting are to be discovered here.
Beyond the ken of man lies the Void, a source of
unfathomable wisdom and home to the Horrors,
creatures whose mere presence is enough to
twist the minds of men to madness and who
hunger for the souls of mortals. The Void is
difficult to reach and no sane person would
willingly go there.
Deep in the bowels of the world is the
underground realm of Agartha, home to cave
dwelling creatures and vast riches for those who
can find their way into this lightless realm.
Inferno is the name given to the world of demons
and devils and it lies far below even the
cavernous depths of Agartha. It is said that it can
sometimes be reached from Elysium through
gates. Such gates, when they occur, are terrible
things, spewing forth infernal creatures who will
ravage the land and carry its hapless inhabitants
to their own realm to be devoured.
Demonologists call the denizens of Inferno to
serve them through blood sacrifices. Inferno is
ruled by mighty demon lords who lord it over their
lesser kin from forbidding citadels of darkness
and torment.
Yet there are those who worship the things the
Void vomits forth when the Veil between worlds is
thin and would use them for their own purposes.
Most of them come to a bad end on the claws
and talons of the things they call.
The Elemental Planes
The Elemental Planes of Air, Earth, Fire and
Water form a single realm of power, unified in its
role as the home of primal elemental energies
and forever divided against itself in an eternal
war for dominance between its constituent parts.
Ruled by the Kings of Earth and Fire and the
Queens of Air and Water, the elementals and
other creatures of these primal realms march to
battle against their brethren who represent the
opposing elements. The rulers of the Elemental
Planes also influence Elysium by making pacts
with Warlocks and the Pale Ones are also known
to summon elemental creatures to their aid.
The Elemental Planes are difficult to reach and
perilous in the extreme for mortals who stumble
into them unprepared.
4 The World
4-2 The Map Screen
This section describes the features of the map of
Elysium and other game mechanics in detail.
4.2.1 Coordinate System
Each CoE4 map is a grid of squares. The
dimensions of the grid can vary in width and
height. The maximum grid size is 159 x 159.
The origin (coordinates x=0, y=0) of the grid is
located at the upper left corner of the map.
The order in which map objects appear in game
menus (castle in Recruitment Menu etc) are
determined by their map coordinates, with the
location closest to the origin appearing first. The
order is determined first by y, then by x.
4.2.2 Beginning the Game
The main view of the game is the Map Screen, or
the world map. At the start of the game the world
map is centered on the player’s home citadel.
When the game starts the player is located at his
home citadel. In addition to the home citadel, the
player often controls some other structure or
terrain, which provides some needed gold, iron or
special resources and is located within a couple
of squares of the citadel.
4.2.3 Visibility and Exploration
Surrounding the home citadel is the visible,
explored area. Outside the explored area is the
dark, unexplored area, the shroud. The shroud is
removed from a square whenever a commander
moves to a square adjacent to the shroud.
Once the shroud has been removed from an area
of the map, that area will either be fully visible or
covered by the Fog of War (FoW). Areas
covered by the fog are visible, but slightly
darkened as if under a shadow. The player
cannot see any units moving in the fog, whether
independents or other players.
Only squares adjacent to armies or resources
owned by the player or an allied player are fully
visible. Everything else is covered by the fog of
war. Even in visible areas it is impossible to see
units with certain special abilities unless a player
has an army with countering special abilities
within visibility range (1 square). Forests and
swamps have a visibility range of 0 squares.
Squares owned by a player will be bracketed at
the corners with the player’s color. Moving into a
square switches ownership of the square to the
player who moved into it (also known as flagging
a square). If the square produces a resource that
the player can gather or can otherwise be owned
long term, it will stay in the player’s possession
until conquered by another player (including
independent monsters).
When a square owned by a player is conquered
by another player or an independent army, a
colored bar will be displayed over it during the
previous owner’s next turn.
Armies appear as colored squares with a unit
graphic. Hold down the TAB key to hide armies
on the world map and show only terrain.
Armies moving into view from non-visible areas
(i.e. from inside the shroud or fog of war) will be
rendered visible one square before they come
into view. This behavior is not a bug.
4.2.4 Seasons & Snow
Each game turn is one month long. As the game
progresses, the seasons change and can help or
hinder the conquest by affecting the speed of
armies and the availability of resources. The
game begins in the season of Early Summer.
Snowy terrain makes movement slower and more
difficult, but frozen rivers and lakes can be
crossed. In addition to snowy terrain, winter and
other seasons also affect resource gathering.
Snowy terrain extends somewhat further south
from the tundra in spring and autumn and covers
everything except the south during winter.
Cold temperature affects the following resources
 Gold (except from mines): -50%
 Fungi (except from mines): -50%
 Herbs: -50%
 Weed: -50%
Seasons affect the following resources
 Summer: Herbs +100%
 Autumn: Fungi +100%
The income of iron, gems, sacrifices and hands
of glory is unaffected by the seasons or
temperature. See Chapter 12: Classes for more
information on special resources and gathering
4 The World
4.2.5 Map Structures
The world map contains many different terrains
and structures that the player can move through
and/or conquer to add to his domain. Farms,
villages, towns, cities, castles, mines and more
are there for the taking, though often defended
fiercely by their original Independent inhabitants.
Different player classes have different needs and
focus on what to conquer, so some of them seek
areas that are useless for others.
Moving the mouse pointer over a square brings a
terrain information popup to the bottom edge of
the screen. The popup lists the properties of the
terrain or structure.
In general, map structures provide resources of
some kind or another. The following list can be
considered a rough, incomplete guideline:
Gold: Farms, Villages and larger
population centers, mines, some citadels
Iron: Mines, some citadels
Gems: Mines, gem deposits, some
special locations
Herbs: Jungles, Forests and Swamps
Fungi: Swamps, Forests and Jungles
Sacrifices: Population centers
Hands of Glory: Population centers
Relics: Temples, population centers
Weed: Hoburg Villages, Ancient Forests
Other map structures may provide special
powers such as scrying or other functions that an
active commander can use. Map structures may
also possess some or all of the following
attributes (the list is not complete):
Fortification provides an armor bonus of 3x
fortification level to any units standing on the
walls during battles. Units not standing on the
wall are unaffected by the fortification bonus.
Units standing on the walls also have the range
of their ranged weapons increased by +1 or +2
for high walls (two squares of wall before the
battlements) (icon: tower shield)
Citadel (aka castle) structures are castles or
other structures that can be used as the
headquarters for running an empire. Recruiting
troops and commanders is only possible in
citadels and losing all citadels means defeat.
Note that some classes can use certain
structures as citadels that are not available for
that function for other classes. (icon: crown)
Trade Points allow a player to trade gold, iron or
special resources. Towns, Ports and Cities
provide trade points. See section 3.2.4 Trade
Administration for more information.
(icon: cart full of trade goods)
Vision allows the player controlling the location
to see 2 squares around the structure instead of
just 1. The structure must be occupied by the
player’s troops. (icon: eye in a pyramid)
Siegable squares have structures designed to be
defended against attack (Guard Towers, Castles,
Cities and Towns that have walls etc.). Battles in
this square are always siege battles that allow
siege engines on both sides to fire for 15 rounds
before the battle begins. Some siege engines
such as catapults can only attack during the
siege phase of the battle. (icon: catapult)
Library structures allow spellcaster commanders
to learn new spells and possibly advance their
power through mastery. All libraries have a level.
City libraries are level 1, magic libraries level 2
and Archmage Citadels level 3.
All mages can learn new spells in a library. There
are spells of the library level and lower. It takes
gold and AP to learn a new spell. AP cost = 3
minus (caster level minus spell level). A
pyromancer (mastery level 2) studying a first
level spell would spend 2AP (3 - (2-1)).
Libraries do not run out of spells, but there are
limits to how many spells there are in different
Some, but not all, mages can visit a library of
higher level than their own to master their art.
Ex: a Pyromancer must visit an Arch Mage
citadel to become an Adept of Pyriphlegeton. A
Court Mage would need a magic library to
become a Magus.
Libraries increase the owning player’s chance to
receive recruitment offers from wizards, but
possession of at least one library is a prerequisite
for receiving wizard offers..
Libraries are always guarded. The number of
libraries owned is shown as an icon of stacked
books in the recruitment screen.
(icon: stacked books)
4 The World
Temples increase the owning player’s chance to
receive recruitment offers from shamans and
priests. Temples may or may not be guarded.
The number of temples owned is shown as an
icon of a cathedral in the recruitment screen.
Monster Lair structures spawn wandering stacks
of independent monsters to roam around the
map. The independent stacks are quite
aggressive and will often attack player troops and
even large armies.
Conquering a monster lair and flagging it will
cause the square to stop spawning monsters.
Note that both conditions must be fulfilled. If the
monster lair is conquered by independents, it will
resume spawning wandering monsters, so
garrisoning a flagged lair is advisable. There is
no monster lair icon.
The most common monster lairs are:
Ancient Forests, which give birth to
wandering stacks of animals. They do not
spawn animals native to savanna, jungle
or desert. Ancient Forests are always
guarded. They cannot be flagged unless
the player can gather herbs or fungi, use
them as citadels or perform the proper
ritual. Occupying an Ancient Forest
without flagging it will not stop it from
spawning animals, which will appear in
adjacent squares. Provides Herbs, Fungi
and Weed.
Brigand Lairs, which spawn roving bands
of brigands led by scouts. Brigands and
scouts are stealthy and extremely
aggressive and can be a nasty surprise
for the unwary. Brigand lairs are often
guarded, but if not, the inhabitants are
probably somewhere close by. Brigand
Lairs can be flagged by everyone.
Provides Hands of Glory.
Graveyards, which spawn bands of
lesser undead to menace everything in
sight. Graveyards are always guarded.
Usually the guards are lesser undead, but
it is not uncommon to find one or more of
the far more dangerous greater undead
guarding them. Graveyards can be
flagged by everyone. Provides Hands of
Haunted Cities, which give rise to bands
of undead and horrors from the Void.
Haunted cities are always guarded and
can be flagged by everyone. Provides
Hands of Glory.
4.2.6 Independent Monsters
When a new game is created, the map is
populated with independent monsters. Some of
them will be guarding map features like mines
and will not move. Others are randomly
distributed in unpopulated squares. These
independents will move around the map and may
attack players. Wandering monsters may travel
far from their original spawning location.
Monster lairs are not the only source of
wandering monsters, merely the most prolific.
Independent monsters can be randomly spawned
in the wilderness, though compared to monster
lairs, this is an infrequent occurrence.
4.2.7 Converts of El
Farms, settlements and other locations with a
white cross on the tile indicate that the square
has been converted to the worship of El. One
third of the gold income for that square is always
diverted to the coffers of the Church of El.
5 Recruitment
5 Recruitment
The Recruit Units (r) menu allows the recruitment
of units whose services can be bought for a price
in gold. Buying better equipped or more durable
units or specialist units also requires iron in
addition to gold. Recruited units do not cost any
further upkeep in gold, iron or special resources.
All units available for recruitment may be
examined by right-clicking, but possible spells or
items are not shown to prevent abuse.
Commanders are shown with their name.
5-1 Recruitment Locations
Recruitment may be done in any citadel owned
by the player. Select the desired citadel from the
top of the menu. The location selected by default
is the player’s home citadel. Right-click on a
citadel in the list to center the map on it.
It is also possible to directly select something
other than the home citadel by pressing and
holding down the right mouse button over a
citadel on the world map until the recruitment
menu opens. Troops cannot be recruited in the
citadels of an allied player.
The order in which citadels appear in in the
recruitment screen is determined by their map
coordinates, with the location closest to the grid
origin appearing first. The order is determined
first by y, then by x. This means that citadels on
higher up on the map appear first and citadels on
the same row of squares appear beginning from
the left.
5-2 Basic Recruitment
Each class has a basic recruitment list that is
available at all times.
Units that are are in the recruitment list for the
class but that do not have a 100% chance of
appearing every turn will be available for
recruitment if the dice roll for the chance
succeeds, but do not necessarily generate
recruitment offer messages unless the unit in
question is a commander.
All basic recruitment units appear in black text.
See Chapter 12: Classes for the class specific
lists and unit costs.
5-3 Special Recruitment
In addition to the basic recruitment list, other,
normally unavailable units may appear for special
recruitment from turn to turn. The availability of
such units usually generates a Recruitment offer
message at the beginning of the turn.
Special recruitment offers must be acted on
immediately. They will no longer be available for
recruitment on the next turn. The price of special
offers may vary widely and some of them are
very expensive. Hoarding gold for special
recruitment is therefore advisable.
Units that appear in green text are called
mercenaries and can only be recruited once per
offer, but also allow other units to be recruited on
the same turn. Note that commanders always
appear in green text because they can always be
recruited regardless of everything else. See
section 5-6 Recruitment Rules for more
information on recruitment limits.
Commanders who appear in blue text are
capable of gathering a special resource.
The standard special recruitment list includes
scout, captain, assassin and hero. Some classes
may have class specific alternatives instead.
Units from both the standard and class specific
special recruitment lists do not have a fixed price
in gold. Their gold cost can vary quite a bit. In
addition to gold, hiring a Hero costs 5 iron.
Wizard offers require the player to possess a
library. Table 6 lists the wizards that may appear
if player has a library.
Old Wizard
Dark Wizard
Golden Wizard
White Wizard
Sea Father
Moon Mage
Ice Witch
Ice Druid
Black Sorceress
Green Enchantress
Initiate of the Iron Order
Initiate of the Silver Order
Initiate of the Golden Order
Hedge Wizard
Table 6: Wizard Offers
Heroes always possess one magic item and
wizards often possess one or more magic items.
5 Recruitment
5-4 Recruiting Commanders
5-6 Recruitment Rules
Commanders can only be recruited by special
recruitment. The recruitment offers of some
mercenary commanders cause extra units (or
even extra commanders) to become available.
Each citadel can make one standard recruitment,
e.g. 5 spearmen for 50 gold. Any number of
commanders and mercenaries may also be
recruited. Mercenaries are shown in green text.
Example: The offer of a Goblin Chieftain makes
10 Goblins (or possibly other kinds of goblins)
available. Crystal, Garnet, Jade and Onyx
Priestesses make Sorceresses and Amazons of
the same type available for recruitment.
If something appears in black text despite being
only available for that turn (i.e. being less than
100%, it counts as standard recruitment and will
vanish from the list after being bought at any
Some commanders appear in blue color in the
recruitment screen. These commanders are able
to gather special resources (e.g. herbs) and may
provide an opportunity to unlock previously
unavailable strategic options (new rituals etc).
For more information on gathering special
resources, see Chapter 12: Classes.
Example: Alaric the Barbarian gets recruitment
offers for a Soothsayer, a Goblin Chieftain and
an Onyx Priestess. His recruitment list includes
the Barbarian basic recruitment plus:
Besides special recruitment, the only other ways
of acquiring commanders are as the result of rare
random events and through ritual summoning.
5-5 Dwarf Queen Recruitment
The Dwarf Queen class has a recruitment system
that differs from all the other classes. Each
Dwarf Queen, or Dvala, produces one Dwarf
Worker per month. A Dvala who has performed
the Ritual of Mastery to become a Daughter of
Dvalin produces three workers per month.
Dwarf Workers can be converted to more
powerful and specialized dwarves by spending
iron and sometimes a little gold. Usually the
conversion is done in batches of 5 workers.
Partial batches can be converted if you have less
than 5 dwarf workers, but the price will be the
same as for 5, so it is not recommended.
Thus the Dwarf Queen’s recruitment is restricted
not by the available gold but by the number of
workers present at the recruitment location and
the amount of iron in the treasury. The Dwarf
Queen is also the only class that can gain
commanders through normal recruitment, but
even she is restricted to one Dwarf Commander
per turn regardless of how many citadels she
Dwarven Rune Smiths can convert standard
dwarf warriors and guards to different types of
elite warriors and guards by using gems.
1 Goblin Chieftain (commander)
10 Goblin Spearmen (mercenaries)
1 Onyx Priestess (commander)
1 Soothsayer (commander)
If Alaric has enough gold and iron in his treasury,
he could recruit all of the commanders and
mercenaries at the same citadel and complete
recruitment by hiring a unit from his basic list.
If he does not recruit these special offers, the
opportunity will pass and the units will no longer
available at the beginning of the next turn.
5.6.1 Temples and Libraries
Temples and Libraries increase the chance of
receiving recruitment offers from priests and
wizards. The number of temples and libraries
owned is shown in the recruitment screen. The
player must possess one or more libraries for
wizard offers to become available.
The bonus for each structure is small and varies
both by class and by the type of commander.
For example, the bonus to recruit an Old Wizard
is less than the bonus to recruit a Pyromancer
and these bonuses may be greater for one class
than for another.
Example: A Witch receives an increased chance
to recruit apprentices from temples and
increased chance to recruit wizards from
libraries. A Necromancer receives an increased
chance to recruit both apprentices and wizards
from libraries and no effect from temples.
See Chapter 12: Classes for more information.
6 Commanders
6 Commanders
Commanders are units that can be moved
around the map and are required to lead armies.
Non-commander units cannot move on their own.
Managing commanders correctly is crucial to
succeeding in the conquest of the land. This
section gives an overview of commanders and
what they can and cannot do.
6-1 Commander List
On the upper left corner of the world map view is
the commander list box if a square containing
commanders has been selected. When a square
containing only one commander is selected, that
commander is automatically selected as the
active commander. When a square containing
multiple commanders is selected, the first one in
the list is automatically selected as the active
commander. Clicking a different commander
makes him the active commander.
Commanders may be selected individually or
grouped together. Ctrl-click allows adding
commanders to a group with the active
commander or removing them from the group.
The background of each commander tile in the
box gives information on the commander in
question. The background of the selected
(active) commander is highlighted in white. If
multiple commanders are grouped together, the
active commander’s name appears in black and
the names of the others in the group are grayed
out. Brown background denotes a commander
without orders. Black background means a
commander set to sentry status and must be
manually selected to activate him again. Pink
background (or red, if not active) means the
commander is suffering from insanity and refuses
to accept any orders during the current turn.
6.1.1 Acquiring Commanders
Each player (except the Troll King) starts with two
commanders: The main class player character
and an apprentice or other type of lesser follower.
There are only a few ways of acquiring more
commanders: Random events (very rare),
special recruitment (see Chapter 5: Recruitment),
magical summons and charm spells.
6.1.2 Renaming Commanders
If Conquest of Elysium is started with the
command line switch --rename (see Chapter 13:
Command Line Switches for more information), it
is possible to rename most commanders by
viewing their statistics and pressing the n key.
The main commander and some other special
commanders cannot be renamed.
6-2 Leadership
A commander is not automatically a leader. Most
commanders can lead troops, but some of them
cannot. Commanders who cannot lead troops
often have special abilities that benefit the entire
army if that commander is with them. Some
commanders are fighting heroes or spellcasters,
but they act as individual warriors and mages, not
leaders of soldiers and thus others must lead the
rank and file troops. Leaders with troops under
their command have a sword icon on the lower
left of their commander background. Non-leader
commanders have a red X.
Leadership as the capacity to lead troops is
distinct from the special abilities of Leadership (x)
and Local Leadership (x) possessed by some
commanders, which boost the effectiveness of an
army by increasing its morale.
6-3 Action Points
All units in the game have Action Points (AP),
which determine how much or little they can do
on a given turn. Action Points are used for
everything from movement to magic rituals or
using the special powers of a map structure.
A normal unit has 3 AP. A slow unit has 2 AP and
a fast unit has 4 AP. Slow (icon: snail) and Fast
(icon: moose) as unit special abilities only have
meaning on the world map and in relation to
Action Points. They have no effect in combat.
The Action Points available to a commander are
shown in the commander list as diamonds in the
commander background. Light gray means AP
available for actions. Dark gray means that the
commander has not used up that AP, but he is
leading troops who have already used some AP
or are slower than him and cannot move
anymore that turn. The dark gray AP can be
used for other things such as special powers ,
though. Black diamonds denote used AP.
6 Commanders
Group slow units with a slow commander and
fast units with a fast commander to get the
maximum benefit out of the available AP.
Use Location’s Special Power activates the
possible special power of the map location the
commander is standing in, if it has one.
Transferring units from a commander who has
already moved to a commander who hasn’t
restricts the second commander by the amount of
AP the transferred units have already used up.
Unit specific orders are specific to particular
commanders and their effects vary.
Some non-movement actions may require more
AP than a commander has, in which case the
commander may perform that action if he has not
moved and the AP that go over the limit will be
deducted from their AP allowance the next turn.
6-4 Orders
The Orders dialogue box appears on the lower
right corner of the world map whenever a
commander is selected.
The following (and other) commands may appear
in the Orders box:
Sentry (s)
Transfer Units (t)
Use Special Power (p)
Use Location’s Special Power (o)
Burn Forest (b)
Unit specific commands (varies)
Sentry sets the selected commander to sentry
mode, removing him from the list of commanders
selected by choosing next commander (n).
Commanders in sentry mode also lose their
colored background, making them less visible on
the world map. To remove a commander from
sentry mode, select him manually from the map
or from the Unit Overview (F1) screen.. Note that
setting an active commander to sentry when he is
grouped with other commanders sets ALL of the
grouped commanders to sentry mode.
Transfer Units opens up the unit transfer screen.
This order does not appear for commanders who
cannot command troops (e.g. Old Weapon
Master or Unexpected Hero).
Use Special Power opens up the menu for the
special power specific to the commander. This
command only appears for the commanders who
possess special powers. See section Use
Special Power.
Burn Forest (b) is a command available to
armies with Pyromancers or Warlocks of Fire,
some fire breathing units or commanders who
carry the magic item Infernal Torch and units who
know certain fire spells (e.g. Combustion).
The burn forest command requires one AP and
sets the forest on fire. Forest fires can also
spread to adjacent forest squares. Burning a
forest transforms it to a dead forest once the fire
has burned out. Forests cannot be burned in
winter. Any army that contains units possessing
the Fire Aura special ability at a strength of 5 or
more will automatically set a forest or jungle on
fire upon entering the square.
Convert Terrain (c) is a command available to
the Burgmeister and Horticulturist commanders
of the Burgmeister class. The command requires
3 Action Points, 20 gold and some enchanted
weed and can only be performed at a farm. It
converts the farm into a Hoburg village,
increasing its gold income and providing the
Burgmeister a source of the Weed special
resource (if he has horticulturists who can gather
it). See Chapter 12: Classes for more on special
Hunt for Slaves (h) is a command available to
Priest King and Tribal King commanders of the
Priest King class. The command requires 3
Action Points and summons a number of Slaves
(very weak infantry units). The command can
only be performed in a settlement the size of a
hamlet or larger.
If you have no orders for a commander for the
current turn, but do not wish to have him appear
in the next commander selection, press the
SPACEBAR key when you have him selected.
This will set the commander’s orders as “Done”
for the current turn, but the next turn he will be
active again like all non-sentry commanders.
6 Commanders
6-5 Transfer Units
The Transfer Units menu (t) governs army
management. It displays the commanders and
units in the square and how the units are divided
among the commanders. Simply right clicking on
an army opens up the Army Screen, which is
otherwise similar to the Transfer Units menu, but
does not give any information on what units are
assigned to which commander. Right-clicking
units will still show their stats, though.
The active commander is marked by a green
circle over his graphic. Other commanders are
marked by a white circle. To change the active
commander, exit the screen, select the desired
commander from the commander list and go
back to the transfer screen.
Units assigned to the active commander are
marked by a green X over their graphic. Units
assigned to other commanders are marked by a
white X. Units belonging to an allied player are
marked with a red X and cannot be assigned.
Unit assignment works in the following manner:
Left-click on a unit to select / deselect it
and assign it to (or remove it from) the
active commander.
Left-click on a unit assigned to a nonactive commander to move it from that
commander to the active commander.
Double-click on a unit to select/deselect
that unit and all identical units (e.g. all
spearmen or all archers).
For other options, see Table 7.
Right-click on a unit to display its stats.
Left-click on a non-active commander to
place a blue X over him. The commander
is removed from the commander list in the
main menu and will move with the active
commander as if he were a unit in the
active commander’s army. Any units
assigned to the commander are
reassigned to the active commander. Leftclick on him again to return him to active
status in the commander list. This will not
return his previous units to him, however.
This is useful for managing multiple
commanders, especially when one of
them is assigned to permanently provide a
some kind of benefit for the entire army.
Picture 8: Transfer Units
In this picture the commander with the green
circle is active and the troops with the green x are
assigned to him. The troops with the white x are
assigned to the other commander. The units
without an x marker are unassigned. The Army
Transfer Screen also has a number of keyboard
shortcuts that make army management much
easier. The shortcuts are listed in Table 7.
6 Commanders
Display keyboard shortcuts
Select/deselect all units
Select/deselect all slow units
Select/deselect all fast units
Deselect all non-amphibian units
Select/deselect all units of the type the
mouse is pointed at (same as double-click)
Select/deselect all units w/ battle afflictions
Select/deselect all wounded units
Select/deselect 10 units of the type the
mouse is pointed at
Shift Select a range of units
◄ ► Scroll battlefield left / right
Esc Exit screen
Other rituals or special powers allow for things
like upgrading the walls and gates of a fortress,
entering other planes of existence or modifying
existing map structures.
Some rituals may only be performed in certain
map locations, or they may be more effective at
certain locations. Performing some rituals may
make it impossible for that commander to use
other rituals (for example, a Necromancer who
turns himself to a Vampire will no longer be able
to use the Lichcraft ritual even if knows it).
Table 7: Transfer Units Keyboard Shortcuts
6-6 Use Special Power
The Use Special Power menu (p) is primarily only
available for the player’s main Class character
and his or her possible apprentices or specific
commander types. The Use Special Power menu
is different for each class. For more specifics,
see Chapter 12: Classes.
The Treasury section displays current reserves of
gold, iron and special resources as well as their
monthly growth rate.
Special Options contain possible class specific
options on the use of special resources or other
arcana. This section varies by class and does
not appear for all classes or commanders.
The Rituals section lists the rituals available for
that commander. Performing a ritual usually
requires 1 Action Point from the commander, but
some time consuming rituals require more Action
Points. Rituals are usually fueled by the special
resource specific to the class. The rituals that do
not require a special resource usually have other
prerequisites and possible penalties.
Most rituals summon monsters or other allies to
serve the player. Rituals of Mastery upgrade the
character, making them more powerful and
possibly opening up new abilities and spells.
Some classes have the option to control how
much special resources they are willing to put
into the ritual, thereby increasing or decreasing
the chances of success. Using less resources
may be outright hazardous.
Picture 9: Use Special Power
A commander can also be set to repeat a ritual
as long as there are enough resources to cover
the cost. This reduces the need to micromanage
every commander who is performing minor
summonings, for example, or performing other
actions that only require few resources or Action
6 Commanders
6.7.3 Sea Movement
6-7 Movement
This section covers movement on the world map
and the inputs used to give movement orders as
well as the limitations of army movement.
6.7.1 Movement Controls
When an active commander is selected, clicking
on a map square next to him moves him and his
army there. You can also use the movement
keys in Table 5 to give movement commands.
The s key is not used for movement. See section
6-4 Orders for more details on the s key.
6.7.4 Movement and Insufficient AP
6.7.2. Movement Costs
Different terrains cost a different number of AP to
move into. Moving to any terrain costs 1 more
AP in winter than in other seasons. Rivers and
lakes can only be crossed in winter or traversed
by Amphibian or Aquatic units otherwise. Some
movement costs are listed in Table 8.
Special abilities may reduce movement costs, but
they only apply if the entire army possesses
them. All units under the same commander pay
movement cost according to the slowest unit in
the army. See Chapter 7: Units for more details.
(Frozen) Lake
(Frozen) River
Coal Mine
Silver Mine
Seafaring and oceangoing ships are foreign to
the inhabitants of Elysium. The only ships are
small fishing boats unsuited to transporting
troops. Only Aquatic and Amphibian units such
as sharks and water elementals can cross
coastal and sea terrain. Sometimes islands are
discovered off the coast, but wherever the
inhabitants came from and how is unknown and
the arts of navigation and shipbuilding are as lost
to them as to the Elysians of the continental
+1 AP
Table 8: Movement Costs
The rule of thumb is that moving to a map
structure costs as many AP as moving into the
basic terrain of the underlying type (e.g. mines
are in mountains or hills, farms on plains etc.).
If a commander (and his army) have insufficient
AP to move to a terrain, they can still move there,
but the missing AP will be deducted from their AP
allowance on the next turn(s). Moving to
mountains in winter will cause slow units to lose
the entire next turn even if they had full AP.
Example: A commander has 3 AP and moves
one square to a plain, costing 1 AP. He then
moves to a mountain, costing 3 AP, but he only
has 2 AP left. His army makes the move to the
mountain and uses up the remaining 2 AP and he
starts his next turn with 1 AP already used up and
only 2 AP left.
If he has slow units in his army, he will not be
able to move at all the next turn, because those
units will have used 1 AP out of 2 available before
the move and 2 AP will be deducted the next turn.
The commander can still use any special abilities
even if he cannot move, though.
WARNING! Moving an army to a frozen lake or
river in the season of Late Winter will cause any
non-amphibian units and commanders in the
army to drown when the ice melts in Early Spring!
In case your commander drowned and you had
amphibian units in the army, you can go back and
pick them up next winter. If your units drown, you
receive a message.
6.7.5 Moving to an Occupied Square
Moving to an occupied square will initiate combat
unless the occupying army belongs to an ally.
Initiating combat will instantly use up all the APs
of an army and its commanders and terminates
movement for the turn. Combat is then resolved
at the end of turn. See Chapter 9: Combat.
7 Units
7 Units
Right-click on a unit in the Army Screen or a
commander on the World Map to enter the Unit
Screen to view that specific unit’s statistics. Right
clicking the various weapons, special abilities,
spells etc. will (usually) give more information.
The top of the unit screen shows the name of the
unit. If the unit is a commander, it will show the
name of the commander followed by his creature
type, e.g. Falco the Captain.
7-1 Primary Statistics
Below the unit name are the primary statistics,
which are explained below.
Hit Points (HP): The amount of damage the unit
can take before dying. Once Hit Points reach
zero, the unit dies.
Strength (Str): Strength affects the damage the
unit does in combat. Strength is also used to
resist some special attacks and spells. The
typical human has a strength of 4, a troll a
strength of 8 and a giant or other large, powerful
monster a strength of 10 or more.
Morale (Mrl): Morale indicates how courageous
the unit is in combat. Units with low morale are
likely to be easily disheartened and susceptible to
fear caused by spells and hideous monsters and
may run away from combat as a result. Units
with high morale are less likely to do so.
Mindless units, lacking the capacity to think or
worry about anything, have a morale of 99 and
are immune to fear.
Magic Resistance (MR): MR indicates how
likely the unit is to resist a hostile spell or special
effect that can be resisted by MR. Average
human units have an MR of 4, animals have an
average MR of 2 and mages have a typical MR of
5 to 8. Highly magical creatures may have even
higher MR.
Armor: Armor subtracts damage from all attacks
against the unit. If the attack negates armor, this
value is ignored. The amount of damage
subtracted is ([Armor - 1] – Armor), so an armor
value of 1 subtracts 0-1 points of damage
XP (Experience Points): Experience points are
an indication of how experienced the unit is. See
section 7-5 Experience for more information.
Rank Front, mid or back. See section 7-6 Rank
for more information on what the placement rank
means and how it functions.
Kills: The number of enemies the unit has slain.
Item slots: Most units have at least some item
slots where they can carry magic items. There
are several types of item slots.
Magic weapon
Magic helmet
Magic body armor
Magic gauntlets
Magic boots
Magic miscellaneous items
Magic items on a unit are shown as small icons
after the primary stats. The item’s effects are
added to the stats, magic and abilities of the unit.
Applicable weapons (those wielded in the hands,
e.g. broadsword) are replaced.
Any unit may use a magic item if it has the
correct item slot.
Human sized humanoid beings have all item
slots. Cavalry units do not have a boot slot.
Giant sized humanoids have a weapon and two
misc item slots. Most other monsters have two
misc slots. Basic elementals have no item slots.
Some items have an activated power that can be
used, but in this instance the unit using the item
must be a commander. If the commander cannot
use the activated power and tries to do so, there
will be a message to that effect (e.g. a non-mage
trying to use a spell scroll item).
Items can be transferred from unit to unit by
clicking on the item slot where the item is located.
This opens the Army Screen, where clicking on
the target unit transfers the item to that unit. If
the target unit does not have the appropriate item
slot or the target’s applicable item slots are full,
the item will stay with the current owner and the
transfer fails without an error message.
If the bearer of an item dies in combat, surviving
commanders pick up the items. If there are no
commanders left or their item slots are full,
surviving units pick the item up if they have the
slots. Items are lost only if there are no units
capable of picking them up after the bearer dies.
7 Units
7-2 Weapons
The weapons of a unit are listed after the primary
statistics. Some units may have the same
weapon more than once, indicating that they are
skilled enough to make multiple attacks in one
round with the same weapon. Barbarian Leaders
and High Lords are examples of such units.
7.2.1 Weapon Types
There are several weapon types. See Chapter 7
for more information on weapons and damage.
Melee Weapons without separate qualifiers are
melee weapons.
Melee# Either this melee attack or the following
attack will be used, but both cannot be used on
the same combat round.
Ranged weapons are used from the back rows.
Ranged* This ranged weapon may be used in
melee instead of other attacks.
Ranged** This ranged weapon can also be used
in melee and in addition to other attacks.
Ranged# Either this attack or the following
attack will be used, but both cannot be used on
the same combat round. This ranged weapon
can be used in melee.
Cast Spell Spell attacks are difficult to execute
in melee and should preferably be used from a
back row.
Cast Spell– Only one of these spell attacks may
be used per round.
Cast Spell** This spell attack may be used in
melee and in addition to other attacks.
Cast Spell# Either this attack or the following
attack will be used, but both cannot be used on
the same combat round. This spell attack can be
used in melee.
Siege weapons are only used when attacking
fortified structures like cities or guard towers.
7.2.2 Weapons & Magic Items
Some magic items are weapons and grant the
unit wielding the weapon a new one to replace
the weapon they would normally have. For
example, giving a spearman a Sword of Heroes
will replace his normal Spear (1d5 piercing
damage) with a Magic Sword (1d10 slashing
damage). Many units have natural weapons like
claws and bite, which cannot be replaced.
Usually the only weapons which can be replaced
by a weapon from a magic item are weapons that
could be wielded by hand. Most units who do not
have such weapons do not have an item slot for
weapons either. Some weapons that can be
replaced by a magic weapon item are:
Bane Blade
Battle Axe
Great Maul
Obsidian Clubsword
Obsidian Glaive
Poison Dagger
Poison Glaive
Poison Spear
Serpent Staff
Sickle Sword
This list is contains the most common such
weapons, but is not exhaustive.
See Chapter 10 for more information on how
switching weapons and a unit’s damage bonus
are related.
7 Units
7-3 Spellcasting
Both commanders and normal units may have
spellcasting skills in some path of magic. There
are a total of 60 different disciplines of magic with
a wide variety of spells.
Magic skills are listed by discipline below the
weapons. The initial spells of each discipline are
listed by level and spells that were learned later
are listed in the order they were acquired.
7.3.1 Spellcasting Behavior
Spells act like weapons in combat and their
effects only last the duration of the battle unless
they cause permanent effects (e.g. disease). For
the specific effects of a spell, right click on it to
view more detailed information. The primary
weapon of spellcasters is Cast Spell level x,
which allows them to cast spells of that level or
lower. A rare few mages may have more than
one Cast Spell weapon.
A mage of higher mastery level than the spell
level casts an additional spell in his turn. A lvl 3
mage may cast 1 level 3 spell, 2 level 2 spells or
3 level 1 spells. Any time a mage casts multiple
spells per round, it is always the same spell.
7.3.2 Spell Memorization
A spellcaster can only keep a certain number of
spells memorized simultaneously even if he
knows many more. Only memorized spells can
be cast in combat. The Feebleminded battle
affliction reduces available memory slots by one.
If fewer spells than the maximum are memorized,
random spells from the caster’s spellbook will be
memorized to fill up the empty slots when the
player exits the Unit Screen.
If more spells than the maximum are memorized,
random spells will be unmemorized when the
player exits the Unit Screen.
It is simply not possible to memorize fewer/more
than the maximum number of available spells.
7.3.3 Scripting Spellcasters for Combat
In combat, a spellcaster will cast spells randomly
from among the spells they have memorized.
They will not cast totally useless offensive spells.
Some examples of totally useless spells would be
trying to use fireballs on Lesser Devils (immune
to fire). Spells that ward against different types of
attack, such as Venom Ward against poison, will
be cast regardless of whether they will be useful
in that particular battle or not.
The memorization and scripting mechanics are
deliberate design decisions intended to reduce
the reliability of magic, reduce the abuse potential
of certain spells and to make it more beneficial to
learn more spells.
7 Units
7-4 Special Abilities
The various units in the game have a wide variety
of special abilities that affect their performance in
combat, how quickly they move and how quickly
they heal (if at all), among other things.
Special abilities are shown as a row of small
icons below the attacks (or in the case of
spellcasters, below the spells) of the unit.
Some of the significant and most common
special abilities are listed here. The list contains
most abilities in the game, but not necessarily all
of them. The players are left to discover the rest
on their own.
Mountain Move: The AP cost of entering a
mountain square is reduced by 1.
(icon: mountain goat)
Snow Move: There is no AP penalty for moving
over snowy terrain (icon: a pair of skis)
Swamp Move: Moving to a swamp square only
costs 1 AP. (icon: hippopotamus)
Wall Climbing: The unit can climb over walls in
battle (icon: spider)
Stupid units cannot be controlled and will move
on their own and without the need for
commanders. (icon: donkey)
7.4.1 Movement Abilities
7.4.2 Stealth & Scouting
Movement abilities affect how many AP a unit has
and how many AP it takes for it to move to
various terrain on the world map. Some
movement abilities even allow moving to squares
denied to other units. Normal units have 3 AP.
Stealthy and invisible units cannot be seen on the
world map by armies without the requisite special
abilities. Stealth and invisibility have no effect in
combat, only on the world map. If an enemy
enters the same square as the stealthy or
invisible unit, there will be combat. The special
abilities related to stealth and detection are:
Slow units have 2 AP (icon: snail)
Fast units have 4 AP and move twice on the
battlefield every combat round. (icon: moose)
Battle Fast The unit is fast on the battlefield, but
moves at normal speed on the world map.
(icon: rearing lancer)
Stealth: A stealthy unit can only be seen by a
unit that has the Acute Senses or Spirit Sight
ability. (icon: hooded cloak)
Forest Stealth: The unit is stealthy in a forest or
jungle. (icon: hooded cloak behind leaves)
Immobile units cannot move in combat.
(icon: statue)
Invisibility: Invisible units can only be detected
by Spirit Sight. (icon: outline of an empty cloak)
Stationary units cannot move on the world map.
Acute Senses: Can see stealthy units.
(icon: open blue eye)
Aquatic units cannot move on land (icon: shark)
Amphibian units can enter water squares.
(icon: salamander)
Flying units can enter any land terrain at the cost
of only one AP. In combat flying units move 3
squares every round until they land and fight
(icon: wings)
Floating units can enter any land terrain at the
cost of only one AP, except mountains, which
cost two AP. (icon: jellyfish)
Giant Sized The AP cost of entering any square
is reduced by 1 AP, to a minimum of 1.
(icon: giant)
Spirit Sight: Can see stealthy and invisible
units. (icon: open red eye)
For more on stealth and scouting concerning
armies, see Chapter 8: Armies.
7 Units
7.4.3 Damage Reduction & Immunities
These special abilities affect the amount of
damage or the effects suffered from attacks.
RESISTANCES reduce the damage suffered
from an attack type. The icons for the
resistances are the same as for the
corresponding damage types (hammer, spear,
sword, flame, icicles, lightning bolt, drop of green
Blunt Resistance Half dmg from blunt weapons
Pierce Resistance Half dmg from piercing wpns
VULNERABILITIES increase the damage
suffered from a type of attack. The icons for the
vulnerabilities are the corresponding damage
type icons crossed over with a red X.
Fire Vulnerability Double damage from fire. If
the unit is set on fire, it burns for longer.
Cold Vulnerability Double damage from cold.
There is no shock or poison vulnerability.
Slash Resistance Half dmg from slashing wpns
Shield reduces damage of attack by 0-1 points.
(icon: round shield)
Fire Resistance (x) Fire damage reduced by x%
A value of 100 means complete immunity.
Large Shield reduces the damage of an attack
by 0-3 points. (icon: tower shield)
Cold Resistance (x) Cold damage reduced x%.
A value of 100 means complete immunity.
Tiny 50% of all attacks made against creatures
with this attribute miss. (icon: mosquito)
Shock Resistance (x) Shock damage reduced
by x%. A value of 100 means complete immunity.
Air Shield (x) x% chance of taking no damage
from normal non-magical missile attacks.
(icon: human covered by a curving magic shield)
Poison Resistance (x) Poison damage reduced
by x%. A value of 100 means complete immunity.
Ethereal 75% chance of taking no damage from
non-magical attacks. (icon: blue cloaked figure)
IMMUNITIES provide total immunity to specific
attack types.
Bad Sight 20% chance to miss each attack
(icon: open blue eye with white pupil)
Charm Immunity Immune to charm attacks
(icon: old male head)
Luck 50% chance of not taking any damage
from an attack. (icon: four-leaf clover)
Sleep Immunity Immune to sleep spells
(icon: Zzz)
Mindless Immune to fear and morale reduction
(icon: a pale, drooling face)
Invulnerable units are immune to blunt, piercing
and slashing damage, both normal and magical.
(icon: a suit of armor)
7 Units
7.4.4 Auras & Final Strikes
Aura abilities are abilities that affect other units
for good or ill. Final Strike abilities are triggered
when the unit is killed and usually cause damage
to any nearby enemies.
Leadership (x) The unit provides a bonus of x to
the morale of units under his command. The
units must be assigned to this commander.
(icon: red standard with crown)
Local Leadership (x) The unit provides a bonus
of x to the morale of all other units within two
squares on the battlefield. The other units need
not be under the command of this unit. Stacks
with the bonus from Leadership.
(icon: red standard)
Causes Fear The unit strikes fear into the hearts
of enemies. Any adjacent enemy must pass a
morale check vs 1d7 fear damage every combat
round or flee. (icon: screaming face)
Causes Dread The unit strikes dread into the
hearts of enemies. Any enemy within 2 squares
must pass a morale check vs 1d8 fear damage
every combat round or flee. (icon: screaming
Causes Terror The unit strikes terror into the
hearts of enemies. Any enemy within 3 squares
must pass a morale check vs 1d9 fear damage
every combat round or flee. (icon: screaming
Awe (+x) Enemy units attacking this unit in
melee must pass a morale check (with a penalty
of x) in order to successfully land an attack. Awe
does not affect large area attacks. (icon: halo)
Fire Aura (x) Any enemy attacking this unit in
melee will take some fire damage. They may
also be set on fire, suffering more fire damage
every turn until the fire goes out. Units with Fire
Aura (5) or greater will automatically set forest
and jungle squares on fire upon entering them.
(icon: flaming silhouette of a man)
Cold Aura (x) Any enemy attacking this unit in
melee will suffer some armor negating cold
damage unless immune to cold.
(icon: swirling snow)
Poison Aura (x) Any enemy attacking this unit in
melee will be poisoned unless immune to poison.
(icon: hydra silhouette inside a dark green cloud)
Shock Aura (x) Any enemy attacking this unit in
melee will take some armor negating shock
damage unless shock immune.
(icon: man surrounded by lightning)
Disease Aura Any enemy attacking this unit in
melee will be diseased unless it succeeds with a
magic resistance check or is undead.
(icon: vomiting face)
Petrification Any enemy attacking this unit in
melee risks being petrified (MR check to avoid
1d999 points of magic damage).
(icon: head of a medusa)
Blood Vengeance (+x) Any enemy damaging
this unit must succeed in a MR check or suffer
the damage himself while the target is unharmed.
The bonus (+x) is the penalty to the MR check.
(icon: man bleeding from his side)
Fire explosion on death (x) When this unit dies
it will explode in a ball of fire. The fire will hit
everyone around the unit, both friends and
(icon: broken fiery snowflake)
Poison Explosion on death (x) When this unit
dies it will explode in a cloud of poisonous fumes.
The poison will hit everyone around the unit,
both friends and enemies.
(icon: broken green snowflake)
Shard explosion on death (x) When this unit
dies it will explode in a hail of sharp fragments.
The shards will hit everyone around the unit, both
friends and enemies.
(icon: broken white snowflake)
Putrid explosion on death (x) When this unit
dies it will explode in a spray of putrid, rotting
flesh. The shards will hit everyone around the
unit, both friends and enemies.
(icon: broken brown snowflake)
7 Units
7.4.5 Healing & Sanity
7.4.6 Other Abilities
Healing abilities have an effect on how fast the
unit heals and sometimes allow it to heal battle
afflictions (see section 7-7 Battle Afflictions).
Special abilities in this category don’t fit well into
any of the other categories.
Never Heals All damage done to the unit is
permanent. (icon: drop of blood)
Army Trainer +1 experience point per month for
every unit in the same army.
(icon: sword diagonally over a red standard)
Fast Heal The unit will be fully recovered from
any non-fatal damage in at most two months and
will heal battle afflictions over several months.
(icon: snake wrapped around a staff)
Berserker units will go berserk if they are hit in
combat. Going berserk grants bonuses of +1
strength, +10 morale and +20 percent extra HP.
(icon: berserking warrior)
Regeneration The unit heals roughly 10% of its
HP every combat round. Battle afflictions take at
least a month to heal. A regenerating unit killed
in battle may rise from the dead unless it suffered
at least 150% of its HP worth of damage.
(icon: two-headed hydra)
Blessed units gain a bonus to their combat
abilities when a spell of blessing is cast on them.
The particulars of the bonus depend on the
degree of divine favor of their god.
(icon: candelabra)
Immortal units will reform at the home citadel
when they are killed. Reforming can take a few
months, during which time they cannot act.
Immortal units heal battle afflictions at the rate of
roughly one affliction every two months.
(icon: phoenix rising from a pyre)
Diseased units have their Strength lowered by 1
and have a 50% chance of taking 1 point of
damage each month. This check is applied every
month until the unit dies or the disease is cured.
Disease is considered a battle affliction for the
purposes of healing. (icon: pockmarked face)
Insanity (x) Insane commanders have x chance
of refusing to follow orders on any given turn.
Certain types of actions and spells inflict insanity.
(icon: gray bearded face)
Regain Sanity (x) The unit regains x amount of
sanity every turn. Insanity is usually caused by
necromantic reanimation of human and animal
corpses. (icon: red x over a gray bearded face)
Corpse Eater (x) This monster can reproduce
quickly by devouring corpses. X is the chance of
devouring a corpse each month.
(icon: ribcage and bone)
Spawn Monsters This monster will create other
monsters of some type every turn. For example,
a Dwarf Queen creates Dwarf Workers.
Trample (x) This monster will run over and
trample every smaller enemy in its way. The
value of this ability is the damage rating from
being trampled. (icon: elephant)
7 Units
7-5 Experience
7-7 Battle Afflictions
As they spend time traveling and fighting battles,
the player’s troops gain experience. Experience
points (XP) are displayed in the primary statistics
of a unit and accumulate at the rate of 1 XP per
turn plus 1 XP per battle. The only other source
of XP is a commander with the Army Trainer
special ability.
Battle afflictions are permanent injuries and
disabilities that the unit has suffered as a result of
being wounded in combat. Battle afflictions
cause the unit to have various penalties to
primary statistics or otherwise hinder its
performance. Battle afflictions do not heal over
time like regular wounds unless the unit has a
special ability that allows healing afflictions as
well (e.g. Fast Heal, Regeneration or Immortal).
There are no spells or rituals that heal battle
afflictions. See Chapter 10 for more on healing.
Mindless units do not gain experience at all.
Once a unit gains a sufficient amount of
experience, it becomes experienced and gains
bonuses. Experience bonuses are denoted by
star icons on the row of special abilities. The
maximum experience level is four stars.
Experience bonuses are listed in Table 9.
+1 HP,
+1 HP,
+1 HP,
+2 HP,
+1 Mrl
+1 Str
+1 Mrl
+1 MR
Table 9: Experience
The strength bonus from two stars increases a
unit’s damage modifier by 1 or the die size of the
unit’s natural weapons by 1 due to the increased
strength. See Chapter 10 for more information.
7-6 Rank
Units in CoE4 armies have three placement
ranks, which determine where the unit is placed
in the army organization and on the battlefield.
See Chapter 8 and Chapter 9 for more
information on army organization.
Back rank units are usually “pure” mages or noncombatant leaders and are always placed in the
rearmost rows of an army or behind walls.
Middle rank units are units that (usually) possess
a ranged weapon or a spell as their primary
mode of attack, but also include commanders
who do not lead from the front. They are placed
behind the front line units in the army.
Front rank units are units whose primary attack
is a hand to hand weapon. These units are
placed in the front rows of the army.
Cursed units have a greatly increased chance of
suffering battle afflictions when wounded.
Battle afflictions appear as red hearts on the row
of special abilities, one heart for each affliction,
except for disease, which has its own icon.
Some battle afflictions and some of their effects
can be found in Table 10.
Battle Fright
Never healing wound
Chest wound
Mrl -2
MR -2, Mrl +2, Casting lv -1
Max HP -20 %
Max HP -20 %, Str -1
Str -1, suffers 1 dmg per
turn on map (50% chance)
Misses 10% of attacks
Attacks almost always miss
Cannot move on world map
Lost an eye
Blind (lost both eyes)
Temporary Insanity
Table 10: Some Battle Afflictions
The affliction of Temporary Insanity renders the
unit 100% insane until it heals. There is a chance
to heal from Temporary Insanity every turn.
Note that it is possible for regenerating or
immortal units afflicted with temporary insanity to
heal from the affliction immediately on the next
turn, but they will still be unable to move.
This is because at the beginning of the turn the
unit is insane and will refuse to accept orders
during that turn. Healing checks for afflictions
occur after the insanity check, so the unit is still
recovering even though the affliction disappears.
It will be able to move normally the next turn.
This means that normal units will also lose one
turn when they finally heal from this affliction.
8 Armies
8 Armies
This chapter deals with managing armies on the
world map and gives some tips on what certain
types of units can do. See also Chapter 7: Units.
8-1 Armies on the Map
Armies on the world map appear as colored
squares containing a graphic of some of the units
in it. The graphic may be of one of the
commanders leading the army, an especially
powerful monster in the army or of the unit that
makes up the greatest portion of the army. The
wise general looks more closely before engaging.
The color of the army corresponds to that of the
controlling player. The armies of Independents
have a light gray color. The armies of Special
Monsters have a very dark gray color. The
armies of Horrors have a very dark red color.
8-2 Army Screen
Right click on an army on the Map Screen to
open the Army Screen. The screen displays all
the units in the army that the player can see.
Right-clicking on a unit will display its stats. For
more information, see Chapter 7: Units.
Hold down TAB to hide armies on the world map.
8.2.1 Army Ranks (Rows)
The army is organized into rows (or ranks) in the
Army Screen. There are 20 normal sized units in
each full row. Large units take up four squares
on the battlefield (2 x 2) and thus the the space of
two normal sized units from a single row. Giantsized monsters occupy nine squares (3 x 3).
Armies can have several rows. The arrow keys
can be used to scroll the Army Screen up and
down to manage larger armies.
The first ranks of an army are its front line, the
melee units who engage in hand to hand combat
with the enemy. Any melee units behind the first
row will act as a reserve and will move to engage
enemies or for gaps to open in the first line so
they will replace losses or have long weapons,
which can strike enemies from two squares away.
For more on how unit placement is determined,
see section 8-3 Placement Ranks.
Commanders are not automatically placed in the
rear ranks, but according to their placement rank.
Some commanders are very melee oriented and
will be found on the front lines of the army (e.g.
Unexpected Hero, Barbarian Leader) while
others lead from among the archers in the rear
ranks (e.g. Captain) or even from behind the
entire army (e.g. Senator).
8-3 Placement Ranks
Units in CoE4 armies have three primary
placement ranks: Back, Middle and Front.
Back rank units are usually “pure” mages or noncombatant leaders and are always placed in the
rearmost rows of an army.
Middle rank units are units that (usually) possess
a ranged weapon or a spell as their primary
mode of attack, but also include commanders
who do not lead from the front. They are placed
behind the front line units in the army.
Front rank units are units whose primary attack
is a hand to hand weapon. These units are
placed in the front rows of the army.
Front- rank units are melee units who will be
placed in the rear rows of the front rank units if
there are more than one row's worth of front rank
units. Otherwise they are placed in the front.
Pikemen have this designation because they can
attack targets from a range of 2 squares.
The placement ranks are independent of the
presence of spellcasting ability, ranged weapons
or melee attacks available to the unit.
A unit with nothing more than melee attacks can
belong to the Middle placement rank and will thus
be placed in the middle rows with the ranged
units (e.g. Captain or Centurion, who do not lead
from the front line).
Similarly, Front rank units may possess ranged
attacks or spellcasting ability, but they are still
placed among the front lines and will only use
ranged weapons or spells according to the
restrictions governing those weapon types.
NOTE: The order of units of same rank (front,
middle, back) is determined by HP. Highest
current HP units are placed in the center of the
rank. Wounded units are moved towards the
flanks or to rows behind the first one.
8 Armies
8-4 Stealth and Scouting
Normal armies are visible on explored areas of
the map in the immediate vicinity of armies or
structures owned by the player. Explored areas
farther away are shrouded by the Fog of War and
it is impossible to see armies moving there.
Some armies may have units with the special
abilities Stealth, Forest Stealth or Invisibility in
them. Such units remain undetected even when
viewing the enemy army in the Army Screen. It is
also possible that an entire army is composed of
units with these properties, effectively rendering
them invisible to enemies until they attack or the
enemy blunders into them by accident.
For more information on stealth related special
abilities, see section 7.4.2 Stealth and Scouting
in Chapter 7: Units.
To counter stealthy units and armies, most
armies (or at least competently led armies)
employ scouts. Scouts are specialist units who
possess both Stealth and Acute Senses, allowing
them to detect stealthy armies while remaining
hidden at the same time. Scouts are available
through special recruitment.
Units with Spirit Sight are far less common and
the means of acquiring them vary more widely.
Most often they are summoned.
NOTE: Scouts are not commanders! Their
function is to serve as the eyes and ears of an
army, not hare off on their own and get killed
when a larger army blunders into them by
accident. Exploring the world requires an actual
commander, with or without an army. If you send
a commander to explore without troops, make
sure he is expendable.
8-5 Scouting Reports
Moving the mouse cursor over a visible army
gives a report of its composition. The report is of
the form “There is/are [unit type] here.” If an
army is composed of two different types of units,
they are listed. If the army is composed of more
than two types, the reports are more vague,
generally listing the most prevalent unit type and
the second most common unit type. If an army
report is vague, the wise commander takes a
closer look through the army screen. Engaging
an army based on a report of just a few weak
units only to discover them to be accompanied by
a beholder is a certain recipe for disaster.
9 Combat
This chapter discusses combat in the game.
9-1 Entering Combat
In CoE4, combat is initiated whenever two armies
that are not allied move into the same square.
Whoever moves into the square occupied by the
army of another player, independent or special
monsters is the attacker. Initiating combat uses
up all of the army’s remaining Action Points.
A special case of initiating combat is when more
than two different factions are involved. The
armies of allied players can move through the
same squares and stay in the same square and
will defend the square against enemy attacks as
a single force.
In single player games and hotseat games you
can defend together with your ally but you cannot
attack together. In network multiplayer games it
is possible to attack together with your ally.
Combat can be initiated unintentionally if an army
moves into a square containing stealthy or
invisible units that it cannot see. When this
happens, the combat begins as an Ambush. For
this reason keeping scouts or other units with
Acute Senses or Spirit Sight in an army is
Whenever an army enters combat, a symbol of
crossed swords is placed over the square until
the end of the player’s turn when combat is
resolved. This makes it possible to move several
armies to attack a single enemy army
Combat resolution is displayed in the Combat
Screen. unless the --battlereports command line
switch was used to start the game, in which case
the player gets a message and a chance to view
the combat at the beginning of his next turn.
Combat resolution is automatically handled by
the battle AI. The player has no control over the
actions of his troops during combat, but he will be
shown how the battle progresses.
9 Combat
9-2 Combat Screen
9-3 Hit Mechanics
This section discusses the combat screen
Attacks always hit, unless they are modified by a
battle affliction or special ability that makes them
miss. Afflictions that can cause attacks to miss
are lost eyes and blindness. Special abilities that
can cause attacks to miss are Ethereal, Awe,
Luck, Air Shield, Displacement and Bad Sight.
9.2.1 Overview of the Combat Screen
The combat screen has three main components
 Battle messages (blank space on the left)
 Battlefield (a grid of 28 x 20 squares)
 Controls (upper right corner)
9.2.2 Battle Messages
The battle messages list all of the events that
happen during the combat such as hits, misses,
spellcasting, how much damage was done and
how special abilities affect attacks (e.g. a shield
defense reducing incoming damage from a
successful hit). The battle messages can be
toggled on and off with the h key. The messages
can be scrolled with the + and – keys.
9.2.3 Battlefield
The battlefield is a grid of squares, 20 squares
tall and 28 squares wide. Depending on the
terrain where the battle takes place, there may be
obstacles on the battlefield that units must either
go around, climb over or destroy. The grid and
terrain obstacles can be toggled on and off with
the g and t keys.
9.2.4 Controls
In the upper right corner of the Combat Screen
there are controls to adjust the speed of the
battle replay, which allow the viewer to slow down
or speed up the pace or pause the combat view.
Display keyboard shortcuts
Toggle speed (normal / fast fwd)
Normal speed
Increase speed by 1 level
Slow motion
Skip battle
Hide / show battle messages
Hide / show grid
Hide / show terrain
Scroll battle log up / down
Table 11: Keyboard Shortcuts in Combat
9-4 Preliminary Combat Actions
Preliminary combat actions take place before the
start of actual combat between units that do not
possess siege weapons.
9.4.1 Prebattle Effects
Prebattle effects take place before the battle
begins and are applied before any other actions.
They are only applied once.
9.4.2 Assassination
Assassination attacks take place at the very
beginning of combat, before any other attacks,
and are only available to the attacker.
9.4.3 Siege Weapons
If the battle takes place in a city, castle, guard
tower or other similar fortified structure and one
or more sides in the battle has siege weapons,
the combat sequence is altered. In siege
situations, siege weapons are used exclusively
for the first fifteen rounds of combat and siege
weapons on both sides will fire at targets that are
in range, up to a number of times that the limit of
their rate of fire allows within that time period.
Siege weapon rounds are counted as combat
rounds -15 to -1.
After the siege weapons phase, the combat will
proceed according to the normal sequence.
9 Combat
9-5 Combat Sequence
The combat sequence section describes what
happens once combat begins and in what order.
The combat sequence is followed every round
until the battle has ended.
9.5.1 Battle Fatigue
Every combat round, battle fatigue is checked
first. The start of battle fatigue damage depends
on the size of the combat, but it can never
happen before combat round 75. In very large
battles, battle fatigue may kick in significantly
later than round 75. Once units start taking battle
fatigue damage, each unit takes (1 + nbr of battle
fatigue rounds) armor negating magical damage
each round. This means that the damage
increases every combat round and the most likely
winner is the side with the highest HP units on
the field.
9.5.6 Determine Attacks & Set Initiative
In this phase, the battle resolution sequence
determines which weapon each unit will use to
attack. Most units only have a single weapon
and they will use that. Some units may have
more options and weapons whose use is
conditional on some other weapon not being
used (see section 7.2.1 Weapon Types).
Once the attack to be used has been determined,
the unit is assigned an initiative value. The unit's
initiative value is the initiative value of the
weapon he uses. There is no random
component to the determination.
For example: A spearman attacks with a spear,
which has an initiative value of 6. Thus his
initiative value is always 6 unless he changes the
weapon to something else.
9.5.2 Remove Clouds
9.5.7 Magic Wands
The second phase of the combat sequence is
removing cloud effects from the battlefield
(poison cloud, disease cloud etc). Each cloud
effect on the battlefield has a 50% chance of
being removed.
Any units in possession of magic wands make
their wand attacks now, before other attacks.
9.5.8 Perform Attacks in Initiative Order
All non-stationary units on the battlefield move
one step. Attacker moves first.
All units perform their attacks on available targets
according to the order of their initiative value.
Units with same initiative are resolved in random
order within that initiative value. Units with
highest initiative attack first.
9.5.4 Move Fast Units
9.5.9 Apply Persistent Effects
All Fast units on the battlefield move a second
step. Attacker moves first.
Persistent unit effects are applied to those units
which are under the influence of such an effect.
For example, damage from burning or poison,
healing from regeneration etc are applied at this
9.5.3 Move All Units
9.5.5 Check for Fear Effects
If there are units that Cause Fear on the
battlefield, Fear is applied to all units facing them.
Any units that fail a Morale check will become
panicked and run away from combat. Panicked
units will start moving toward the edge of the
battlefield and will not fight enemies, unless the
enemy is blocking their retreat. Once a panicked
unit moves off the edge of the battlefield grid, it is
removed from combat. Any units on the
victorious side that ran away from combat will
return after the battle. Any units that ran away
from the losing side are lost.
This means that fearsome units are an important
tactical asset and force multiplier. They may be
pivotal in winning a battle for a small force facing
many times its own number.
9.5.10 Apply Battlefield Effects
Battlefield wide effects, such as Wall of Torment
attacks and poison clouds are applied here.
9.5.11 Check If Battle Is Over
The battle is over when one side no longer has
any troops on the battlefield. If the battle is over,
run the combat sequence for another 75 rounds
to make sure fire, poison and similar effects get
to run out. Battle fatigue damage is not applied
during the clearance rounds.
9 Combat
9-6 On the Battlefield
This section describes some of the conditions on
the battlefield and related mechanics in detail.
9.6.1 Unit Placement
Units are placed on the battlefield in opposing
rows, the defender on the right and the attacker
on the left. Units are placed according to their
rank designation. If the combat is an ambush,
the party that blundered into the ambush will be
placed in the middle of the battlefield and the
ambushing forces distributed all around it..
9.6.2 Obstacles
The terrain of the battlefield is determined by the
terrain of the square where the battle takes place.
There may be natural obstacles, such as rock
formations on the battlefield (common in mines
and mountains, for example) or other structures
that hinder one side and help the other.
If there are obstacles on the battlefield, back and
middle rank units from the defender may be
placed behind them at the start of battle. This
placement may put them far forward of where
they would normally be. The attacker must go
around or over an obstacle in order to attack the
unit taking cover.
Obstacles can be bypassed by wall climbing,
ethereal, flying or giant sized units. Some
obstacles, such as castle gates, have a Hit Point
value that can be attacked. Once the obstacle's
Hit Points are reduced to zero, it is destroyed and
can be passed normally.
9.6.3 Spellcasters
Any spellcasting commanders and units will
usually cast a spell in their repertoire if they are
able to do so. If they have no effective spell
available they do nothing unless engaged in
melee or they have other options such as ranged
Spellcasting is very difficult in melee and (most)
spellcasters are automatically placed in a back
row if possible. The chance to successfully cast
a spell while engaged in melee is 25%.
The effects of spells are applied immediately
(subject to possible magic resistance, strength
resistance or morale checks). Some spells
cause effects that are applied over several
rounds of combat. See also section 7-3.
9.6.4 Ranged Weapons
Units with ranged weapons will fire them at the
enemy if they are in range. If they are not in
range, the units will move toward the enemy in
order to acquire range. Different ranged
weapons have a different rate of fire. Bows and
longbows are fired every combat round.
Crossbows are slower and take one combat
round between shots to reload. Arbalests (heavy
crossbow) require two rounds to reload.
Mundane missile weapons like bows do half
damage (rounded up) if they shoot at ranges
greater than half the maximum range (rounded
up). Units standing on walls have +1 range, or
+2 if the walls are high (2 squares of walls in front
of the battlement).
It is impossible to fire normal ranged weapons in
melee, so if ranged weapon units are left without
an infantry screen and engaged in melee, they
will use their secondary weapons (usually dagger
or other less powerful weapon) for defense. For
this reason you should make sure your ranged
units always have plenty of infantry cover.
9.6.5 Front Ranks (Melee)
Melee units will attack as many times as they
have weapons. Each weapon may strike a
different unit within range. Some weapons may
be used only if some others are not.
NOTE! In combat units will make attacks even
when the enemy is completely immune, in which
case the attacks cause no damage at all.
9.6.6 Summoned Creatures
Some spells summon monsters to aid the caster
in combat. Some magic items may also act as
summoning spells and summon monsters to aid
the bearer, either at the beginning of combat or
even every combat round.
Summoned creatures appear instantly and any
surviving summoned creatures will vanish after
the battle is over.
Summoned creatures do not act immediately.
They do nothing on the round they appear. The
summoned creatures only begin to act on the
round after they appear, at which point they are
indistinguishable from other units and act
according to the normal combat sequence.
10 Weapons, Damage and Death
10 Weapons, Damage and
This chapter discusses weapons, damage and
death in the game in more detail.
10-1 Weapons
The weapons of a unit are listed after the primary
statistics. Some units may have the same
weapon more than once, indicating that they are
skilled enough to make multiple attacks in one
round with the same weapon. High Lords and
Gladiators are examples of such units.
10.1.3 Damage Types
Weapons can do several different types of
damage. Each type may be normal or magical
(e.g. magical or non-magical blunt damage).
Blunt (icon: hammer)
Piercing (icon: spear)
Slashing (icon: sword)
Fire (icon: flame)
Cold (icon: icicles)
Shock (icon: lightning bolt)
Poison (icon: drop of green liquid)
Acid (icon: drop of purple liquid)
Magic (icon: blue-white starburst)
Fear (icon: screaming face)
Charm / Enslave (icon: none)
Special (usually a magical spell effect)
For the purposes of combat and damage
mechanics, spells function exactly like weapons
and spellcasting is only limited by the restrictions
of a particular Cast Spell type weapon.
Armor subtracts from damage received unless
the attack causes armor negating (AN) damage.
10.1.1 Weapon Types
10.1.4 Area of Effect
There are several weapon types:
Melee Weapons without separate qualifiers are
melee weapons.
Melee# Either this melee attack or the following
attack will be used, but both cannot be used on
the same combat round.
Ranged weapons are used from the back rows.
Ranged* This ranged weapon may be used in
melee instead of other attacks.
Ranged** This ranged weapon can also be used
in melee and in addition to other attacks.
Ranged# Either this attack or the following
attack will be used, but both cannot be used on
the same combat round. This ranged weapon
can be used in melee.
Cast Spell Spell attacks are difficult to execute
in melee and should preferably be used from a
back row.
Cast Spell– Only one of these spell attacks may
be used per round.
Cast Spell** This spell attack may be used in
melee and in addition to other attacks.
Cast Spell# Either this attack or the following
attack will be used, but both cannot be used on
the same combat round. This spell attack can be
used in melee.
Siege weapons are only used when attacking
fortified structures like cities or guard towers.
10.1.2 Range
This is the weapon's range in squares. Melee
weapons have a default range of 1.
All weapons have an area of effect. Most
weapons affect a single target. This is denoted
as an area of effect Burst 1 and affects a single
There are a few different types of area of effect:
 Burst affects a number of squares equal
to the burst value. The shape of the
affected area may depend on the type of
attack. Some spells or other attacks have
a fan-shaped distribution, others a
starburst and yet others a sphere, etc.
 Beam area of effect is always a number of
consecutive squares and the weapon
affects all squares in the path of the beam.
 Strike effects are usually a property of
spells and each strike affects one square.
The distribution of the strikes on the
battlefield can be entirely random within
range of the weapon or spell and can
strike targets in different parts of the field.
The Necromancy spell Dark Power is an
example of this type.
 Cone weapons affect a conical area in
front of the attack's origin point and affect
all squares in that area.
 Wide cone is an even wider cone.
Weapons and spells that affect multiple targets in
beam or cone attacks can be just as dangerous
to your own forces as to the enemy, sometimes
even more so.
10 Weapons, Damage and Death
10.1.5 Additional Weapon Attributes
Weapons may have additional attributes that
modify their behavior to differ from a standard
weapon. The most common additional attributes
are described below.
Extra Effect if Hit: if the weapon hits the target,
the target suffers an additional effect, which may
be different type of damage (e.g. poison from a
venomous bite) or possibly special damage. This
attribute is a recursive weapon, which could
theoretically have a recursive effect of its own.
Recursive weapon is the most common
additional attribute for weapons.
Armor Negating weapons ignore all armor
values, defense bonuses and shields of the
Assassination weapons are used before the
battle begins to make a free attack on the enemy.
Assassination attacks may only be used by the
attacking player. Assassination weapons are
also modified by all other additional attributes.
Drain In addition to causing damage to their
targets, life draining attacks add an equal amount
of Hit Points to the attacker, healing them of
damage already suffered or augmenting their Hit
Points beyond the normal maximum. The
maximum amount of HP gain is twice the unit’s
normal maximum HP. This limit is affected by
reductions of maximum HP due to afflictions.
The HP augmentation wears off with time.
Long weapons may be used to strike enemies
two squares away.
Negates Shields Damage from this attack
cannot be reduced by the Shield or Large Shield
special ability.
Siege weapons are only usable in battles that
take place in a square that is considered to be a
fortification, such as a city, guard tower, castle or
similar structure. See Chapter 9: Combat for
more details on siege mechanics.
Strikes anywhere This weapon may strike
anywhere on the battlefield.
Strikes rear This weapon always strikes a target
in the rearmost enemy row. Typically only a
property of assassination weapons.
10-2 Death
When the Hit Points of a unit reach 0, it dies.
Death is permanent, unless a unit is immortal.
Immortal units reform at their home after they are
killed. If their home is lost, even immortal units
die permanently when slain. Note that the home
location is not automatically the player's home
citadel. For example, the home of a Vampire is
the old castle ruin where the blood rite ritual to
turn a necromancer to a vampire was performed.
Dead units cannot be brought back to life by any
means. The only exception is if a regenerating
unit on the winning side of a battle is killed but
suffered less than 150% of its HP in damage. In
this instance the unit has a chance to return from
the dead, but it is not guaranteed. Regenerating
units on the losing side cannot return from the
dead, since the winners make sure they are
sufficiently dismembered to prevent any revival.
There are some manners of instantaneous death,
the most common of which is for non-amphibian
units to drown in Early Spring if they ended their
movement on a frozen lake or river in Late
Winter. In these instances a unit is simply
eliminated without a normal damage process,
since the event happens outside combat.
10-3 Damage Display
Damage taken by units in combat is displayed as
floating numbers that rise up from the unit and
fade away on the battlefield. Damage is normally
displayed as floating red numbers.
If the unit suffers from special damage as an
ongoing effect such as decay or burning or
receives damage from striking an enemy with a
protective ability such as Fire or Cold Aura, the
damage is displayed in a different color.
The colors for strikeback and ongoing damage
effects depend on what type of damage the unit
has suffered. Healing effects are displayed with
a plus sign.
Light Blue
Pale Purple
Blunt, piercing, slashing
10 Weapons, Damage and Death
10-4 Damage Mechanics
10.4.1 Boolean Damage
Some damage effects are boolean in nature,
meaning that they either affect the target, in
which case the target suffers the full effects of the
damage, or they do not affect the target at all.
Boolean damage is often subject to a resistance
check, usually against magic resistance or
strength and sometimes both attributes can be
used to resist the effect. Many special damage
effects, especially if caused by spells, are
boolean in nature.
10.4.2 Open Ended Dice
Most weapons and damage dealing spells in the
game inflict a variable amount of damage (for
example, 1-5 points of piercing damage from a
Damage in Conquest of Elysium is inflicted on
the basis of an open-ended die. This means that
when damage is rolled, if maximum damage is
rolled, another die of additional damage is rolled.
An additional die is rolled every time the last one
comes up with the highest possible value.
Thus a lucky hit can cause massive damage far
in excess of normal.
Weapons with a damage rating of 1 have a 20%
chance of having the damage rating increased to
1d2 and becoming open-ended.
All additional dice have 1 point subtracted from
the result of the roll.
Example: A pikeman hits a target and rolls
damage: 1d5 (oe), with results 5, 5, 5, 4. The
actual result is 5 + 4 + 4 + 3 = 16.
10.4.3 Semi-Open Ended Dice
Semi-open ended dice function like open-ended
dice, but only the first result is counted in full. All
of the additional dice rolls are first reduced by 1
and the sum of the additional dice rolls is halved
before adding it to the result of the first die. All
fractions are rounded down.
Example: A semi-open ended die roll of 1d5,
with results 5, 5, 5, 4 would have an actual result
of 5 + (4+ 4+ 3) / 2 = 10.
10.4.4 Damage Bonus
If a unit has a damage bonus, the bonus is not
added directly to a the result of the open-ended
die roll. Instead, the damage bonus increases
the size of the open-ended die. The damage
bonus is displayed as 1dX + Y, but in actual fact
the effect is a damage value of 1d(X+Y). The
damage bonus is displayed this way for aesthetic
reasons and because some weapons can be
replaced by weapons from items, in which case
the damage bonus is applied to the new weapon.
Example: The Troll King has a damage bonus of
25, so his Club (1d3 damage) actually does 1d28
damage. A hoburg soldier has a damage bonus
of -2 so his spear (1d5 damage) only does 1d3
points of damage.
10.4.5 Immobilized Targets
Immobilized units (stunned, paralyzed etc.) take
1 extra point of damage from every attack.
10.4.6 Damage Calculation
Damage from a successfully landed attack is
applied through the following steps:
(1) Roll total damage, open-ended dice
(2) If the damage type was elemental (fire,
cold, shock, poison) and the target has a
vulnerability to that element, double the
damage total
(3) Add 1 if the target was immobilized
(4) If target is standing on a wall, add 0 to (3x
fortification level) to its armor
(5) If target has armor, subtract armor value
minus (0 or 1) from the damage total
unless the attack was armor negating
(6) Subtract 0-1 if the target has a shield (0-3
if large shield), unless the attack was
armor negating or negates shields
(7) If the damage type is blunt, slashing or
piercing damage and the target has the
relevant resistance, apply the resistance
reduction (50%) to the damage total
(8) If target has resistance to the damage
type, apply the appropriate percentage
reduction to the damage total
(9) If the resulting damage value is greater
than 0, subtract the result from target’s HP
All fractions are rounded down. Damage
reduction may result in the target not taking any
damage at all. For more information on the
various damage reduction abilities, see section
7.4.3 Damage Reduction and Immunities.
10 Weapons, Damage and Death
10.4.7 Poison Damage
10.5.2 Fear
Poison damage works differently from other types
of damage. The amount of damage suffered is
determined normally, but it is applied differently.
When a unit is inflicted with a total amount of
poison damage, it takes 10% of the total every
round (rounded up to the nearest whole number)
until all the poison damage has been suffered.
Already poisoned units can become more
poisoned by repeated exposure to poison
attacks. The new value is added to the existing
total poisoning so far.
Fear damage is applied against morale. If the
damage roll from fear exceeds the morale of the
target, the target panics and runs away. Fear
attacks may sometimes be resisted with magic
resistance, in which case the fear attack is
negated and fear damage is not applied.
Sleeping units are not affected by fear. They will
have nightmares instead, but this does not have
any effect. It is simply an indication that the
condition of being asleep protected them.
Poison Immunity grants immunity to new poison
damage, but does not negate prior poisoning.
Example: A Witch hits an Elephant with the spell
Venom and poisons the Elephant for 13 points of
damage. Over the following combat rounds the
Elephant suffers all 13 points of poison damage
in increments of 2, 2, 1, 1, 1, 1, 1, 1, 1, 1 and 1
points at which point the total has reached zero.
10-5 Special Damage
Some types of attacks do special damage, whose
effects are not immediate or which will have an
impact on a unit’s performance. Special damage
that causes an effect will produce an icon in the
unit’s row of special abilities. Most special
damage icons are pentagrams in various colors.
10.5.1 Charm & Enslave
Both Charmed and Enslaved units immediately
switch sides and attack their former comrades.
Charmed units retain their previous status, which
means a charmed commander will still be a
commander in the service of his new master.
After the battle, charmed commanders will be
placed under the command of the commander
who charmed them and will be inactive until
activated from the Transfer Units screen. See
section 6-5 Transfer Units for more information.
Enslaved units lose their commander status and
become regular units. Enslaved mage
commanders do NOT lose their spellcasting
abilities, but can no longer learn new spells or
use rituals. Enslaved units are automatically
assigned to the commander who enslaved them.
There is no icon for charm / enslave.
10.5.3 Debuffs
Debuff effects weaken the target’s combat
effectiveness, make it more vulnerable to
damage, cause damage over time or cause
permanent disabilities. Debuff effects have
separate icons, which are often something other
than pentagrams.
Cursed units have a greatly increased chance of
receiving battle afflictions when they are hit.
(icon: black demon head inside a red pentagram)
Decay Units suffering from decay take 1 point of
damage per combat round until they die. Decay
cannot be reversed. (icon: hourglass)
Disease Diseased units have their Strength
lowered by one point immediately, but take no
extra damage in combat. After combat, they
have a 50% chance of taking 1 point of damage
every month until they die. Disease is
considered a battle affliction for purposes of
healing. (icon: pockmarked face)
Weakened units have their Strength and damage
reduced by 2. (icon: purple pentagram)
Confused units do nothing (50% chance) or
switch sides (10% chance) or move in a random
direction instead of advancing (75%).
(icon: pale green pentagram)
10.5.3 Immobilization
Immobilization effects render units immobile and
cause them to take one extra point of damage
from all attacks.
Earth Grip Earth gripped units are immobilized
until they pass a strength check vs 2d6. Passing
a strength check vs 1d5+7 will have the unit
break free and attack in the same round.
(icon: brown pentagram)
10 Weapons, Damage and Death
Entanglement Entangled units are immobilized
until they pass a strength check vs 1d8. Passing
a strength check vs 1d5+5 will have the unit
break free and attack in the same round.
(icon: green pentagram)
Imprisoned in Ice Units imprisoned in ice are
immobilized and gain 2 points of Armor, but take
1 point of cold damage every combat round until
the effect wears off (20% chance each round).
(icon: pale blue pentagram dripping icicles)
10-7 Resistance Mechanics
This section explains how resistance rolls work.
Effects that can be resisted with more than one
attribute check against both attributes. The target
is only affected if both checks fail.
When resistance checks are made, the targets
do not get opposed dice rolls that are added to
the attribute value used to resist the effect.
10.7.1 Magic Resistance
Paralyzation Paralyzed units are immobilized
and cannot do anything until the effect wears off.
(10% chance each combat round).
(icon: light gray pentagram)
Magic resistance checks come in three varieties:
Easy, normal and hard. They are often referred
to respectively as easymr, mr and hardmr when
discussing different kinds of checks.
Sleep Sleeping units are immobilized. The unit
sleeps until it is hit or awakens on its own.
(5% chance each combat round)
(icon: blue pentagram)
All MR checks are rolled against the target’s
magic resistance. If the roll is equal to or greater
than the magic resistance, the target fails to
resist and the effect is applied. MR checks use
semi-open ended dice rolls.
Stun Stunned units are immobilized and cannot
do anything until they recover. Stunned units
have a 75% chance of recovering every round.
(icon: dark gray pentagram)
Easy MR
Normal MR
Hard MR
1d5 < MR = resisted
2d4 < MR = resisted
2d6 < MR = resisted
10-6 Healing
10.7.2 Strength Resistance
10.6.1 Healing
Effects that are resisted with strength (such as
the stun effect from the Gust of Wind spell) work
exactly like magic resistance checks, but the
determining attribute is strength instead of MR.
Wounded units heal damage at the rate of 10%
of their maximum HP per month (rounded up),
unless they have a healing special ability such as
Fast Heal or Regeneration that allows them to
heal faster. All damage done to Never Healing
units is permanent. The only way for them to
heal is through life draining attacks, though only
few such units possess them.
10.6.2 Resurrection
Regenerating units on the side that won the
battle have a chance of rising from the dead
unless they suffered at least 150% of their HP
worth of damage when they were killed.
Regenerating units on the losing side cannot
return from the dead, since the winners make
sure they are sufficiently dismembered to prevent
any revival.
10.7.3 Special Damage Resistance
Resistance checks against special damage are
semi-open ended dice rolls against strength or
MR, with rolls equal to or greater than the
attribute meaning the check fails.
Usually MR to resist
1d30 vs MR to break free
Earth Grip
2d6 vs Str to break free
1d5+7 vs Str to break free and attack
1d8 vs Str to break free
1d5+5 vs Str to break free and attack
11 Magic
11 Magic
11-1 Overview of Magic
Magic plays a major role in the conquest of the
land and using available magical resources
correctly can make the difference between
glorious victory and ignominious defeat.
There are over 60 different disciplines of magic,
each with its strengths and weaknesses. Many
disciplines bear similarities to each other, yet they
have a different focus. Different disciplines may
share spells, but spells of the same name cast by
mages of different disciplines may differ in their
Most mages only know the magic of one
discipline. Some rare spellcasters may know two,
but they are usually limited to the lower levels of
knowledge. Certain very rare mages or powerful
spellcasting monsters have mastered multiple
disciplines of magic and can wreak havoc on the
unprepared because there is never a certainty of
what they will throw at their enemies.
11-2 The Disciplines of Magic
A short introduction to some disciplines of power.
Black Magic Magic for curses and killing
Blood Magic Power through bloodshed
Command The Master shall command the and
the slaves shall obey!
Dark Magic Power of shadows and darkness
Dark Prayer Prayers to Ba’al
Druidism Power over beasts and plants
Dwarf Magic The magic of the dwarves is varied
and has protective spells as well as spells that
confuse or kill enemies.
Enchantment Magic of protection and alteration
Fortune Magic The dazzling smile of Lady Luck
Foul Magic Plague, pox and pestilence
Golden Arcana Sorceries of fire and the sun
Hedge Magic A collective name for the magic
used by many shamans and witch doctors who
have learned magic on their own.
Illusionism Trust not what thy senses tell thee!
Infernal Magic Power of blood, pain and hellfire
Kuro Do The dark path. This path is full of wild
and destructive magic.
Mysticism The mysteries of death and rebirth
Necromancy Magic of death, decay and terror
Sage Magic Riddles, confusion and slumber
Serpent Magic This magic deals with deadly
snakes and venom.
Silver Arcana Sorceries of light, air, the sun and
banishment, bane of the undead
Solar Magic Favor and fury of the sun
Spiritism The calling of ancestral spirits
Troll Magic Monsters and curses, pestilence
and terror and the slumber of the stones
Void Magic Magic of the stars and the Void
Witchery Charms, curses and poison
Wizardry A collective name for the magic of
wizards who have learned their magic in a place
of learning with many teachers and good access
to books of magic. Different wizards may know
wildly different spells, but the spells they know
are often very powerful.
Element Magic Spells of the four Elements of
Air, Earth, Fire and Water. Practicioners of this
discipline are apprentices of all Elements and
masters of none.
Geomancy Magic of earth and stone
Hydromancy Magic of water and the sea
Pyromancy Magic of fire and flame
Storm Magic Magic of air and storms
Frost Magic Magic of cold and ice
Crystal Sorcery Sorceries of wind and fortune
Garnet Sorcery Sorceries of fire and blood
Jade Sorcery Sorceries of venom and healing
Onyx Sorcery Sorceries of death and stone
Invocations of the Land Blessings and power
over beasts and healing
Invocations of the Rain Blessings and the fury
of rain storms
Invocations of the Moon Blessings and magics
of the night and the moon
Invocations of the Sun Blessings and the fiery
power of the sun
Nahualli Magic Curses, wounds and pestilence
Maladies Afflictions, curses and malevolence
Beast Wards Summonings of animal totems
Warrior Wards Blessings of the warrior spirits
11 Magic
11-3 List of Spells
There are 60 different disciplines of magic taught
within these walls, each with dozens of spells.
What joy is there in power acquired for no cost,
knowledge gained for no effort? None, I say!
Therefore, but for the tomes you have penned
yourself during your apprenticeship, the library of
grimoires shall remain closed to you, now that
you have finished your training.
Go forth, young apprentices, stretch your wings
and master the disciplines of magic through the
blood, sweat and tears of your work! Solely
through hard struggle is mastery gained and only
when you stand on the pinnacle of power that
you have climbed unaided from the very bottom,
will you truly appreciate all that you have
Curse me now as much as you like, but you will
yet thank me in the end, mark my words.
~ Veren Aldren, Master of the Archmages’
Citadel, speaking to journeymen upon the
completion of their apprenticeships
Miserable bastard! For years I have toiled for
him, slaved and worked my fingers to the bone,
and all he gives me are scraps and crumbs, the
bones tossed under the table for the dogs! He
feasts on power and knowledge while he leaves
us starving in the dark and rubs our faces in it!
We have had enough of him, but he will hear
about us yet, oh yes, he will! I will take his words
to heart and will make him eat them when I come
back, after I have learned all that he refused to
teach me and the others.
Darrin is a fool to still hang on to that miser’s
robes, there is nothing he will get but kicks and
scorn. Calthus is even more a fool, to think there
is future in demonology, the summonings he has
practiced in secret. One day he will call
something that will little like him and devour him
in revenge. And it’ll be sooner, rather than later,
mark my words! There are other masters to
learn from, those who know the path to
immortality and the spirits who serve them...
~ A page torn from the writings of Barras, Veren
Aldren’s former apprentice
It is difficult to disagree that our teacher was a
demanding and harsh taskmaster, but there was
no convincing my former friends of any of that.
Always with them it was “My achievements, my
glory, my power!” Mine this and mine that and
little care for anything but their own wounded
pride and grievances.
Perhaps the master should have been a little less
harsh on them, for I fear they have started down
dark paths indeed. However, coddling their
sense of entitlement could hardly have turned out
any better, I suspect.
The torn page from Barras’s journal I found in his
hastily vacated quarters is disturbing. His
prediction about Calthus is more likely than not
prescient, since Calthus rarely even bothered to
reach the exacting standards even the basics
Barras himself...that burnt charnel stench he tried
to mask with incense, I’ve smelled it once before
and I had hoped never again. He has embarked
upon the path of Necromancy. Nothing good can
come of the secrets of that black art and so we
are enemies now, he and I.
It is good that I had not yet chosen a new master
to serve during my journeyman studies, because
now my own path is clear. It matters little to me
whether I wear the robes of gold and red or silver
and white. Golden Arcana or Silver, both are
deadly to the unholy creations of necromancers,
though the latter is more suited to my nature, I
believe. Now to see if Master Norwanian has yet
an opening for a student of the Silver Order...
~ From the journal of Darrin of Cathis, White
Wizard of the Order of the Silver Arcana
11 Magic
11-4 Magic Items
The land of Elysium is home to powerful wizards,
beguiling witches, dangerous monsters and
mysterious locations. There are many kinds of
treasures to be found for the intrepid explorer and
among them are magical items ranging from
useful trinkets to artifacts of great power.
11.4.1 Magic Item Types
Magic items come in six different types:
Magic weapons
Magic helmets
Magic body armor
Magic gauntlets
Magic boots
Magic miscellaneous items
The item types correspond to the item slots of
units and a unit must have the correct type of
item slot to be able to use a magical item. As a
rule, items can be used by any unit with the
correct item slots, not just commanders.
11.4.2 Transferring Items
Items can be transferred from unit to unit by
clicking on the item slot where the item is located.
This opens the Army Screen, where clicking on
the target unit transfers the item to that unit. If
the target unit does not have the appropriate item
slot or the target’s applicable item slots are full,
the item will stay with the current owner and the
transfer fails without an error message.
If the bearer of an item dies in combat, surviving
commanders pick up the items. If there are no
commanders left or their item slots are full,
surviving units pick the item up if they have the
slots. Items are lost only if there are no units
capable of picking them up after the bearer dies.
When items are picked after combat, the player
receives a message that “<commander name>
has found <item>”. If a non-commander unit
picks up an item, this is indicated.
11.4.3 Activated Items
Some items have an activated power that can be
used, but in this instance the unit using the item
must be a commander. If the commander cannot
use the activated power and tries to do so, there
is a message to that effect (e.g. a non-mage
trying to use a spell scroll item).
11.4.4 Generic Item Powers
Most items give the bearer one or more benefits.
Magic weapons replace the bearer’s normal
weapon with a different, magical weapon and
may provide other benefits, such as stat
increases or special abilities.
Most other types of items grant stat increases
and special abilities relevant to the item type,
such as armor bonuses and resistances for
armor, movement abilities for boots and almost
anything for miscellaneous items.
11.4.5 Summoning Items
Summoning items summon creatures to aid the
bearer in combat. The summoning occurs either
at the beginning of the battle when the bearer
first acts or it occurs every round. Summoning
items with constant summons are much rarer
than items that only summon creatures at the
beginning of combat.
The behavior of summoned monsters in combat
is described in section Chapter 9: Combat.
11.4.6 Magic Boosting Items
Magic boosting items increase the spell casting
skills of the bearer. Magic boosting items come
in two varieties: Generic magic boosters and
path boosters.
Generic magic boosters increase the bearer’s
spell casting level in every magic path by one,
with a commensurate increase in the spell
memorization capacity for all paths.
Path boosters only increase the spell casting skill
and memorization for a particular magic path,
such as Necromancy or Pyromancy.
If a unit is generated already in possession of a
magic boosting item of the correct type, it will
possess knowledge of spells according to its
boosted level instead of the normal. It will still
require possession of the item to cast them.
11.4.7 Spell Scrolls
Spell scrolls are miscellaneous items with an
activated power. They disappear after they are
used. Each spell scroll permanently adds a new
spell of the scroll’s level into the user’s spellbook.
High level scrolls may also add lower level spells
in addition to the high level spell.
11 Magic
11.4.8 Magic Armor
12 Classes
There are two types of magic armor:
1. Magic armor that grants an armor value
2. Magic armor that grants an armor bonus
This chapter gives a short description of the 20
classes in the game. A general overview of
things common to the various classes is
presented first, with the introductions to the
particulars of each class following.
The first of these gives the wearer the designated
armor value. If the wearer already has an armor
value natively, the better of the two is used.
Example: Hydra Skin Armor grants an armor
value of 2. A Captain has a native armor value of
1, so the armor value of the armor would be used
instead of his native armor value. A High Lord
has a native armor value of 3, so the native
armor value would be used instead of the Hydra
Skin Armor's value. The High Lord would still
benefit from the item's other properties.
Armor bonus is applied to whichever armor the
target has, increasing the overall armor value by
the amount of the bonus.
Example: Our Captain and High Lord from the
previous example find a Blacksteel Helmet that
provides a bonus of Armor +1. If the Captain
puts the helmet on while wearing the Hydra Skin,
his armor value is raised to 3. Without the Hydra
Skin, it would be raised to 2. If the High Lord
puts the helmet on, his armor value is raised to 4,
regardless of whether he wears the Hydra Skin.
Multiple armor bonuses from different items
stack, and armor bonuses from items also stack
with armor bonus from spells.
12-1 Class Powers & Rituals
Most classes have access to special powers and
bonuses. Many of the special powers involve
magical rituals and the rituals require special
resources to perform. Some classes have no
access to magical rituals or special powers at all
and some of them do not have access at the
beginning of the game.
Classes that have ritual powers usually have
numerous rituals and they only have access to a
few of these at the beginning of the game. More
ritual powers can be acquired through Rituals of
Rituals of Mastery are divided to three tiers:
Lesser Ritual of Mastery grants the
caster knowledge of a new level 1 ritual
Ritual of Mastery grants the caster
knowledge of a new level 2 ritual. If the
caster is not of a sufficient level to perform
level 2 rituals, it also upgrades him or her
to that level (e.g. a Witch's Apprentice
becomes a Witch with this ritual)
Ritual of Grand Mastery grants the
caster knowledge of a new level 3 ritual.
If the caster is not of a sufficient level to
perform level 3 rituals, it also upgrades
him or her to that level. Rituals of Grand
Mastery may also have additional
requirements, such as being only able to
be cast in particular locations.
Each casting of a ritual requires at least one
Action Point in addition to its special resource
cost. Some rituals require more than one AP.
Every ritual caster automatically knows one ritual
of each level up to the maximum level that they
can perform. In other words, apprentices know
one level 1 ritual, masters know one ritual each of
level 1 and level 2 and grand masters know one
ritual of levels 1, 2 and 3.
12 Classes
12-2 Resources
Most classes need resources that (almost)
nobody else can use. Some special resources
are highly sought after by all classes. Gold and
iron is needed by everyone and often locations
that provide one or the other also provide some
other special resource.
Pale One
Priest King
Troll King
High Cultist
Dwarf Queen
Voice of El
Hands of Glory
Fungi, Hands
Sacrifices, Hands
Weed, Gems
Gold & Iron
The special resources that a player collects are
determined by what kind of commanders he has.
Only resources that one or more of a player’s
commanders can use are gathered. If a player
does not have a commander required to gather a
special resource, he cannot even see what
locations would provide that resource and in what
quantity. If a player acquires a commander who
can use a special resource normally not
accessible to the player’s class, that resource
becomes accessible and visible on the map.
Example: The Necromancer’s special resource
is Hands of Glory and he can gather them from
all locations that provide them. The Warlock
uses magical gems and can see them, but has
no knowledge of or interest in Hands of Glory. If
the Necromancer were to acquire a Warlock or a
Warlock’s Apprentice in some manner, he would
be able to gather gems from that point forward.
Conversely, if the Warlock were to gain the
services of a Necromancer or a Necromancer’s
Apprentice, he would also be able to gather
Hands of Glory for the use of his new minion.
WARNING! If a player loses all commanders
who can gather a specific resource, he loses the
ability to gather more of that resource until he
manages to recruit another commander who can.
The resource will disappear from the Treasury
list, but the amount gathered to date is not lost. It
will become visible and available for use again
when a new gatherer is acquired.
Table 12 contains a detailed breakdown of the
availability of special resources to the different
classes. Resources that appear in italics are not
available to that class initially, but will become
available later through special recruitment or
ritual summoning of commanders who can gather
and use them.
Table 12: Special Resources by Class
Cold temperature affects the following resources
 Gold (except from mines): -50%
 Fungi (except from mines): -50%
 Herbs: -50%
 Weed: -50%
Seasons affect the following resources
 Summer: Herbs +100%
 Autumn: Fungi +100%
NOTE! All of the tables and class introductions in
this chapter introduce the classes as they are at
the beginning of Turn 1 of the game. There may
or may not be surprises and possibilities for
change later on in the game, but that is left for
players to discover on their own.
The world map contains many different terrains
and structures that the player can move through
and/or conquer to add to his domain. Farms,
villages, towns, cities, castles, mines and more
are there for the taking, though often defended
fiercely by their original inhabitants.
12 Classes
12-3 Baron
The frontiers of the human realm were defended
by human landowners known as Barons. Some
Barons were warlike and restless. As humankind
spread over Elysium and became dominant,
these Barons tried to usurp their masters’ power
and waged war on their neighbors. The large,
well-trained forces at their disposal made them
formidable foes. They were soon in control of
large parts of the human territories. However, not
all humans were content with this. The sorcerers
of Elysium gathered armies of their own and
nonhuman warlords called out for vengeance.
The Barons must once again subjugate Elysium.
The Baron has a wide variety of human troops
and huge siege engines at his disposal. Knights
are formidable units who can inflict additional
damage by charging enemies in the initial phase
of a battle. Heavy infantry units are strong, but
move slowly. Fast cavalry units under the
leadership of mounted commanders work as a
highly mobile force.
The Baron knows how to keep his subjects in line
and can cow peasants into obedience. All farms
and villages under the Baron’s rule are required
to send a levy of soldiers to the baron each year.
This muster consists of simple spearmen from
farms and at least one knight from each village.
Large towns and cities do not contribute soldiers.
The Baron can also form local militias to defend
villages and cities. The larger the settlement, the
stronger the militia.
 Starts with a very well fortified castle
 25% increase to gold income
 25% increase to iron income
 Conscription yields soldiers from all farms,
hamlets and villages every year.
 The Baron and High Lords can raise
levies (immobile defenders) in villages
and towns.
Class Attributes
Main Hero: Baron
Secondary Hero: High Lord
Starting Citadel: Castle (type 1)
Starting Resources: 2 Farms, 1 Hamlet
Starting Army:
 6 Spearmen
 5 Archers
 5 Cavalrymen
Bonus: +25% gold and iron income
Special Resource: None
Special power: Raise levies, Swift Justice,
Raise Castle
The Baron and his High Lords able to raise levies
in villages and larger settlements that will defend
his holdings for free. Levies are stationary low
quality troops. The Baron and his High Lords can
also bring justice to brigand lairs and raise
castles in hamlets.
Basic Recruitment
Heavy Infantries
Tower Guards
War Dogs
Gold Iron
Special Recruitment
The Baron gets wizard offers if in possession of
one or more libraries. He also receives offers to
recruit High Lords and knights. The Baron is
often offered normal troops and siege engines in
larger quantities than normal at a substantial
discount. Temples have no effect on the Baron’s
12 Classes
12-4 Necromancer
Necromancers are sorcerers who are adept at
the dark art of Necromancy, the summoning and
creation of the living dead.
The Necromancer can raise the buried dead or
those that have fallen in battle as undead troops
to strengthen his army. This practice is forbidden
by the gods and Necromancers who are foolish
enough to disturb the dead will lose their sanity in
the process. Only dead humanoids can be
raised as undead and once they are destroyed
they cannot be raised a second time because by
that time their bodies are too broken.
The other aspect of Necromancy is the harvest of
hands. On stormy nights darkly robed men
collect the left hands of hanged murderers.
These are called the Hands of Glory. The burnt
flesh of such hands is pleasant to ghosts and evil
spirits who can aid the Necromancer in his
horrible art. However, the hands can be used in
even worse ways. When enough Hands of Glory
are burnt, spirits from the darkest realms can be
called to instruct the Necromancer how to turn his
body into that of a living dead.
The Necromancer has very weak troops at the
start of the game. It is essential for him to quickly
find a battlefield or a graveyard. The ritual of
Dark Knowledge is important in this search. The
animated dead are weak and they never heal
wounds sustained in battle, which makes them
unreliable in the long run.
Use the apprentice to animate undead.
Otherwise you will go mad and lose the ability to
take rational action. Summoned undead require
Hands of Glory, which can be found in villages,
towns, cities and gallows. The ultimate goal of
most Necromancers is to transform into a
powerful undead creature and live forever!
Transforming into a lich will make you immune to
insanity and vampires can cure insanity by eating
 Necromancers can sense the presence
and rough number of the dead
 Necromancers can raise the dead.
 Necromancers collect Hands of Glory
from large villages and towns.
 Necromancers can use Hands of Glory to
summon more powerful undead beings.
Class Attributes
Main Hero: Necromancer
Secondary Hero: Necromancer’s Apprentice
Starting Citadel: Dark Citadel
Starting Resources: 1 Farm, 1 Gallows
Starting Army:
 10 Spearmen
 5 Archers
Bonus: None
Special Resource: Hands of Glory
Special power: Raise Dead, Summon Undead
Raise Dead allows the Necromancer to animate
longdead and soulless undead to add to his army
in locations where he senses the presence of the
dead. Reanimation comes with price, however:
Each reanimation inflicts several points of
insanity on the Necromancer.
Raise Dead Reanimates longdead and soulless
Lesser Ritual of Mastery
Ritual of Mastery
Ritual of Grand Mastery
Other rituals are acquired with mastery rituals.
Basic Recruitment
Heavy Infantries
Soulless Soldiers
Armored Soulless
Armored Longdeads
Banefire Archers
Special Recruitment
The Necromancer gets wizard offers if in
possession of one or more libraries. He also
receives recruitment offers from goblins.
Temples have no effect on the Necromancer’s
recruitment and libraries increase the chance of
being offered to recruit apprentices and wizards.
12 Classes
12-5 Demonologist
The Demonologist is a mage-priest who
summons the denizens of the Abyss and the
Inferno. The spirits of these realms are powerful
and horrible to behold. They crave human flesh
and can only be bound to service if they are
sated. The greatest of these demons are
insatiable and cannot be bound unless the
Demonologist is very lucky indeed and the
sacrifice is enormous. If the Demonologist fails
the binding ritual, the demon will attack and try to
devour the weakling human who had the temerity
to attempt to rob the fiend of its freedom.
The forces at the Demonologist’s disposal are
truly powerful. Lesser demons are physically
powerful and some of them have magical power
the equal of any magic user. Greater demons
are even more powerful and the mighty demon
lords are practically unequaled in the scope of
their magical abilities as well as in physical
combat. Many demons use fire to damage their
opponents and fire resistant troops in an enemy
army may pose a problem for the unwary
 Demonologists collect sacrifices from
villages and towns.
 Demonologists can summon and attempt
to control demons.
 Demons have many different powers.
Demonologists summon demons through human
sacrifice. They may elect to use the normal
amount of sacrifices to appease the Infernal
denizens they summon or to sacrifice less than is
traditional. Lesser sacrifices make it harder to
control the summoned creature. Even a normal
sacrifice may not be enough to control a
summoned creature, so it is best to have
sufficient forces at hand to protect the summoner
in case things go wrong.
A Demonologist may also elect to summon
demons without any sacrifices at all, but
controlling a summoned creature that has not
been appeased is very difficult or even
impossible if the creature is too powerful.
The Cultist (apprentice Demonologist) can only
summon lesser demons and greater demons and
can only use small sacrifices, making the
attempts riskier.
An accomplished Demonologist who has
performed a Ritual of Demon Mastery can
sacrifice generously when summoning demons,
thereby increasing his chances of controlling the
summoned creatures.
Lesser Ritual of Mastery
Ritual of Mastery
Ritual of Grand Mastery
Other rituals are acquired with mastery rituals.
Basic Recruitment
Class Attributes
Main Hero: Demonologist
Secondary Hero: Cultist
Starting Citadel: Citadel (Vision 2)
Starting Resources: 2 Farms, 1 Hamlet
Starting Army:
 8 Swordsmen
 5 Crossbowmen
Bonus: None
Special Resource: Sacrifices
Special power: Summon Demons
Heavy Infantries
Special Recruitment
The Demonologist gets wizard offers if in
possession of one or more libraries.
Temples increase the chance of recruiting cultists
and libraries increase the chance of wizard offers.
12 Classes
Class Attributes
12-6 Witch
In the ages long before the arrival of man, beings
of tremendous power roamed Elysium. These
beings were the unchallenged lords of the as yet
unnamed realm. In time they tired of exploring
the land and melded into the earth to sleep.
They slumbered for ages and other beings came
to the realm. The sounds and laughter of these
new inhabitants disturbed the Sleeping Ones and
sometimes one of them woke to punish the
newcomers. As a result, the Sleeping Ones
came to be feared and worshiped by the people
of Elysium. The adherents of this old faith are
called Witches and are feared by troll and man
Witches collect fungi from the marshes and
forests of Elysium and use them to brew a
decoction pleasant to the Old Ones. The smell of
the cauldron makes them hungry and reminds
their slow minds of the Time Before, when all was
quiet and the land was theirs. In rage and
hunger the Old Ones and their servants follow
the Witch to reclaim their lands from the noisy,
quick interlopers.
The beings at the Witch’s disposal are physically
strong and easy to obtain, but they lack ranged
attacks. Archers are a crucial supplement. The
Witch’s ability to collect fungi from forests and
swamps provides her with excellent scouting
capabilities. The more fungi she uses for
summoning monsters, the greater the chance of
controlling the summoned creature. It is prudent
to use plenty of fungi when summoning an Old
One, for they are very dangerous if angered.
 Witches collect fungi from forests and
 Witches can use fungi to summon and
control monsters.
Main Hero: Witch
Secondary Hero: Witch’s Apprentice
Starting Citadel: Tower
Starting Resources: None
Starting Army:
 5 Androphag Spearmen
 5 Androphag Archers
 1 Androphag Cavalry
Bonus: None
Special Resource: Fungi / Mushrooms
Special power: Summon Monsters
Witches summon monsters through the power of
brewing potent mystical fungi. When brewing
potions, they may elect to use the traditional
amount of fungus or to use the fungus sparingly
for weaker potions or freely for more potent ones.
Less potent brews make it harder to control the
summoned creature while more powerful potions
make it easier. Even when using fungi freely, it is
not guaranteed that the summoned being is
amenable to the Witch’s cause.
Lesser Ritual of Mastery
Ritual of Mastery
Ritual of Grand Mastery (requires Swamp)
Other rituals are acquired with mastery rituals.
Basic Recruitment
The basic recruitment list of the Witch consists of
Special Recruitment
The Witch gets wizard offers if in possession of
one or more libraries. In addition, the Witch
receives special recruitment offers from,
Androphag Lords, Androphag cavalry
commanders who are warriors of high stature.
The dreaded Manflayers offer their services more
rarely and possess some of the secrets of
Necromancy. Temples increase the chance of
apprentices. The Witch does not get scout offers
and must rely on summons to get the same
12 Classes
12-7 High Priestess
Long ago in the land of Terra the god Baal was
incarnated into a physical form and made
humans taste fear and destruction. The moon
turned red as blood and snow fell for three years.
To placate this horrifying god, men began to
sacrifice their fellow men in rites of blood. This
pleased the Dark God, who consumed the souls
of the sacrificial victims. Baal withdrew back into
the world from whence he came and feasted
upon slaughtered souls. Ever since, mortals
have worshiped the Horror God and sacrificed
their own kind to him. From time to time Baal has
even honored the prayers and sacrifices of his
devotees by his very presence.
When the Martyr of El came to Terra and called
out to the poor and the famished, Baal sent his
subjects to war against him. The Children of El
were hunted down and exterminated and fled into
the promised land of Elysium. The cult of Baal
was weak in Elysium, beset by the Empire on
one side and the followers of the Old Ones on the
other and also opposed by the sorcerers who had
come to Elysium earlier. It was only with the fall
of the Empire that the faith of the Dark God
became established and during the turmoil of the
Interregnum it has come into its power.
Now, with the dawn of a new empire rising from
the night of the old, El has once again risen to
challenge Baal for supremacy. It is the duty of
the High Priestess of the Dark God to hunt down
and eradicate the heretics until the entire land of
Elysium kneels before the glory of Baal Revealed
and spills the blood of men in devotion.
The High Priestess of Baal performs ritual
sacrifices in order to please her God and be
rewarded by his favor. The hideous beings
whose service she can receive in return for a
large sacrifice can be nearly as powerful as
demon lords and need not be controlled, for they
fear their Dark Master too much to disobey his
command to serve mortals. This makes the High
Priestess a very powerful and reliable contender
for the throne of Elysium. The greatest ritual the
High Priestess can perform is to sacrifice her own
body so that Baal can use it to enter Elysium in
all his terrible splendor.
Class Attributes
Main Hero: High Priestess
Secondary Hero: Hierodule
Starting Citadel: Temple of Ba'al
Starting Resources: 1 Village
Starting Army:
 10 Ba’alite Spearmen
 5 Ba’alite Archers
Bonus: None
Special Resource: Sacrifices
Special power: Summon monsters
The High Priestess can summon a variety of
powerful monsters in service to Baal. A High
Priestess high in the favor of Baal can summon
Baal himself by sacrificing herself along with a
massive number of sacrifices.
Lesser Ritual of Mastery
Ritual of Mastery
Ritual of Grand Mastery
Other rituals are acquired with mastery rituals.
Basic Recruitment
The basic recruitment list of the High Priestess
consists of the various types of military units
fielded by the tribes of men who follow Baal.
Ba'alite Spearmen
Ba'alite Archers
Ba'alite Zealots
Ba'alite Heavy Infantries
Gold Iron
Special Recruitment
The High Priestess gets wizard offers if in
possession of one or more libraries. She also
receives recruitment offers from Gibborim.
Gibborim are large, powerful men who possess
Rephaite and Anakite blood in their veins, though
much diluted through the generations.
Temples increase the chance of recruiting
Hierodules and libraries increase the chance of
wizard offers.
12 Classes
12-8 Bakemono
The Bakemono were once slaves of the Oni,
demons from the Netherworld of Bakemono
legend. The entrance to this Realm was on the
top of a great mountain that the Oni made their
fortress and where they enslaved the Bakemono.
When the gate to the Realm of the Oni was
closed through trickery and the last of the Oni
kings died, the Bakemono took over the mountain
fastness of their masters and set out to carve a
kingdom of their own and to make slaves of all
lesser creatures.
The Bakemono live in a tribal society ruled by the
most powerful of their kind. Usually this is a
Bakemono Sorcerer, a powerful spellcaster who
is rightfully feared by most others. Powerful
Bakemono Sorcerers have been known to make
themselves immune to death by hiding their
hearts away in secret places.
Bakemono Sorcerers can perform blood
sacrifices in order to summon Oni demons and
spirits of the wilderness to their aid. The greater
the sacrifice, the greater the chance that the
being will serve the Bakemono Sorcerer. The
summoning can also be performed without any
sacrifices, but this will anger the spirit or demon
being summoned and the more powerful demons
should not be trifled with.
 The Bakemono Sorcerer can use
sacrifices to summon spirits and demons.
 The Bakemono Sorcerer can use
sacrifices to hide his heart and become
 Mountain Strongholds and mountain
mines produce Bakemono warriors
Class Attributes
Main Hero: Bakemono Sorceror
Secondary Hero: Bakemono General
Starting Citadel: Mountain Stronghold
Starting Resources: 1 Coal Mine
Starting Army:
 11 Bakemono Sho (10 +1 from citadel)
 10 Bakemono Spearmen
 5 Bakemono Bowmen
Bonus: Mines spawn Bakemono automatically
Special Resource: Sacrifices
Special power: Summon beings of power.
Bakemono Sorcerers summon beings of power
through human sacrifice. They may elect to use
the standard amount of sacrifices to appease the
monsters they summon or to sacrifice less or
more than is traditional. Lesser sacrifices make it
harder to control the summoned creature while
greater sacrifices make it easier. He may also
summon beings without any sacrifices at all, but
controlling a summoned creature that has not
been appeased is difficult or even impossible.
Bakemono Sorcerers may also hide their heart
and become immortal, which makes it impossible
to kill them permanently unless they lose their
home citadel.
Lesser Ritual of Mastery
Ritual of Mastery
Ritual of Grand Mastery
Other rituals are acquired with mastery rituals.
Basic Recruitment
The Bakemono Sorcerer has limited basic
recruitment, but comparatively more opportunities
for special recruitment. In the home citadel he
can also recruit Bakemono Shos and Bakemono
Bowmen for 25 gold.
Bakemono Soldiers
Bakemono Archers
Bakemono Swordsmen
O Bakemono
Gold Iron
Special Recruitment
The Bakemono Sorcerer gets frequent
opportunities to recruit O Bakemono, Dai
Bakemono and Dai Bakemono Archers. Taking
the opportunity will complete recruitment at that
The Bakemono Sorcerer also receives
recruitment offers from Bakemono Shamans and
various creatures allied with them. He gets
wizard offers if in possession of one or more
Temples increase the chance of shamans and
witch doctors and libraries increase the chance of
Bakemono Sorcerors and human wizards.
12 Classes
12-9 Barbarian
Since ancient times, Barbarian hordes have
plundered the lands of Elysium. Of unknown
origin, their sudden arrival at the fringes of
civilization sends tremors through the realms.
Some speculate that they hail from small villages
in secluded regions while others say they come
from the Netherworld. The Barbarian threat is
always present and only with a united show of
force can the tide be turned.
Barbarians are physically more powerful than
normal men, but they are also more vulnerable to
magic. The Barbarian Warlord cannot buy
advanced weapons like siege engines, but may
sometimes recruit werebears or the fierce
warriors of the amazon tribes and their magic
wielding leaders. Werebears look just like
ordinary Barbarians until they reveal themselves
in combat, where their strength and rage make
them far more powerful than a common
Barbarian warrior. Barbarians also have access
to Spirit Guides who use magical herbs to contact
ancestral spirits and summon them to join the
armies of Barbarians again. More powerful Spirit
Guides are called Enarie.
 Barbarian troops are cheap and strong.
 Barbarian camps are defended by a
Totem Pole inhabited by spirits.
 Spirit Guide and Enarie collect magical
 Spirit Guide and Enarie can call upon
Class Attributes
Main Hero: Barbarian Leader
Secondary Hero: Mounted Chief
Starting Citadel: Barbarian Camp
Starting Resources: None
Starting Army:
 20 Barbarian Warriors
 5 Barbarian Bowmen
 5 Barbarian Cavalry
 1 Totem Pole (Immobile)
Bonus: None
Special Resource: Herbs
Special power: Summon Ancestral Spirits
Spirit Guides and Enaries can summon the
ancestors of the barbarian clans from the
Netherworld to fight alongside their descendants.
The Barbarian does not have access to magical
rituals or spells at the beginning of the game.
Spirit Guides can summon ancestral spirits a few
at a time. Enarie can summon greater ancestral
spirits and larger numbers of common ancestral
spirits. The most powerful Enarie can call forth
entire armies out of legend.
Basic Recruitment
Barbarian Warriors
Barbrian Bowmen
Barbarian Swordsmen
Barbarian Cavalries
Barbarian Lancers
Gold Iron
Special Recruitment
Barbarians gets wizard offers if in possession of
one or more libraries. In addition, they receive
recruitment offers from the tribes of Crystal,
Garnet, Jade and Onyx Amazons and from
various shamans, spirit guides and soothsayers.
Temples increase the chance of recruiting
soothsayers and spirit guides and libraries
increase the chance of wizard offers.
Recruitment offers from Amazons begin with a
Priestess. Once a priestess has been recruited,
offers of a sorceress and 8 Amazons of that tribe
become available.
12 Classes
12-10 Senator
During the rise of the Empire, new tactics and
troops were developed to crush human
dissidents and eliminate the Barbarian threat.
These tactics gave birth to the soldiers called
legionnaires who were usually equipped with
large shields and javelins. Newly recruited
legionnaires were placed next to veterans to
learn the art of war. This system was very
effective against the humans the legions were
supposed to fight, but its success against other
forces present in Elysium has been more varied.
The legionnaire is a formidable soldier by human
standards. Their large shield is more effective
than most shields found in Elysium and the
javelin can be used from a distance, which is very
effective for large squads of legionnaires. The
well-disciplined legionnaires can use simple
wooden watchtowers as citadels in addition to the
sturdy stone guard towers used by all other
The Senator can sometimes buy gladiators or
net-wielding retiarii to supplement his legions.
Besides the ordinary wizards who may take
service with any warlord, the Senator may hire
Augurs, priest-diviners of the Empire.
Sometimes followers of the various esoteric cults
extant in the Empire can also make their services
available to bolster the Senator’s forces.
 50% increase to gold income
 50% increase to trade
 Watchtowers can be used as citadels.
 Augurs can use scrying to gain
information from distant places.
 Revelers can bring forth satyrs and
maenads from ancient forests.
Class Attributes
Main Hero: Senator
Secondary Hero: Centurion
Starting Citadel: Outpost
Starting Resources: 1 Town
Starting Army:
 10 Velites
 10 Hastati
 5 Principes
Bonus: Can use Watchtowers as citadels, +50%
trade, +50% gold income
Special Resource: None
Special power: None
Senators are statesmen, the leaders of Imperial
provinces. They have no magical abilities, relying
instead on the power of imperial legions to
maintain order.
The Senator can perform a ceremony of
coronation in a capital city location. Revelers can
perform the ritual of Revelry in ancient forests to
bring forth satyrs and maenads.
Basic Recruitment
Gold Iron
Special Recruitment
The Senator gets wizard offers if in possession of
one or more libraries. In addition, he receives
recruitment offers from gladiators and the
representatives of the various cults extant in the
Empire. He also receives offers for larger
detachments of legionnaires at a significant
discount. Discounted legionnaires are
Temples increase the chance of recruiting
Serpent Acolytes and Serpent Priests and
libraries increase the chance of wizard offers.
12 Classes
12-11 Pale One
A strange race of one-eyed creatures has
evolved in the dark caverns under Elysium.
Untouched by the sun, they have become known
to humans as the Pale Ones. They dwell in
cavernous, intricately carved halls in the depths
of the earth. The Pale Ones have gills and also
inhabit underground lakes and rivers. They have
very good night vision and can see well in dark
caverns where the only glimmer of light comes
from the luminous mushrooms growing there.
However, in daylight their vision is abysmal by
human standards, the sensitive eyes accustomed
to pitch darkness blinded by bright sunlight. Pale
Ones never stop growing and ancient ones can
grow to huge proportions.
The wisest of the ancient ones are the Oracles,
priest-mages of great power. The Oracles gather
magical gems found beneath the earth and use
them to divine the future and to summon allies in
times of war. The leader of the Pale Ones is
called the King of the Deep. He is a very old and
therefore also a very large Pale One.
 The King of the Deep is very tough.
 Oracles and Earth Readers gather gems.
 Gems can be used for scrying and
 Most Pale Ones have poor eyesight,
which hampers them in combat.
Class Attributes
Main Hero: King of the Deep
Secondary Hero: Earth Reader
Starting Citadel: Huge Cave
Starting Resources: None
Starting Army:
 10 Pale Ones
 5 Pale One Soldiers
Bonus: None
Special Resource: Gems
Special power: Summoning creatures of Earth
and Fire and the Pale One dead, Scrying.
The King of the Deep does not have access to
magical rituals or spells. Earth Readers and
Oracles have numerous rituals acquired through
mastery rituals. Each Earth Reader and Oracle
knows some rituals when first acquired.
The Oracles are powerful earth mages and lesser
mages of other disciplines. They are also able to
summon creatures of the deep earth and fire as
well as the dead of the Pale Ones to aid the King
of the Deep in his conquest of the surface world.
Basic Recruitment
The Pale Ones’ basic recruitment list consists of
normal sized Pale Ones.
Nbr Units
5 Pale Ones
5 Pale One Soldiers
5 Cavern Guards
Gold Iron
Special Recruitment
Pale Ones gets wizard offers if in possession of
one or more libraries. They also receive
recruitment offers from Pale One Scouts, Earth
Readers, Oracles and various types of ancient
Pale Ones who are considerably more powerful
than normal Pale Ones.
Temples increase the chance of recruiting
Oracles and Earth Readers and libraries increase
the chance of wizard offers.
12 Classes
12-12 Druid
The Druid is a priest of Nature and a caretaker of
the land. When the lords of Elysium cut down
forests and defile Nature in their bid to colonize
the untamed land, the Druids call forth the
animals of the wilds to do battle with the
intruders. The animals of Elysium are strong and
have souls like men. The Druid aids them and
makes decisions for their sake, seeking to
preserve their pristine habitat. By collecting
magical herbs and using them in strange rituals,
the Druid can call beasts to fight by his side.
Ultimately he may even win the support of
powerful beings of legend that can only be
contacted through communion with the most
ancient forests where the Soul of the Wild runs
deep and untamed.
The kind of animals summoned depends on
where the summoning takes place. Rabbits
abound in the plains and wolves and great boars
roam the forests. The stalking tiger may aid the
Druid in jungles and in the desert the click of
scorpion claws on sand and stone heralds more
Some animals are stronger than humans, but
they lack ranged attacks. Beings of legend are
powerful and may have ranged attacks and
magical abilities.
 Druids collect herbs from forests.
 Druids can use herbs to summon animals.
Class Attributes
Main Hero: Druid
Secondary Hero: Druid’s Apprentice
Starting Citadel: Hut
Starting Resources: 2 Farms
Starting Army:
 10 Barechested Warriors
 5 Barechested Slingers
 1 Barechested Scout
Bonus: +100% special resource in summer,
-100% special resource in winter
Special Resource: Herbs
Special power: Summon Creatures of the Wild
The Druid can summon animals and other beasts
of the wild to do his bidding by using magical
herbs. The types of animals the Druid summons
with his rituals vary according to the terrain the
ritual was performed in.
Lesser Ritual of Mastery
Ritual of Mastery (req. Forest or Jungle)
Ritual of Grand Mastery (req. Ancient Forest)
Other rituals are acquired with mastery rituals.
Basic Recruitment
Barechested Warriors
Barechested Slingers
Barechested Swordsmen
Epona cavalries
Gold Iron
Special Recruitment
The Druid gets wizard offers if in possession of
one or more libraries.
The Druid can also recruit Boar Warriors,
Barechested Scouts, Vergobrets and other tribal
units. Offers of Boar Warriors and Hornblowers
are unannounced, but all other offers generate a
recruitment message.
Temples increase the chance of recruiting
apprentices and libraries increase the chance of
wizard offers.
12 Classes
12-13 Burgmeister
The Hoburghers are a race of honest and well
organized halfmen. They are famous for their
skill in farming, their skill in manipulating iron and
of course the best beer in Elysium. The
wealthiest of the Hoburghers is the Burgmeister
who is at the top of the hierarchy and leads the
entire Hoburgher society. Hoburghers live in
fortified settlements called Hoburgs in which they
usually spend all their time as long as they are
not farming or hunting. Other noteworthy
Hoburghers are the Horticulturist, who most
importantly holds the secret of crafting perfect
beer, and the Horologist, who is capable of
building wondrous beings powered by clockwork
Though generally a peaceful and gentle people,
the Hoburghers have a well developed military.
They know that fighting is necessary to defend
their villages and to secure new resources for
their constructs or get more land for farming.
Crossbows play a very prominent role in the
Hoburgher army, because they enable the
Hoburghers to deliver serious damage even to
much larger enemies despite their small size.
As a Burgmeister it is important to conquer
mines. Mines yield iron, which is necessary to
equip higher quality troops. They also produce
gems imbued with the powers of the Elements for
the Horologist to use. The Burgmeister and the
Horticulturist are able to convert regular farms to
Hoburg villages for added income and increased
production of the enchanted weed.
 Slow movement due to small size.
 Burgmeister and Horticulturist can convert
farms to Hoburg villages.
 Horticulturist collects enchanted weed,
which is used for summonings.
 Horologist collects magical gems, which
can be used to create enchanted
Class Attributes
Main Hero: Burgmeister
Secondary Hero: Hogmeister
Starting Citadel: Fortified Hoburg
Starting Resources: 1 Farm, 1 Hoburg Village
Starting Army:
 10 Hoburg Soldiers
 5 Hoburg Defenders
 10 Hoburg Crossbowmen
Bonus: None
Special Resource: Weed, Gems
Special power: Convert Terrain, Summon
Forest Creatures, Create Gem Constructs
The Burgmeister or a Horticulturist can convert a
farm to a hoburg village at the cost of 3 AP and
20 gold. As long as he has 1 unused AP, he can
initiate terrain conversion and the remaining AP
are deducted from the next turn’s AP allowance.
The Burgmeister does not have access to
magical rituals at the beginning of the game. A
Horticulturist can summon forest beings with
weeds and a Horologist can make enchanted
constructs from magical gems.
Basic Recruitment
Hoburg Militias
Hoburg Slingers
Hoburg Crossbows
Hoburg Soldiers
Hoburg Defenders
Hoburg Pikeneers
Burgmeister Guards
Hog Knights
Gold Iron
Special Recruitment
The Burgmeister has access to wizard offers if in
possession of one or more libraries and receives
recruitment offers from Hogmeisters,
Horticulturists and Horologists.
Temples increase the chance to recruit
Horticulturists and libraries the chance to recruit
Horologists and human wizards.
12 Classes
12-14 Warlock
Warlocks were among the first humans to arrive
in Elysium. They discovered Elemental power
trapped in the gems found in the mountains and
hills of the land. By freeing this power, the
Warlock can create or attract Elemental spirits to
serve him. Rubies contain the blazing power of
Fire, diamonds the turbulent power of Air and
winds, sapphires the mercurial power of Water
and emeralds the enduring force of Earth power.
When the energies of a large number of gems
are released, more powerful Elemental spirits can
be called forth, or a larger number of lesser
spirits. Warlocks are also known to bind
Elemental forces to their own bodies, giving them
powers and abilities beyond those of ordinary
The Warlock can call upon a number of very
strong and powerful beings to serve him. The
Kings and Queens of the Elements are almost as
powerful as demon lords and can summon and
command lesser Elemental beings. Giants and
greater Elemental beings are strong, but often
lacking in magical abilities. Elementals are
comparable in power to lesser demons.
 Warlocks collect gems from mines.
 Warlocks can use gems to summon
Elemental beings.
 Warlocks have different innate powers
depending on which Element they are
associated with.
 Many powerful Elemental beings have the
ability to summon other Elemental beings
Class Attributes
Main Hero: Warlock
Secondary Hero: Warlock’s Apprentice
Starting Citadel: Tower of the Elements
Starting Resources: None
Starting Army:
 12 Spearmen
 5 Archers
Bonus: None
Special Resource: Gems (varies by Element)
Special power: Elemental Summonings
Each Warlock specializes in one of the Four
Elements and cannot summon creatures of that
Element’s opposite Element. He can use the
lesser summonings of the Elements not opposed
to his own, however. Great Warlocks are barred
from all Elements but their own.
Warlock’s Apprentices can perform the Lesser
Summonings of all Elements but cannot perform
Greater Summonings of any Element.
Each type of Warlock also has a special ability
unique to his Element. Each Element is affiliated
with a particular type of gem.
Fire Immunity
Mountain Move Air
Lesser Elemental Summoning
Major Elemental Summoning
Summon Elemental Royalty (req upgrade)
Ritual of Elemental Mastery
A Warlock’s Apprentice who performs a Ritual of
Elemental Mastery becomes a Warlock of that
Basic Recruitment
Heavy Infantries
Special Recruitment
The Warlock gets wizard offers if in possession of
one or more libraries.
Temples have no effect on the Warlock’s
recruitment and libraries increase the chance of
being offered to recruit apprentices and wizards.
12 Classes
12-15 Priest King
The Priest Kings of Mictlan have only recently
discovered Elysium and arrived there to acquire
more slaves and sacrifices for the worship of the
God of the Four Faces. Before the discovery of
Elysium, the tribes of Mictlan had lived in
isolation from other cultures and had not
discovered the secrets of metal working, which
has resulted in a technologically inferior culture
when compared to the other nations found in
Elysium. The soldiers of the Priest King use
archaic weapons that will undoubtedly have
trouble penetrating the armor of modern knights
and other heavily armed troops.
The Tribal Kings who serve the Priest King use
slaves to form the sword fodder of their armies.
Slaves are taken from towns and larger villages
and can be very useful against smaller armies
despite their low morale and lack of proper
equipment. acred warriors who serve the
temples of the Four Faces of the God are better
equipped and benefit from the blessing of the
god, making them more powerful in combat if the
Four Faces hold them in favor.
The Priest King and his fellow Priests who serve
the Four Faces of the God can perform blood
sacrifices to summon creatures beloved of their
bloodthirsty master. These beings are often
sacred, which means that they enjoy their god's
protection. The Priest King and his cohorts can
gain the attention of the Four Faces by
butchering entire settlements and if the god
approves, the power of all blessed creatures will
increase as the favor of the Four Faces smiles on
The Priests of the Four Faces each have
Invocations of power to aid them and their
followers in battle and the nature of the
invocations is tied to the aspect of the Face the
priest serves. Priest Kings, as custodians of the
Land, serve the Bountiful Face of God and have
power over the beasts and can grant healing
powers to their soldiers. Rain Priests serve the
Wrathful Face of God and can call the fury of
torrential rains against the enemy. Moon Priests
serve the Dream Face of God and theirs is the
power to confuse and terrorize through
manipulation of the border between the waking
world and the dream world. Sun Priests serve
the Watchful Face of God and they can call the
fiery gaze of the sun to burn their enemies.
 The Priest King and Tribal Kings can
acquire slaves from towns and villages
 The Priest King can summon sacred
beings through blood sacrifices.
 The Priest King can sacrifice entire towns
or villages to get improved blessings.
 The Priest King's troops have inferior
Class Attributes
Main Hero: Priest King
Secondary Hero: Tribal King
Starting Citadel: Temple City
Starting Resources: 1 Farm
Starting Army:
 10 Tribal Warriors
 10 Jungle Warriors
Bonus: None
Special Resource: Sacrifices
Special power: Slavery, Summons, Blessings
The Priest King and his Tribal Kings can hunt (h)
for slaves to fill his army with weak, expendable
infantry units. A slave hunt costs 3 AP.
The Priest King’s blessing starts out as a bonus
of +1 to morale. The blessing gains more power
as he gains favor with his gods.
Lesser Ritual of Mastery
Ritual of Mastery
Ritual of Grand Mastery
Other rituals are acquired with mastery rituals.
Basic Recruitment
Tribal Warriors
Jungle Warriors
Feathered Warriors
Jaguar Warriors
Gold Iron
Special Recruitment
The Priest King receives offers to recruit Tribal
Kings, Nahualli magicians and Priests and
Temple Attendants. Moon and Sun Warriors are
not announced. Temples increase the chance of
special recruitment offers.
12 Classes
12-16 Troll King
The Troll King is the most physically powerful
warlord of all, capable of conquering entire towns
on his own. His hide is very tough, making him
almost immune to attacks from weaker beings
like Hoburgs or poorly armed humans. Should
the Troll King be wounded, his powers of
regeneration allow him to heal at an extraordinary
rate during battle just like his main companions,
the trolls. All trolls have very keen noses and can
detect stealthy units like brigands without trouble.
The Troll King’s mother is a very old and
magically proficient crone. She and the goblin
shamans and witch doctors under her tutelage
can use fungi to make magical brews that give
them glimpses of the surrounding areas. She
can also turn ordinary forests into troll forests
where the plants and trees themselves will attack
anyone foolish enough to enter the woods.
Those who die in troll forests become animated
by the plants and these carrion beasts will
wander about and kill anything that gets in their
 The Troll King is very tough.
 The Troll King’s mother and goblin
shamans and witch doctors collect fungi.
 Fungi can be used for scrying and
creating troll forests.
 Ancient Forests can be used as citadels
Class Attributes
Main Hero: Troll King
Secondary Hero: None
Starting Citadel: Troll Pit
Starting Resources: None
Starting Army:
 10 Goblins
Bonus: Can use Ancient Forests as citadels
Special Resource: Fungi
Special power: Create Troll Forests
Troll and Goblin Shamans can wither forests or
turn normal forests into troll forests, which fight
intruders on their own and animate wandering
carrion creatures.
The Troll King does not have access to magical
rituals at the beginning of the game. The magics
of ancient troll-kind are unlocked later
Basic Recruitment
The Troll King has very limited basic recruitment.
He is only guaranteed to have 15 goblins
available every turn. Everything else from this list
appears as unannounced special recruitment.
Usually from one to three options are available
each turn.
Goblin Spearmen
Goblin Archers
Wolf Kins
Wolf Kin Reavers
Forest Troll
Rock Troll
Special Recruitment
The Troll King has fairly frequent opportunities to
recruit various trolls, giants, ogres and other
allies to his cause, thus compensating for his
limited basic recruitment. The Troll King’s special
recruitment options are often powerful and thus
also commensurately expensive.
The Troll King gets wizard offers if in possession
of one or more libraries.
Temples increase the chance of recruiting troll
shamans, goblin shamans and goblin witch
doctors. Libraries increase the chance of
recruiting human wizards.
12 Classes
12-17 Enchanter
The Enchanter has learned the art of making
constructs. These constructs are magomechanical creations, partly magical, partly
mechanical. There are many types of constructs,
such as living statues, animated armor and
weapons and great golems. The constructs are
often huge and can withstand massive amounts
of damage before being destroyed. With the help
of these enchanted, mechanical giants the
Enchanter can crush even the mightiest of
armies. However, these titans are extremely
expensive to build, requiring entire mines’ worth
of minerals and ore. Lesser constructs are not as
costly and are more commonly used when
building armies.
Nearly all of the rituals require gold and iron in
large quantities. Most also require a specific
location (e.g. an iron mine or a forest) to perform
the ritual and provide raw materials. With few
exceptions, the location is destroyed or changed
to a different terrain after the ritual is complete.
The Enchanter will have troops with enormous hit
points. Since it costs vast amounts of money to
build these constructs, the Enchanter often lacks
the funds to pay for regular troops. However,
even a few golems can crush powerful armies.
Constructs do not heal damage suffered in
combat, but they have many and varied
resistances, making it very difficult to harm them.
The building and enchanting of constructs is a
very time-consuming process and requires
several Action Points.
 The Enchanter starts with a very well
fortified Crystal Tower.
 The Enchanter can build constructs.
Class Attributes
Main Hero: Enchanter
Secondary Hero: Enchanter’s Apprentice
Starting Citadel: Crystal Tower
Starting Resources: 1 Coal Mine
Starting Army:
 10 Swordsmen
 3 Crossbowmen
Bonus: None
Special Resource: Gold & Iron
Special power: Animate Constructs, Create
The Enchanter has access to a staggering
number of rituals to build a wide variety of
constructs. The constructs are artificial and
cannot be healed, so they will inevitably require
replacement when sufficiently damaged.
A few of the lower level rituals require specific
things that cannot be seen from anywhere in the
main interface or map structure properties.
Necrotods require humanoid corpses, so the
ritual is only active if a sufficient number of
corpses is present (e.g. after a large battle).
Animated Statues require statues, so places like
temples are a good place to look.
The Enchanter can also construct portals, which
allow instantaneous travel between squares that
have had portals constructed in them, regardless
of distance.
Lesser Ritual of Mastery
Ritual of Mastery
Ritual of Grand Mastery
Other rituals are acquired with mastery rituals.
Basic Recruitment
Heavy Infantries
Special Recruitment
The Enchanter gets wizard offers if in possession
one or more libraries.
Temples have no effect on the Enchanter’s
recruitment and libraries increase the chance of
being offered to recruit apprentices and wizards.
12 Classes
12-18 High Cultist
The High Cultist is the leader of an entire town of
worshipers dedicated to the Great Old Ones.
However, regular human sacrifices to weed out
the unworthy have left the town with only a small
but highly dedicated population.
There is a special sea water well in the town
where women are encouraged to submerge
themselves in the hope of being impregnated by
a Great Old One. This never happens, but many
women find themselves taken by a Deep One
instead. The offspring of such a union will be a
hideous fish-like humanoid instead of a noble
Starchild everyone hopes for. These half-human
hybrids are highly devoted to the cause and will
help the cultists spread the influence of the Great
Old Ones. The cultists build similar sea water
wells in all coastal settlements they conquer and
subject the population to their rites, thus gaining
the services of the resulting hybrids as soldiers
for the High Cultist’s armies or as a defensive
force for the settlement.
The High Cultist needs to conquer more
settlements to gain sacrifices. They are needed
to summon Deep Ones from the depths of the
sea and convince them to support the High
Cultist’s cause. Summoning rituals are always
risky and a successful cultist never summons
anything that he cannot also kill if things go awry.
Even though his service to the Great Old Ones
has changed him, the High Cultist is ultimately
human by nature and unable to grasp that which
is required to perform the most difficult rituals. To
gain access to such magic, the High Cultist must
summon an Old One to continue into the realms
where he himself cannot go. Starspawn can use
astrology to divine the location of enemies and to
open pathways for powerful Horrors to attack
them. The Queen of the Deep is an Old One who
can summon entire armies from the deep.
 The High Cultist gains hybrids from all
coastal settlements.
 Cultists can use sacrifices to summon
beings from nearby seas and lakes.
 Starspawn can use sacrifices to scry and
send Horrors from afar.
Class Attributes
Main Hero: High Cultist
Secondary Hero: Cultist of the Deep
Starting Citadel: Deserted Port
Starting Resources: 1 Farm
Starting Army:
 8 Spearmen
 5 Crossbowmen
Bonus: Freespawn hybrids in coastal locations
Special Resource: Sacrifices
Special power: Call Deep Ones, Send Horrors
The High Cultist can summon creatures of the
depths to serve his cause. Sometimes the
summoned creatures do not wish to serve and
will attack instead, so it is best to not summon
anything that you cannot kill if things go wrong.
Lesser Ritual of Mastery
Ritual of Mastery
Other rituals are acquired with mastery rituals.
Basic Recruitment
Heavy Infantries
Special Recruitment
The High Cultist gets wizard offers if in
possession of one or more libraries.
Temples increase the chance of recruiting cultists
and libraries increase the chance of wizard offers.
12 Classes
12-19 Dwarf Queen
The dwarves of Elysium live in mines, preferably
deep inside the tunnels delved into the
mountains. Although they have good trade
relations with humans, they rarely let any outsider
enter the dwarven cities. Most dwarves are
suspicious of the outside world itself and prefer to
stay under the mountain as much as possible.
However, sometimes dwarves must leave the
mines in order to trade with humans and to locate
new mountains suitable for mining.
At the top of dwarven society is the Queen, or
Dvala, as she is called among the dwarves. She
is the only female dwarf in a mine and her task is
to give birth to more dwarves. The birthing of
new dwarf workers occupies all of her time and
thus the actual ruling of the mine is done by a
council of elders, which consists of the oldest
dwarves and the oldest Rune Smith.
Rune Smiths and Councilors are highly esteemed
dwarves. The Rune Smiths create the magical
equipment used by the dwarven elite guards and
warriors. The Councilors have the honor of
establishing new colonies by performing the
secret rites that bring a new Dvala to an empty
Dwarves are excellent miners and can extract
twice the normal amount of gold and iron from
mines. On the other hand, they are not very
good at administering human farms and
settlements and thus receive reduced income
from anything that isn't a mine.
 Dvala gives birth to new dwarf workers
every month.
 Dwarf workers can be upgraded by
spending iron.
 The Dvala can use diamonds to scry
mines and to create Rune Smiths.
 Rune Smiths can use gems to create elite
guards and warriors.
 The Councilor can call forth a new Dvala
by spending a heap of gold.
 All dwarves move faster in snow and
 Human mercenaries often offer their
services, but at high prices.
Class Attributes
Main Hero: Dvala
Secondary Hero: Dwarf Commander
Starting Citadel: Dwarven City
Starting Resources: None
Starting Army:
 11 Dwarf Workers (10 + 1 from Dvala)
 5 Dwarves
Bonus: +100% gold and iron from mines
-1 gold income from everything else.
Special Resource: Gems
Special power: Crafting Armor
Sense Mines Reveal the location of a mine
Create Rune Smith Creates a Rune Smith
Ceremony of Mastery Upgrade
Basic Recruitment
Dwarven basic recruitment is non-standard.
Dwarves can convert Dwarf Worker units to other
types of dwarves by spending iron and and gold.
If there are not enough workers available to
convert an entire group, partial groups can be
converted but cost the same as a full group.
Dwarf Warriors
Dwarf Guards
Dwarf Arbalests
Outdoor Dwarfs
Dwarf Commander
Only one Dwarf Commander may be recruited
per turn, regardless of how many citadels the
player owns, since after being recruited he
disappears from the list until the next turn.
Special Recruitment
The Dwarf Queen gets wizard offers if in
possession of one or more libraries. She also
gets recruitment offers from large contingents of
human troops on a regular basis, but they cost a
lot of gold to hire. Libraries increase the chance
of wizard offers.
12 Classes
12-20 Voice of El
The Voice of El is an Arch Bishop who is charged
with the conversion of Elysium to the proper faith.
El should be worshiped at least in all human
settlements and everyone shall pay a tithe to the
Church. The tithe is distributed yearly among the
high ranking priests. A Cardinal will gain twice
the share of an Arch Bishop, a normal Bishop has
no right to any tithe and if a Pontiff has been
appointed he will collect the entire tithe to
distribute as he sees fit. Because the Church in
the new world has large expenses, the tithe is
taken thrice in Elysium, meaning that all
converted settlements pay a third of their income
to the Church. Only the most high ranking priest
for each Voice of El counts when the tithe is
The priests of El collect relics to enable them to
serve El better. The relics can be used either
toward breaking the Seven Seals or to sacrifice
them to El in order to gain more favor. There are
seven Seals that separate El from the world and
they prevent him from punishing the heretics of
Elysium in an effective manner. After the
breaking of at least one Seal, minions of El will
come to assist His church. The breaking of more
Seals will bring forth more powerful minions and
breaking all Seven Seals will unleash the
 Convert settlements to give one third of
their income to the Church
 Break the Seals to receive help from El
 Cardinals can begin a Crusade and
institute the Inquisition
Class Attributes
Main Hero: Arch Bishop
Secondary Hero: Bishop
Starting Citadel: Temple of El
Starting Resources: Farm, Hamlet
Starting Army:
 10 Spearmen
 8 Halberdiers
Bonus: None
Special Resource: Relics
Special power: Break Seals, Crusade,
Inquisition, Blessings
The breaking of the Seals allows minions of El to
come to the aid of the Voice of El. The strength
and numbers of the minions depend on how
many Seals have been broken.
The Blessing of El increases the effectiveness of
blessed troops in combat.
Convert Settlement Converts a settlement to
the worship of El
Break Seal Breaks one of the Seven Seals
Increase Divine Favor Increases chance of
receiving help after Seals have been broken
Bolster Devotion Increases the strength of
Crusade Begin a Crusade
Inquisition Institute Inquisition
Ceremony of Mastery
Basic Recruitment
The worshipers of El rely on human troops for
their basic recruitment.
 Only one Pontiff may be appointed, even if
there is more than one Voice of El in play.
Temple Guards
Gold Iron
Special Recruitment
The Voice of El gets wizard offers if in possession
of one or more libraries. In addition, he receives
aid from the minions of El after at least one of the
Seven Seals has been broken. Temples increase
the chance of being able to recruit Bishops.
12 Classes
12-21 Illusionist
Illusionists are masters of deception and
misdirection. Through their arcane study of light,
sound and the senses, they have perfected a
magic that is designed to confound sight,
hearing, smell, taste and even touch.
The Crystal Palace of an Illusionist is a place
where mirrored walls cast reflection upon
reflection upon reflection in an infinite maze of
illusion that leaves the unprepared visitor dazzled
and disoriented. In an Illusionist's domain, the
border between the real and the unreal is
crossed as casually as a peasant crosses his
field. One never knows whether the things he
sees are real or simply figments of one's own (or
someone else's) imagination.
The conjurations of an Illusionist are fragile,
instantly dispelled when confronted with hard
reality. Yet despite their ephemeral nature, they
have a very real power to affect living things.
That which is seen and believed will have a
physical effect upon those who do not realize
they are dealing with the unreal and illusionary
blades will inflict real, bleeding wounds on their
Illusionists can use the power of magical gems to
store both their spells and illusions in specially
constructed mirrors, which will then release the
stored contents in battle. Many a warlord has
laughed derisively at a small opposing force
whose vain commander brings large, fragile
mirrors to the field of battle. Most of those
warlords have then had to watch their own
ordered ranks turn into a chaotic snarled mess,
their soldiers distracted and confused by bright
lights, frightened by visions only they can see
and cut down and trampled into the ground by
soldiers and fantastical monsters that marched
forth from the enchanted mirrors.
Those facing an illusionist are advised to
underestimate them at their own peril.
Class Attributes
Main Hero: Illusionist
Secondary Hero: Illusionist’s Apprentice
Starting Citadel: Crystal Palace
Starting Resources: None
Starting Army:
 10 Spearmen
 5 Archers
Bonus: None
Special Resource: Gems
Special power: Illusions, stored spells
The Illusionist can use mirrors to store spells,
which are discharged at enemies in combat. The
Illusionist can also use silver and golden mirrors
to store illusions which are released in combat to
attack the enemy.
Lesser Ritual of Mastery
Ritual of Mastery
Ritual of Grand Mastery
Other rituals are acquired with mastery rituals.
Basic Recruitment
Mirror recruitments are mercenary offers, so only
one mirror of a given type can be purchased on
the same turn. It is possible to purchase one of
each type if there are enough forts and gold.
Heavy Infantries
Large Mirror
Silver Mirror
Golden Mirror
 Illusionists can store spells and illusions in
Special Recruitment
The Illusionist gets wizard offers if in possession
one or more libraries. Libraries increase the
chance of wizard offers and apprentices.
12 Classes
12-22 Markgraf
The first Markgraf was once one of the richest
persons in a Hoburg, but he was bested to the
title of Burgmeister. The Markgraf then decided
to withdraw himself from the Hoburgher society
altogether, setting up his domain as that of a
Graf, modeled on the human Barons. For a few
generations, this remote area of the Hoburgher
society was more or less self-sufficient, if a bit
leaner than their neighbors. The Markgraf
managed to live well off of his subjects and no
renegades survived to tell the tale. Many
Hoburghers of ill repute have found a refuge in
the towns of the Markgrafdom as they had
already broken with the customs of mainstream
Hoburgher society. As the Markgraf's domains
are more barren and worn down than the rest the
Hoburg lands, the Markgrafs have tried every
means available to improve the lot of their subject
and themselves.
The subjects of the Markgraf are a quiet and
suspicious people. Strangers who come to visit
will find that the doors are closed and no one will
speak to them in the tavern. One of the more
noteworthy subjects of the Markgraf is the
Nekromant, a Hoburgher with an affinity for the
necromantic arts. The Markgraf has seen the
potential of using necromancy and put him to
work on all kind of projects.
Nekromants collect the left hands of dead
criminals that can be found in towns and large
villages. These hands are called Hands of Glory
and contain power that can be used in
necromantic rituals. The Nekromants can raise
the dead to create armies, but risk their sanity in
the process. However, the most important task
for a Nekromant is to ensure eternal life for the
Markgraf by transforming him into a vampire.
 Hoburgs are small and weak and move
 Nekromants collect Hands of Glory from
large villages and towns.
 Nekromants can use Hands of Glory to
perform rituals.
 Nekromants can raise the dead at the cost
of some sanity.
Class Attributes
Main Hero: Markgraf
Secondary Hero: Nekromant
Starting Citadel: Fortified Hoburg
Starting Resources: 1 Hoburg Village, 1 Farm
Starting Army:
 10 Hobmark Soldiers
 10 Hobmark Crossbows
 5 Hobmark Defenders
Bonus: None
Special Resource: Hands of Glory
Special power: Necromantic summons
Lesser Ritual of Mastery
Ritual of Mastery
Ritual of Grand Mastery
Other rituals are acquired with mastery rituals.
Basic Recruitment
Gold Iron
Hoburg Militias
Hoburg Slingers
Hobmark Crossbows
Hobmark Soldiers
Hobmark Defenders
Hobmark Hammerers
Hobmark Pikeneers
Markgraf Guards
Hog Hussars
Special Recruitment
The Markgraf gets wizard offers if in possession
of one or more libraries. He also receives
recruitment offers from Nekromants and
Markmeisters. A Markmesiter is a Hobmark
Hussar commander mounted on a great boar. If
the original Markgraf is killed, the offer of a new
Markgraf becomes available until one is
Libraries increase the chance of Nekromant
13 Cmd Line Options
13 Cmd Line Options
Width in squares for random maps. Default value
is 52 and maximum value is 90.
Conquest of Elysium may be run with various
command line options that alter certain game
behaviors and enable certain features.
Usage: CoE4 [option(s)]
Height in squares for random maps. Default
value is 36 and maximum value is 90.
NOTE! All of the options that are longer than a
single letter (except -dd) use two consecutive
dashes (- -) instead of just one dash! The |
symbol denotes that just one of these switches
should be used, because they do the same thing.
13-1 Information Options
These switches provide information about the
game. The information is output to stdout.txt in
the game installation folder.
-v | --version
Print version info and exit
Print command line switches to stdout.txt and exit
Increase debug level. Add more d for greater
debug level. Increases turn processing times.
13-2 Game Creation Options
These command line options are used during the
creation of new games.
-n | --newgame
Start new game
-r | --randommap
Use random map for new game
Load a previously saved game
Load this map for new game
Create a game log of current standings with this
file name
Society for new games (0-6).
 0 Random
 1 Dark Ages
 2 Agricultural
 3 Empire
 4 Fallen Empire
 5 Monarchy
 6 Dawn of a New Empire
Percent of map for arctic terrain (default 30)
Percent of map for southern terrain (default 35)
Enable clustered start for allied players
Disable clustered start for allied players
Only lose if no team member has a citadel or
Allow viewing of score graphs during the game
Save game every turn (with name 'autosave')
Allow renaming of commanders
-b | --battlereports
Don't show battles when they occur, create
reports instead. This only affects newly created
games. Old saves are unaffected.
13 Cmd Line Options
13-3 GUI Options
These options alter the behavior of the graphical
user interface of the game.
-u | --fullscreen
Fullscreen mode
-w | --window
Windowed mode
Size of window in pixels (default 960*720)
-f | --nofade
Don't use fade effects
Don't scroll map when mouse is at the edge of
the screen
Never ask for confirmation on quit.
Ask for confirmation on quit.
The time in ms to animate each human move
Don't show any tip of the turn
Maximum frames per second (default 50)
Alpha in % for GUI windows (default 90)
Alpha in % for crosses that mark followers
(default 75)
Limit maximum texture size (maximum width, e.g.
Set graphics quality 9-12 (default 12)
Text size in percent of normal (default 100)
13-4 Server & Network Options
These options are used for setting up and
connecting to a CoE4 server and behavior during
network games.
-S | --server
Start game server
The time in ms to show each AI move. (0=don't
-t | --textonly
Run in text only mode (only for servers)
Show when the independents move
-c | --client
Connect to game server at startup
Don't show when the independents move
Use this port number
Show when allied computer players move
Connect to this ip-adr
Don't show when allied computer players move
Don't allow disconnected players to be turned
into AI
Run game with a tablet interface
13 Cmd Line Options
13-5 Sound Options
These options address music and sound issues
such as volume and what sound device is used.
-s | --nosound
Disable all sound
Volume for music 0-100 (default 100)
Music volume 0
Volume for sound effects 0-100 (default 90)
Enable click sound
Use default sound device
Use this sound device (Windows)
Use this sound device (Windows)
Use this sound device (Linux)
Use this sound device (Linux)
Use this sound device (Linux)
Use this sound device (Linux)
Use this sound device (Linux)
14 Game FAQ
14 Game FAQ
This chapter tries to answer some common
questions about the game.
Q: Why are wandering independents called
A: Because
1) They often are
2) They sneak up on you and snake your
hard earned resources
3) The writer of this manual adopted the
term, because in one test game he was
beset by enough stacks of (only) snakes
and serpents to require two dedicated
armies just for extermination duty and the
nickname stuck.
Q: How is the order of units in my army
A: The order of the units in an army is
determined by that unit’s rank (back, middle or
front row). Within the rows of the same rank, the
order is determined by current HP.
Q: What is unit number? What does it do?
A: A unit number is a unique identifier specific to
a given unit in the game and is used to
differentiate between units, including different
units of the same type. Each unit on the map,
from commanders to troops to every single
individual independent unit has a unique identifier
that distinguishes it from all the others. This is
how the game keeps track of units.
Q: Why aren’t Air Shield, Ethereal and Awe
mentioned in the damage calculations?
The abbreviation for unit number is unr.
A: Because while they are damage reduction
abilities, they reduce damage by preventing an
attack from hitting the target in the first place.
Thus no damage calculation is ever engaged.
Damage calculation only applies to successfully
landed attacks.
Unit numbers are temporary and they are
recycled when a unit dies. This means that if unr
32 was assigned to green player’s spearman at
the beginning of turn 1 and that spearman later
dies, the red player may recruit new units (e.g.
archers) and one of them could have unr 32
assigned to him.
Q: Why is the damage bonus displayed
misleadingly like that? Why not just increase
the die size of the weapon directly?
A: The damage bonus display is done the way it
is done for aesthetic reasons, because it looks
better that way.
The reason the die size is not directly increased
is that some weapons can be exchanged for
better ones if a magical weapon item is found
and then the base damage of the weapon
changes. The damage bonus of the unit then
increases the die size of the new weapon just like
it did for the old.
Example: If a Troll King finds the magic item
Sword of Heroes, his normal club (base damage
1d3 blunt) changes to Magic Sword (base
damage 1d10 slashing), but his damage bonus
of +25 stays the same. With the club, he would
do 1d28 blunt damage. With the magic sword,
he does 1d35 slashing damage.
Special accumulated abilities like experience are
tied to unr, but the data is flushed at the end of
the turn when the unit dies. This means that
even though unit numbers are recycled, there is
no possibility of recruiting experienced veteran
troops due to a fluke of luck.
Q: How do I get to see unit numbers?
A: You don’t. They are not visible anywhere in
the game interface. If you run the game in debug
mode, you can examine the log file and see the
unit numbers when a unit is created, examined or
killed, but it does not enable you to do anything to
help plan strategies or gain an edge.
Q: Does the game support modding?
A: Not yet. Modding support may be added later
in a patch.
14 Game FAQ
Q: Where can I use siege weapons?
A: In locations that have a catapult icon as part
of their attributes. The following is a partial list of
terrain where siege weapons can be used.
Guard Tower
Watch Tower
Cloud Castle
Desert Palace
Dark Citadel
Mountain Citadel
Castle (all 3 variants)
Old Castle
Magic Library
Fortified Hoburg
Capitol and Haunted Capitol (all squares
from both)
Note that this list does not even pretend to be
Q: What places count as libraries?
A: The following is a partial list of libraries.
Magic Library
Archmage Citadel
Temple Quarter (Empire era)
Haunted Temple Quarter (Fallen Empire)
Castle (King’s castle in Monarchy era)
Q: What places count as temples?
A: The following is a partial list of temples.
There may be others, but they are not known at
this time.
Temple of El
Temple Pyramid
Temple City
Temple Quarter (Empire)
Haunted Temple Quarter (Fallen Empire)
Ancient Temple
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