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The ELEMENTALIST

Dossier for:
The Chaotic Planes of the Elementalist

"I Am All"

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Dawn of the 4th Cycle of Alamaze

Two centuries after the advent of The 3rd Cycle, explorers from various seafaring races sailed west over what became known as The Endless Sea in hopes of finding a land not embroiled in endless wars. Though the sea was treacherous and some missions encountered kraken to their demise, the efforts eventually succeeded in discovering an entirely new continent. They established colonies there, and merchants returned to their old homes with rare metals, jewels, spices and stories of dragons and other creatures there. Knowledge of this new world and the navigation of safer passages became known to all peoples of Alamaze, and each sent its own expeditionary missions to establish their own colonies in the new land.

The discovered country was large enough that each found a region to settle and grow. Denizens of the continent have been encountered as well. Rumors of a Giant Ant race; of an undead uprising led by a powerful being called The Night King, and the establishment of a society called the Lycans: breathing men and beasts but not like normal mortals.

Borders were established. Cultivating this new territory and making use of ample materials combined with new construction technologies developed in the last two centuries led to rapid development of whole ranges of structures, including castles. Peace was found and endured for the next two generations, but then the old rivalries and jealousies reemerged. Discourse has become tinged with aggression and innuendo. It is clear the innate desire to establish empire has reemerged in all the kingdoms.

It seems to the sages that the outbreak of war is inevitable and only a few months away. Each kingdom is preparing in their own best way: militarily, economically, covertly and magically, all using the new sciences of steel and construction and the advantages they provide to their desired ends. It is a frenzy of development and preparation.

The time, and so the land as well, in this intense swirl of activity in a world still with many unknowns has come to be called The Maelstrom, and The 4th Cycle of Alamaze!

TO ARMS!


From Your Prime Minister:

Master of Elements, we are fortunate to have unique access to the Elemental Planes of Existence. Vast knowledge of the elements has provided us with more powerful versions of combat spells that involve the elements. No one is at our level of arcane superiority. The Summoned troops from the various Elemental Planes are unique to our kingdom, and should be utilized to augment our middling kingdom brigades when the economy allows for it. All things considered, Master of the Elements, your opportunity for control over the realm is imminent.


Specialized Traits For Our Kingdom:

The following traits provide special and unique bonuses for our kingdom. These effects are inherent and do not require specific action to enable unless otherwise specified in the section below.

Type Name
Cultural Adventurers
Magic Supremacy
Special Rules For The Chaotic Planes of the Elementalist Kingdom:

Your first group begins as your most powerful and important group. In addition, should you earn your Early Strategic Objective or qualify for an Appeal to the Gods (Epic Game only) there are possible awards that only go into your first group (see General Rules).



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Early Strategic Objectives:

Enter your selections for the Early Strategic Objectives with your orders on turns 1 through 3. Use Order #991 and reference the instructions in the Official Rulebook. If you do not select any objectives, your kingdom will receive the default objectives listed below:

Control a region worth 2 points
Have 3+ Dukes (not Demon Princes/Consuls/King/Queen/Regent) worth 1 point

We are pursuing a MINOR ESO!

On turns 10 through 15, if our kingdom has achieved the above requirements to total 3 achievement points, we may claim awards worth 3 points!



Victory Conditions:

This campaign has NORMAL victory conditions.

Therefore a kingdom may win via Rex (control 5+ regions) or by Lion's Share (most status points at end of the game).




Skeletons In The Closet:

The following skeletons, if revealed, will have detrimental impact on your influence and on regional reaction in some regions.

Type Code
MAJOR 1692 The Heir Apparent Is Illegitimate.
MINOR 3688 The King Has Zoophobia: He Fears All Animals.
MINOR 5749 The King Has Thanataphobia: He Is Terrified Of Dying.



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Magical Prowess:

Proficiency: Supremacy (Tier 1 of 7)

Maximum assured Power level attainable: 9

(Spellcasters may attempt to research beyond the assured level, but may fail about 50% of the time, and the gold cost is still consumed)

Gold cost per research level: 7,000

(Plateau levels have additional cost. At 3rd level, +10,000 gold. At 5th level, +30,000 gold. At 7th level, +60,000 gold. For example, to increase a pwr-2 wizard to pwr-3, the cost is the gold-cost-per-research-level x level + plateau cost, or 31,000 gold. To reach 5th level, the cost is 65,000 gold. To reach 7th level, the cost is 109,000 gold.)


Spell List

Level 0: Rite Of The Magi, Self Invisible, Wizard Assist Encounter

Level 1: Bridge Of Mist, Create Food, Create Gold, Diplomacy, Light Of The Evening Star, Lightning Attack, Magic Research, Protect Heroes and Wizards, Raven Familiar, Reveal King's Influence, Shield, Speed, Stun Leader, Summon Monster I (Troglodyte), Ward

Level 2: Bridge Of Mist (Intrinsic), Dispel Magic, Dispel Storm at Sea, Fear, Fertile Fields, Firestrike, Flash Flood, Guarded Attack, Heal, Kill Leader/Wizard, Lesser Masking, Light Of The Evening Star (Intrinsic), Ship of Mist, Storm at Sea, Summon Monster II (Gnoll), Teleport Self, Valor, Wall of Flame, Wind Storm

Level 3: Command Tornado, Conceal Emissary, Dispel Dome of Invulnerability, Dispel Regional Effect, Eagle Familiar, Hidden Ore, Instant Self Teleport, Invisible Brigade, Mirror Image, Presence (Intrinsic), Protection from Regional Effect, Raise Population Center Census, Sleep, Strengthen Walls, Summon Air Elemental, Summon Monster III (Owlbear), Teleport Patrol, True Seeing

Level 4: Chaos, Destroy Undead, Earthquake, Greater Masking, Instant Summon Phantasmal Forces, Invisible Division, Project Image Of Group, Summon Earth Elemental, Summon Minotaurs, Summon Monster IV (Gargoyle), Teleport Brigade

Level 5: Bounty (Regional Effect), Conjure Prestige, Create Magical Item, Ice Torrent, Infuriate Populace, Invisible Army, Meteor Strike, Raise Regional Census (Regional Effect), Summon Fire Elemental, Summon Kraken, Summon Monster V (Manticore), Summon Rock Golems, Teleport Division, True Seeing (Intrinsic), Unveil Group Locations, Unveil Population Centers, Ward Population Center

Level 6: Augment Title, Blinding Light (Regional Effect), Chain Lightning, Charm Region, Conjure Scandal, Dome of Invulnerability, Enhance King's Aura, Revelation, Simulacrum, Summon Death, Summon Monster VI (Ettin), Summon Water Elemental, Teleport Army

Level 7: Crack The Sky, Power Word Stun, Prismatic Rays, Summon Leviathan, Summon Monster VII (Umber Hulk), Teleport Army Group

Level 8: Incendiary Cloud, Summon Iron Golem, Summon Monster VIII (Gelatinous Cube)

Level 9: Arcane Disjunction, Disintegrate, Summon Monster IX (Shambling Mound)




The Chaotic Planes of the Elementalist Military Dossier



Kingdom Brigade Description:

A balanced brigade, not heavily armed or armored. A good allotment of short bowmen, medium infantry equipped with spears and leather protection that have been trained to charge, a company of light horse. All in all, the Elementalist brigades would be considered average, and the kingdom is best served by adding its wide assortment of available Companions as well as summoned brigades.



Kingdom Brigade Ratings:

LR Missile SR Missile Charge 1st Melee 2nd Melee Combined Storm (PC) Defense
Average Average Average Above Average Average Average Average Average

Recruit Troops (Order #560), Recruit Companions (Order #565), or magically summoned brigades fight at their respective values for all kingdoms. They move according to the kingdom's movement table. They consume food and gold at their respective rates. Groups at sea fight according to the fleet quantity and quality in the given sea.

Special Note: Flyers may be available for your kingdom through the Recruit Companions (Order #565) or as a Wizard Summoning Spell. All flying groups, either as natural flyers like Dragons or groups enhanced with special brigades/artifacts that bestow flying capabilities, are considered flying at all times. When specifying the group's movement, all terrain costs are calculated as normally in your movement order (including when flying over water areas). However, flying groups whether they are all-natural flyers (e.g., all brigades of Griffons) or non-natural flyers (ground-based troops that gain flying by acquiring an artifact or by recruiting Giant Eagles) are checked throughout the turn if their situation changes. Flying status may be lost if the group no longer meets certain criteria such as losing division-sized status required by certain artifacts due to transferring troops between groups, combining groups together, or gaining additional troops through battle as what may occur with special troops like Zombies that eat the dead and grow in number. Or Lycanthrope that spreads among the injured on the battlefield and the group acquires new Lycan brigades. Another possibility to consider is if the group will receive any troop reinforcements, which occurs at certain intervals throughout the game. So, even though a ground-based, non-natural flying group may start the turn as a flyer, its status may change throughout the course of the game. A flying group that flys over or lands upon a water area may be issued any movement order (e.g., 720 and not required a sea movement order like 710).

Natural flyers are: Black/Red Dragons, Great Bats, Phoenixes, Specters, and Wyverns, as well as the new troop types of Air Elementals, Beholders, Chimeras, Cockatrices, Fairy Folk, Gargoyles, Giant Eagles, Griffons, Manticores, Mephits, Pixies, Rocs, and Sprites. Giant Eagles and Rocs are the only natural flyers capable of bestowing flight to ground-based troops. Artifacts that are capable of bestowing flight to others are: Great Red Bats of the Lost Caves, Green Dragon Mates, and the Last Herd of Winged Stallions. If a group consists of only natural-flyers or ground-based troops that become capable of flying, the following flight bonuses apply: +20% attack bonus vs pop centers, immune to Earthquake, Flash Flood, and Wall of Flame spells, patrol-sized groups have 32 (rather than 20) movement points (only for patrols of the Black Dragon, Red Dragon, and Fairy Folk kingdoms), may fly over water without a naval fleet being involved (may finish movement upon a water area), automatically performs a reconnaissance of the group's location as a level 1 agent, and the flying group may not be flanked in battle (a special attack maneuver that certain kingdoms may perform).



Recruitable Troop Types (Food/Gold Amount Is Cost To Recruit):

Type ID Food Gold Max Per Group Notes
Elementalist EM N/A N/A Unlimited Kingdom brigade, not recruitable but receive as reinforcements
Mythians MY 6,000 8,000 Unlimited Recruit at pop center within Zanthia (6), The Sword Coast (8), Zamora (10), Mythgar (11), or The Untamed Lands (12) and requires General and 1 Veteran brigade
Northmen NM 4,000 6,000 Unlimited Recruit at pop center within The Crown Islands (1), Darkover (2), The Diamond Coast (3), Triumvia (5), or Stormgate (13) and requires Captain
Nyvarians NY 4,000 6,000 Unlimited Recruit at pop center within The Diamond Coast (3), Nyvaria (7), Pellinor (9), The Untamed Lands (12), or Stormgate (13)
Paladins PA 8,000 10,000 Unlimited Recruit at pop center within Darkover (2), Krynn (4), Triumvia (5), Nyvaria (7), or Pellinor (9) and requires General and 1 Veteran brigade [Only permitted for non-evil kingdoms]
Stormgate Guard ST 10,000 10,000 Unlimited Recruit at pop center within Stormgate (13) and requires General
Vikings VI 6,000 9,000 Unlimited Recruit at pop center within The Crown Islands (1), Darkover (2), or The Diamond Coast (3) and requires General and 1 Veteran brigade
Westmen WE 4,000 6,000 Unlimited Recruit at pop center within Krynn (4), Triumvia (5), Zanthia (6), The Sword Coast (8), or Stormgate (13) and requires Captain
Zamorans ZA 4,000 6,000 Unlimited Recruit at pop center within The Sword Coast (8), Pellinor (9), Zamora (10), Mythgar (11), The Untamed Lands (12), or Stormgate (13) and requires Captain
Companions (Order #565):
Mephits (Flyer) MP 2,000 2,000 20 Recruit in wild (no pop center) in Forest terrain and requires Captain and 1 brigades
Summoned (By Spell):
Air Elementals (Flyer) EA N/A N/A 5 Summon in wild (no pop center) in Plains terrain
Earth Elementals EE N/A N/A 5 Summon in wild (no pop center) in Mountains terrain
Fire Elementals EF N/A N/A 5 Summon in wild (no pop center) in Desert terrain
Ettins ET N/A N/A 3 Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Water Elementals EW N/A N/A 5 Summon in wild (no pop center) in Marsh terrain
Gargoyles (Flyer) GA N/A N/A 5 Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Gelatinous Cubes GC N/A N/A 3 Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Gnolls GL N/A N/A 10 Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Iron Golem IG N/A N/A 1 Summon in wild (no pop center) in Mountains terrain
Manticores (Flyer) MC N/A N/A 5 Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Minotaurs MI N/A N/A 5 Summon in wild (no pop center) in Forest, Mountains terrain
Owlbears OW N/A N/A 5 Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Phantasmal Force PM N/A N/A 5 Summon in wild (no pop center) in any terrain
Rock Golems RG N/A N/A 5 Summon in wild (no pop center) in Mountains terrain
Shambling Mounds SM N/A N/A 3 Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Troglodytes TG N/A N/A 10 Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Umber Hulks UH N/A N/A 3 Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain


Resource Consumption per Brigade (Each Turn):

Type Food Gold
Elementalist 1,500 1,500
Mythians 1,700 2,100
Northmen 2,000 2,000
Nyvarians 2,000 2,000
Paladins 2,700 2,700
Stormgate Guard 3,000 3,000
Vikings 1,800 2,200
Westmen 2,000 2,000
Zamorans 1,600 1,600
Companions (Order #565):
Mephits 600 500
Summoned (By Spell):
Air Elementals 800 1,500
Earth Elementals 1,500 2,500
Fire Elementals 950 2,000
Ettins 1,200 1,200
Water Elementals 1,000 2,250
Gargoyles 850 850
Gelatinous Cubes 1,750 1,750
Gnolls 650 650
Iron Golem 3,000 3,000
Manticores 950 950
Minotaurs 2,300 2,500
Owlbears 750 750
Phantasmal Force 0 0
Rock Golems 500 1,500
Shambling Mounds 2,000 2,000
Troglodytes 500 500
Umber Hulks 1,500 1,500


Reinforcement Schedule (Receive As Kingdom Brigades):

Turn 5: 2
Turn 10: 1
Turn 15: 2
Turn 20: 1
Turn 25: 2
Turn 30: 1
Turn 35: 2
Turn 40: 2


Terrain Combat Adjustment:

Terrain Type Movement Point Cost Movement (Ice Age) Elementalist Trait
Plains 5.0 6.25 0%
Forest 7.0 8.75 0%
Mountains 8.0 10.00 0%
Desert 7.0 8.75 0%
Marsh 7.0 8.75 0%
Sea 5.0 6.25 0%
vs PC's * * 0%


Intercept Radius:

Your intercept radius is 3 areas (for Order #732).



Subjective Ratings Methodology

Over fifty criteria which comprise the characteristics of each Kingdom have been evaluated in designing and balancing the Second Cycle. Exactly where your Kingdom falls along many of these lines will be divulged below. Much of the work which went into the second cycle involved balancing the potential of each Kingdom. The ratings will be broken down into several elements of play, with a numeric rating converted into a subjective phrase. These rating phrases were arrived at by establishing a mean and standard deviation for each criteria, and then assigning the appropriate phrase. Throughout, the following scale is used:

Superior 1.75+ STANDARD DEVIATIONS ABOVE MEAN
Excellent 1.00+ STANDARD DEVIATIONS ABOVE MEAN
Good 0.40+ STANDARD DEVIATIONS ABOVE MEAN
Average 39+ to -.39- STANDARD DEVIATION
Below Average -0.40 STANDARD DEVIATIONS BELOW MEAN
Poor -1.00 STANDARD DEVIATIONS BELOW MEAN
Very Poor -1.75 STANDARD DEVIATIONS BELOW MEAN

What this is intended to relate to you is that there is no puffing of any ratings: if you have a SUPERIOR rating in some area, another King almost certainly has a VERY POOR rating there. On the other hand, if you think your Kingdom looks horrible in a certain area, yet it's evaluation is BELOW AVERAGE (rather than VERY POOR), then you should be clued to reevaluate your perception of the strength of other Kingdoms in this area (ie, they probably are not as strong as you suspected).

For each area, take the rating for Summary with a grain of salt. It will involve some weighting of the factors in that category, but could give a misleading final evaluation. For example, in the military section, a Kingdom whose troops are quite good in combat may be summarized as only average militarily because of poor movement capabilities and light reinforcements. In any case, the evaluations are only intended to allow you to frame your Kingdom's beginning characteristics against those of the other Kings.



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Subjective Ratings for All Troop Types


Brigade Ratings:

Name ID LR Missile SR Missile Charge 1st Melee 2nd Melee Combined Storm (PC) Defense
Alchemist AL Average Average Average Above Average Average Average Average Average
Amazons AM Good Good Very Good Above Average Above Average Above Average Above Average Average
Ancient Ones AN Good Above Average Above Average Above Average Above Average Above Average Average Above Average
Apes AP Very Poor Below Average Above Average Above Average Above Average Above Average Average Average
Atlanteans AT Very Good Above Average Average Above Average Above Average Above Average Average Above Average
Beholder BH Good Above Average Very Poor Average Below Average Below Average Below Average Below Average
Black Dragons BL Above Average Good Excellent Average Above Average Above Average Good Good
Centaurs CE Good Above Average Above Average Average Average Average Average Above Average
Chameleons CH Average Average Average Average Above Average Average Average Average
Cimmerians CI Very Poor Average Excellent Good Good Good Good Above Average
Chimera CM Good Above Average Excellent Good Above Average Good Good Excellent
Cockatrices CO Very Poor Average Average Good Good Above Average Above Average Good
Cyclops CY Good Above Average Excellent Good Above Average Good Good Excellent
Dark Elves DA Renowned Good Good Above Average Average Above Average Above Average Above Average
Demon Princes DE Average Average Above Average Average Average Average Average Average
Deathknights DK Good Above Average Good Good Good Good Above Average Above Average
Damned DM Below Average Below Average Below Average Below Average Average Average Below Average Below Average
Druid DU Average Above Average Above Average Average Above Average Average Average Average
Dwarves DW Good Above Average Good Good Good Good Above Average Above Average
Air Elementals EA Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Earth Elementals EE Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Fire Elementals EF Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Elves EL Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Elementalist EM Average Average Average Above Average Average Average Average Average
Ents EN Below Average Average Average Good Good Good Very Good Very Good
Ettins ET Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Water Elementals EW Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Fairy Folk FF Above Average Average Very Poor Average Average Average Average Below Average
Forgotten FO Good Above Average Good Good Good Good Above Average Above Average
Free Traders FT Average Above Average Not A Factor Below Average Below Average Below Average Below Average Above Average
Gargoyles GA Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Gelatinous Cubes GC Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Giant Eagles GE Average Average Good Above Average Above Average Above Average Above Average Above Average
Griffons GF Average Average Good Above Average Above Average Above Average Above Average Above Average
Ghouls GH Very Poor Below Average Below Average Average Average Average Average Above Average
Giants GI Good Excellent Ultimate Good Good Excellent Renowned Superior
Gnolls GL Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Gnomes GN Average Average Very Poor Average Average Average Average Average
Goblins GO Good Above Average Very Poor Average Below Average Below Average Below Average Below Average
Great Bats GR Very Poor Below Average Average Below Average Average Average Average Average
Halflings HA Average Above Average Not A Factor Below Average Below Average Below Average Below Average Above Average
Hell Hounds HH Very Poor Below Average Below Average Average Average Average Average Above Average
Hill Giants HI Good Above Average Good Good Very Good Good Very Good Excellent
Iron Golem IG Good Excellent Ultimate Good Good Excellent Renowned Superior
Illusionist IL Good Above Average Below Average Average Average Average Average Average
Knights of Styx KS Average Below Average Renowned Above Average Above Average Good Good Excellent
Lizard Men LI Below Average Above Average Above Average Above Average Above Average Above Average Above Average Average
Lycans LY Very Poor Average Excellent Good Good Good Good Above Average
Mammoths MA Good Above Average Excellent Good Above Average Good Good Excellent
Manticores MC Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Minotaurs MI Below Average Below Average Very Good Above Average Above Average Above Average Above Average Good
Mephits MP Good Above Average Very Poor Average Below Average Below Average Below Average Below Average
Mummies MU Good Average Very Good Above Average Above Average Above Average Above Average Excellent
Mythians MY Good Very Good Average Average Average Above Average Above Average Good
Necromancer NE Average Average Average Average Average Average Average Average
Northmen NM Average Average Above Average Above Average Above Average Above Average Above Average Above Average
Nomads NO Good Good Good Average Average Above Average Average Average
Nyvarians NY Average Average Good Average Average Above Average Average Above Average
Ogres OG Below Average Average Above Average Good Good Above Average Above Average Above Average
Orcs OR Average Above Average Average Above Average Above Average Above Average Average Average
Owlbears OW Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Paladins PA Average Below Average Renowned Above Average Above Average Good Good Excellent
Pit Fiend PF Above Average Good Excellent Average Above Average Above Average Good Good
Phoenix PH Good Above Average Excellent Good Above Average Good Good Excellent
Pirates PI Good Above Average Below Average Average Average Average Average Average
Phantasmal Force PM Below Average Average Average Average Average Average Above Average Average
Phantoms PT Below Average Average Average Average Average Average Above Average Average
Pixies PX Good Above Average Very Poor Average Below Average Below Average Below Average Below Average
Rangers RA Excellent Above Average Good Above Average Above Average Above Average Above Average Good
Rocs RC Good Above Average Excellent Good Above Average Good Good Excellent
Red Dragons RD Good Excellent Ultimate Good Good Excellent Renowned Superior
Rock Golems RG Below Average Below Average Very Poor Above Average Above Average Above Average Above Average Good
Rohirrim RO Above Average Average Good Above Average Average Above Average Above Average Above Average
Sacred Order SA Good Above Average Awesome Good Above Average Good Above Average Very Good
Scorpions SC Very Poor Average Average Good Good Above Average Above Average Good
Skeletons SK Below Average Below Average Very Poor Average Average Below Average Below Average Below Average
Shambling Mounds SM Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Sorcerer SO Below Average Average Very Poor Average Average Below Average Below Average Below Average
Specters SP Below Average Average Average Average Average Average Above Average Average
Sprites SR Good Above Average Very Poor Average Below Average Below Average Below Average Below Average
Stormgate Guard ST Excellent Good Very Good Good Above Average Excellent Very Good Excellent
Saurus SU Very Poor Above Average Very Good Above Average Good Above Average Good Above Average
Swampmen SW Average Average Below Average Above Average Above Average Above Average Average Average
Troglodytes TG Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Trolls TR Below Average Average Above Average Good Very Good Good Very Good Very Good
Tyrant TY Above Average Above Average Good Average Above Average Above Average Average Average
Unicorns UC Very Poor Below Average Above Average Above Average Above Average Above Average Above Average Above Average
Umber Hulks UH Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Underworld UN Above Average Average Very Poor Average Average Average Average Below Average
Uak Hai UR Above Average Good Above Average Above Average Good Good Above Average Above Average
Vikings VI Above Average Above Average Good Excellent Good Above Average Good Good
Warlock WA Average Average Average Above Average Average Average Average Average
Westmen WE Average Average Above Average Average Above Average Average Average Above Average
Wildlings WL Below Average Average Above Average Above Average Good Above Average Above Average Average
War Machines WM Ultimate Good Absent Not A Factor Absent Very Poor Good Below Average
Wood Elves WO Very Good Good Below Average Average Above Average Above Average Average Average
Warg Riders WR Average Above Average Above Average Above Average Average Average Average Above Average
Wights WT Very Poor Below Average Above Average Above Average Above Average Above Average Above Average Above Average
Wyverns WY Average Average Good Above Average Above Average Above Average Above Average Above Average
Zamorans ZA Above Average Good Average Above Average Above Average Average Average Average
Zealots ZE Average Average Below Average Average Average Average Below Average Below Average
Zombies ZO Very Poor Very Poor Below Average Average Average Average Average Below Average