Guide to Farahad

The Races

BETRAYED (1)
• Arek - The warlords... Through the ages the
• Faradan - The Faradans are the native inhabita
• Giants - Giants rule the middle lands of Fara
• Zhoriads - Zhoriads are highly intellegent inse

EVIL (2)
• Darkelf - The Darkelves, a race with fearful m
• The Dark Ones - The dark one is not a race of its ow
• The Fallen - These evil men and women has fallen
• Undead - The Undead legions from the south of

FORTUNED (4)
• Dalier - The Crafters and horsefolks from the
• Erdan - Erdans are also known as high men. T
• Gindalier - Related to the Daliers from the main
• Mire - The Mire's are also known as common

GOOD (8)
• Dhurier - Also known as The Primitives Stub
• Dwarf - Dwarves, master of the mines and alc
• Elf - The Elves has great control nature a
• Hobbit - Hobbits, a nice and happy peaceful r

Race vs. race bonuses

A T T A C K E RArekDarkDwarElfErdaGianHobbMireTheDTheFUndeZhorDhurGindDaliFara
Arek0500150005550500-5
Darkelf00101510101510000101010105
Dwarf015000-5-5010101010-10000
Elf01500-50-10-515101000-500
Erdan101000000010101000000
Giants010-5000001010100-500-5
Hobbit010-5-5000010-51000000
Mire01000000051015100000
TheDarkOnes1001015101010100-5000555
TheFallen10-51010515101000-510010105
Undead501015101010100-50-10510105
Zhoriads0010-505000550100010
Dhurier020-10-55000101010100000
Gindalier0100-5000-5101010100-10-100
Dalier010-50000-5101010100-10-100
Faradan-510000000101010100000

Some of the units can't be trained directly from draftees. They need to be upgraded from other units. All upgrades take 3 days.

Example: To train a turgon you will first need to train a Khawan which later may be trained into Zenyes.

All races can train these 5 units.

unitcostgenerateswarspcommntclossestime
NAMEGcIrWdStMngeneratesADADMGcFdAttDefModStartImprv
Vagabonds**40000000433010,54500gold18 18
Mercenaries**40000006400010,510500gold27 27
Red Dragons40k00001005000015103200sulphur378 378
Green Dragons20k000050400001283200sulphur213 213
Silver Dragons15k0000303000301263300sulphur168 168

Arek

The warlords... Through the ages the Areks are well known for their wars with the nearby countries. The Areks has their abode on the large island Altoor north of Farahad. They are masters of the sea and has one of the fastest ships around, the Kan-juylen. They are tall (about 2 m) and muscular and has dark hair and brown eyes except for the noble who has green eyes.
They normally worship the gods Akhar and Gevania.

Faction: The Betrayed

UNITS
Fowes - soldier trained like a city guard. Uses swords.
Khawans - sailor trained in combat skills. Uses axes.
Erayes - the complete seamen.
Zenyes - powerful heavily armored attacker with weapon of choice
Aashes - warrior priests of Altor, armed with a some kind of quarterstaff
Dhengi - like bounty hunter master of operating alone. Carries light weapons
Ghezaws - a more advanced aspect of the Fowes which operates outside city borders

SKILLS
War Skill: 15
Mobilisation: 15
Conquest: 10
Economy: 10
Command: 10

SPECIALITY
Glory Ride: if an Arek wins the war tactics they get a 30% bonus (instead of 10%)
Some Khawans gets trained into Erayes on close victory.
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Khawans5505050005400010,585-20gold24 24
  • Erayes200100100005511010,575-20gold26 26
  • Zenyes6001000007,5500010,564-10gold33 33
Fowes4002020003312010,58501200gold17 17
  • Dhengis3002010003344010,554-30gold19 19
  • Ghezaws180200004422010,57500gold22 22
Aashes4000100001slf 2211410,5230300gold20 20

Dalier

The Crafters and horsefolks from the mainland.

Craftsmen - Novices in weapon making.
Blacksmith - Strong men that provides the Dalier forces with weapons and armours
Enchanter - The men of knowledge with fearful magic talents.
Riders - The main part of Daliers mounted forces
Battle Riders - the most experienced and finest riders
Scout Riders - Special secret Forces, fast and agile infiltrators.

Faction: The Fortuned

SKILLS
Blitz Raiding 15
Conquest 10
Economy 10
Mobilisation 10
Farming 5

Specialty: Weapons half cost
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Craftsmen300100100002gc 1300110,5450600gold14 14
  • Blacksmiths20010050001gc 5500010,56500gold25 25
  • Enchanters24000001gc 2slf 3300310,5430500gold19 19
Riders50010010000541101185-5600gold24 24
  • Battle Riders300100000751001165-40gold32 32
  • Scout Riders1800000553201144-50gold27 27

Darkelf

The Darkelves, a race with fearful magic

Adepts - Novices with limited magic power
Mage Warriors - Fearful Mages with war training
Archmages - The Wisemen with the greatest magical skills
Black Mages - Mighty warriors with minor magic skills
Shadows - Dark creatures bred in the arkelves caves
Nightshades - The main source of the Darkelves information
Shadow Warriors - shadows trained in the art of war

Faction: The Evil

SKILLS
Spell Mastery +40
Wisdom +30
Medicin +5
Curse +10 (less population and slower growth)
Slave Treatment -10


SPECIALITY
Magic Ice Gate: Increases attack time of target by about 3 days.
Magic Portal: Lessers attack time by ~3 days (same minumum)
The effect depends on your spell mastery skill.
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Adepts24000001mn 02,500110,5030800gold12 12
  • Mage Warriors6501000005501110,56400gold26 26
  • ArchMages30000001mn 1slf 0200610,503-10gold24 24
  • Black Mages6501000007,23,401210,56300gold31 31
Shadows4005050003422010,5650800gold21 21
  • Night Shadows200200003265010,534-2200gold20 20
  • Shadow Warrior20000005422010,565-20gold25 25

Dhurier

Also known as The Primitives

Stubbhattar - The basic Dhurier units. Fights mainly with wooden clubs.

Murkelgumma - The commoners of the Murkeltrib.
Stormurkla - The prime mages of the Dhurier forces.
Skogsmurkla - Small and fast, Skogsmurklor works mostly on their own.

Faction: The Good

SKILLS
Population +20
Farming +20
Absorbative Shield 10
Utilisation +5
Economy -20
Wisdom -20

UNITS
Murkelgumma - a tribe priest, master of nature..

Specialty
- Spore Storms causes the attacker to have 1-6 extra losses points. Example: an unit with losses 6 gets exposed to the spore storm will have 6+6=12 losses pts.
- 50% of Mόrklor killed on attacks are transformed into Mόrkelgumma.
- Self Spell: Corrosive Spores, turns buildings into Murkelgumma. About 5% of all structures turns into Mϋrkelgόmma. Example 50Acres may turn into ~200 Mϋrkelgόmma.
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Stubbhattar3000100002311010,5950600gold15 15
  • Stubbmδn10001200044,611010,585-1400gold23 23
     • Stubbstursk50050005,5510010,565-30gold27 27
  • Rotknφlar1000100005400010,5630300gold24 24
     • Barkzerkar00100006,5400010,54100wood28 28
Murkelgumma2500250002fd 031221002-3200gold16 16
  • StorMurkla2000100001fd 03,61231035-3200gold19 19
  • SkogsMurkla1000100001fd 335411035-50gold20 20

Dwarf

Dwarves, master of the mines and alchemy.

Miners - dwarfs working in the deep dwarven mines.
Axe Men - The common dwarf warrior, heavy armour and big axes.
Berserkers - The elite fighters of the Dwarf army. Always in the front line with lethal double axes and shining armour.
Alchemists - Wise dwarves with magic science, can make gold from iron and stone with help of magic.
War Scouts - The commanders best infiltrator, very valuable for the dwarf tactis.
Crossbow Men - Ranged defender armed with crossbows. Provides the dwarves with a strong defence.
Imperial Sentry* - needs wood each x days of they turn into normal Crossbow Men

Dwarves has a special relation to iron and stone which makes trading those resources special.

Faction: The Good

SKILLS
Mining Technology: 30
Construction: 10
War Skill: 5
Peace and Harmony: -5

SPECIALTY
Magic: Alchemy: Stone+Iron => Gold
Trade iron and stone different from other races.
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Miners3003030002st 1ir 1slf 22,500010,5440900gold13 13
  • Axe Men200800001st 1ir 54,500010,5850300gold24 24
     • Berserkers4001000008600010,55610gold36 36
  • Alchemists100400003gc 02,500410,5030300gold18 18
  • War Scouts150400004432010,5450300gold23 23
Crossbow Men60040100002601010,54400gold24 24
  • Imperial Sentry*1001010002701010,54400gold27 27

Elf

The Elves has great control nature and magic.

Archers - Main unit in the Elf defence. Good with bow and arrow.
Rangers - Ranged unit train to both scout and attack.
Wardens - Armoured ranger trained to be a strong attacker.
Elf Lords - The Elite unit of the elven forces, heavy armours and wielders of the elvish steel swords.
Scouts - Sneakish elves whom scout the land for invaders.
Druids - The spiritual masters of all Elves, the Druids are masters of magic and mother nature.

Faction: The Good

SKILLS
Nature Blessing 20
Spell Mastery 20
Wisdom 20
Mana Production 10
Medicin 10
Absorbative 5
Peace and Harmony -5 (slower population growth)



SPECIALITY
Magic: Rune Mirror: Reflects some of the evil spells back to caster
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Archers50050500034,501010,5440900gold21 21
  • Rangers4002040001wd 54,511010,554-30gold25 25
     • Wardens200300006,5511010,554-20gold30 30
  • Elf Lords60040600056,211110,554-20gold30 30
Scouts500050002,52,556010,554-1300gold19 19
Druids5000100001wd 1slf 0201510,5020300gold21 21

Erdan

Erdans are also known as high men. They rule the large land Werdha and are one of the most powerful races in the whole world. They have a desire for grandiosa. They are hated by the Areks ever since they conquered the island of koros, north of Altar.

Guardians - young recruits put in service, light armour and weapons.
Royal Guards - The superior defence of the Erdan force, heavy armours
Crusaders - Elite attack force for quick and surpricing attacks.
Scouts - The information provider of the Erdan force, sneaks at night with light leather armours.
Mystics - The lords of wisedom and mystic.
Twilights - Mystics in a state of magic. Half faded they are almost impossible to detect. But they need mana each x days or they turn back into Mystics.

Constitution: Tall and muscular humans.
Faction: The Fortuned

SKILLS
Conquest: 25
Slave Treatment: 10
War skill: 10
Mobil: 10

SPECIALITY
Fury Ride - war operation
+10 War Skill
10% more losses
+14 Quick Feet (2 days shorter return time)
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Guardians30050500013,501010,5850600gold15 15
  • Royal Guards2501000004511010,575-1300gold24 24
  • Crusaders500100100008400010,575-20gold33 33
  • Scouts220000023,544010,5350400gold19 19
Mystics400008002slf 03,510410,5140300gold20 20
  • Twilights*10000505522210,525-20gold28 28

Faradan

The Faradans are the native inhabitants of Farahad. Through the ages they been exposed to the magic of Yihangra who has slowly changed them and the nature of Farahad. Faradans are tall and muscular and possesses great strength. Some strangers takes them as Khόndiera - half giants.

Keepers - Basic strong defender equiped with heavy armour.
Infiltrators - Keepers with additional training in stealth and silent movement
Invaders - These strong men travels light and wields their supreme 2H spear, Duwaras.
Ritualist - Unit with magic knowledge.
Slave hunters - The supreme warriors of Faradan force with a talent to use crippling nets to ensnare people.

Faction: The Betrayed

SKILLS
Slave Treatment 40
Natures Blessings 40
Mobilisation: 20
Absorbative: 20
Population -20

SPECIAL
Slave Campaign - Conquer massive amount of slaves (6 cmd pts)
Drafts some from the slaves.
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Keepers2000200200045,402010,5640500gold26 26
  • Infiltrators1000100004,44,444010,5640300gold26 26
  • Invaders1000010006,65,511010,564-40gold31 31
Ritualist200020010002slf 43,600410,5340300gold24 24
  • Glowereists1000120120025,431110,5150300gold24 24
  • Eremeists200010010001slf 5,5512300,565-110gold30 30
Slave Hunters600020020009420010,563-10gold37 37

Giants

Giants rule the middle lands of Farahad.

Stone Giants - Stone mining giants, uses big stonemauls when fighting.
Storm Giants - Giants that live on the top of Mt. Oladria where they studied the art of Magic
Boulder Giants - Stone hurling attacker.
Titans - The greatest of the Giant race, large shining armours and Huge swords.
Hill Giants - units living mainly in the woods with scout training.
Cloud Giants - The Hill giants with dual training.

Faction: The Betrayed

SKILLS
Mining Technology +30
Population -10

SPECIALTY
- Magic: Gates of Heaven (self): +50% Magic Points on Defence and a fixed amount.
Example 10 pts/acre and 10 magic power means 10*1.1 + 10 = 21 coverage

(can be modified with Spell Mastery)


- Draftees has defensive strength of 2.
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Stone Giants400100010003st 1ir 4,54,500011750800gold23 23
  • Boulder Giants3000010002st 76000117500gold33 33
     • Titans6002000200012700011,553-20gold49 49
Hill Giants5500100004423011750200gold23 23
  • Cloud Giants100500001slf 454211165-10gold27 27
     • Storm Giants100500002slf 3522511550200gold29 29

Gindalier

Related to the Daliers from the main land. Great Crafters and excellent in producing quality crops.

Knekt - common soldiers.
Viking - strong fearless men with light armour.
Skald - war mages with magical instruments.
Ryttare - mounted unit with strong attaak and speed
Vakt - The guard of smaller villages
Huskarl - The elite guards. Heavy armoured.
Jδgare - Hunters and scouts..


Faction: The Fortuned

SKILLS
Population: 8
Economy: 8
Farming: 8
Vigilance: 8
Utilisation: 8

SPECIALTY
- Half cost of Arcana
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Knekt300050003300010,5750600gold16 16
  • Skald250050001mn 2slf 13,600320,57500gold19 19
  • Ryttare450505000641111175-3300gold28 28
Vakt550500004,54,500010,5850300gold23 23
  • Huskarl2005000055,411010,56500gold27 27
Jδgare44001000013,444010330300gold18 18

Hobbit

Hobbits, a nice and happy peaceful race.
Faction: The Good

SKILLS
Population: 30
Thievery: 20
Construction: 20
Farming: 10
Economy: -20

SPECIALITY
SpecOps: Poison Enemy: Makes about up to 3% of all enemies units out for 1 day.
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Soldiers300400001311010,5650600gold14 14
  • Sling Men3500080034,611010,5450600gold22 22
  • Spear Men1205050004,83,601010,58500gold23 23
Scouts60000001365010,52400gold19 19
  • Sheriffs200500003,63,653010,565-10gold22 22
Brewers4000100001gc 2fd 1slf 0200310,5030600gold15 15

Mire

The Mire's are also known as common men. They come from an island nearby called Miros. They are the race who has the most advanced society. They are known for their desire to work and make progress.

Faction: The Fortuned

SKILLS
Economy +20
Imperialism +10
Command +10
Wisdom +10
Mobilisation +10
Population +5

SPECIALTY
Holy Aura: +10% Defence vs Evil (moded with magic power)
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Sword Wielders500400004410010,5850900gold21 21
  • Paladins50015000045,800210,56500gold28 28
     • Templars5000007,8410120,55500gold33 33
  • Knights5001000006500010,575-20gold28 28
Rogues400400002354010,5430300gold18 18
Priests40000000201410,5030300gold18 18

The Dark Ones

The dark one is not a race of its own - rather a collective..
Faction: The Evil

SKILLS
Population: 15
Peace and Harmony: 10
Mobilisation: 10
Conquest: 10
Utilisation: 4
Spell Mastery: -10

SPECIALITY
War Raid: costs 6 command points. Gain both some Land and Resources. IMPROVED A BIT ERA 27.
Goblins, increases the population with 3 for every 20 goblins.
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Goblins2000400023,200010,5870600gold15 15
  • HobGoblins25005050034,511010,56500gold21 21
  • Goblin Shamans200050002slf 02,520310,5020300gold16 16
Orcs360050500440000196-1500gold21 21
  • Orc Warriors240500005,250000185-20gold26 26
  • Orc Scouts10020000334300153-2300gold19 19
Black Trolls1,7k100010009,24,500011,542-20gold37 37

The Fallen

These evil men and women has fallen from grace and not stopped falling They are truly The fallen and are normally people who has fallen from the good side and now are genuine evil. They normally worship powers of evil and chaos. Ethics and moral does not exist in their society.

Faction: The Evil

SKILLS
Mana Production +35%
Spell Mastery +30%
Vigilance: 5%
Natures Blessings -10%
Economy -10%

UNITS
White Avengers are normally people who has been sentenced to either death or a life in prison and then given a second chance in life by an evil summoner. They are transformed to the a white avenger through a magic process and looses most of their own will to server the evil.

SPECIALITY
Magic.Transform: some of the White Avengers into Unholy Avengers.
Demons and Devils doesn't require any draftees and are immune to hobbits poison effect.
Cursed: Curses only have half effect on The Fallen.
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Quar-Dhurs4440004445533010,565-1600gold27 27
Devils66600066674002104400mana32 32
  • Arc Devils00006668501200,533-20mana36 36
Summoners555055002mn 1slf 0201610,5020400gold24 24
  • Arkaiker444440003mn 1slf 0302710,523-10gold29 29
White Avengers4440004445511000,554-1300gold26 26
  • Unholy Avengers3330003336,5511000,544-10gold30 30
Chaos Demons77700077777000105400mana34 34

Undead

The Undead legions from the south of Farahad.
Faction: The Evil

SKILLS
Population: 15
Mana Production: 15
Spell Mastery: 10
Natures Blessing: -10
Economy: -10
Curse: 10 (less population and slower growth)

UNITS
Some Golems, Skeleton and Zombies requires mana for improvements.
Zombies requires 2 draftees and Golems doesn't requires draftees.

SPECIALITY
Some of the killed enemy on victory are converted to zombies and skeletons.
Magic: Create Golem, creates a power creature which can be used as a great defensive unit. May also upgrade golem to more powerful ones.
Cursed: Curses only have half effect on Undead.
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Golems of Clay1k0010020004000002400mana15 15
  • Golems of Stone2000020030005000002300stone18 18
     • Golems of Iron2002000040006000002200iron21 21
        • Crystal Golems80000080007001002150mana25 25
Spies400000002,554010,5040400gold16 16
  • Häxgard2500500003,529110,50500gold23 23
Zombies3600004034,500000430800mana21 21
  • Zombie Knights4005000505,55,5000004300mana27 27
Skeleton Warriors2505000044000001030400mana21 21
  • Skeleton Archers1500500045000008700mana24 24
Vampires1k000200651101024-20mana29 29
Necromancers55000002mn 3slf 12,500510,5130200gold22 22

Zhoriads

Zhoriads are highly intellegent insectoids who has the appearance of giant ants. They live peaceful and normally avoinds contact with humanoids. They have a mass around 40 kg are very strong physically. The protectors fights very aggressive in protecting their food or home/nest. They continue fighting until the enemy is dismembered or it dies.
Zhoriads poor magic makes them often works togeather with silver dragons.

SKILLS
Population: 32
Peace and Harmony: 15
Command: 10
Absorbative Shield: 10
Wisdom: -10
Economy: -40

Faction: The Betrayed


UNITS
- Crematogaster sprays highly toxic acid when attacking causing the defending province to suffer higher losses.
- Protectors fights until death - higher defence and losses.
- Formica Fuscas may not be assassinated.

SPECIALITY
Natural high resistance to magic
unitcostgenerateswarspcommntclossestimestartImprvvalue
namegcirwdstmnresourcesadadmgcfdattdefmodunitsresvalue
Formica Fuscas320040001gc 2slf 02,201301030200gold15 15
Winged Ants24004000030100185-50gold12 12
  • Flavipes500040003fd 1wd 222200144-3200gold13 13
  • Crematogasters220050004,520000164-50gold19 19
  • Scouts2200400002,24400154-50gold14 14
Scaled Ants2400404003,2400001850700gold19 19
  • Moulders240005001st 4,54000017500gold22 22
  • Protectors5000020003500001660700gold22 22
SpcO=Special Operations, Mntc=Maintenance Cost, Mx=Maximum of number trainible/constructible, Gc=Gold Coins, Ir=Iron, Wd=Wood, St=Stone, Dft=Draftees, Fd=Food, Mn=Mana, WAR:attack/defence, SpcO:attack/defence, M=Magic, LOSSES ratio on attack/defence

*) 1% of the units are downgraded every 2 days.
**) 1% of the units leaves every 2 days. Training time 1 day. Cost increased 10% for every 200 Might.

Updated: 2008-11-30 21:39:59